Search found 678 matches
- Sat Jul 20, 2019 7:04 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211320
Re: Friday Facts #304 - Small bugs; Big changes
Does vanilla really need more dumbing down than it already has? Was there suddenly an influx of people complaining about this? Because it's odd how it didn't seem to be a problem years or even months ago. At this point I'm glad the modding community provides content that gives this game some depth, ...
- Thu Jul 18, 2019 4:12 am
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 106479
Re: [MOD 0.16] Realistic Reactors
I just tested it using only Bobs Plates and Bobs Ores (otherwise Thorium cells are deactivated), and for me it works: Can you reproduce this with only the two mods? Maybe another Bob mod is changing the fuel categories, but only with these two it should work as the categories are the same. It appea...
- Tue Jul 16, 2019 7:54 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
As already posted here, 2FA will only become mandatory this September, only in EU/Maastricht(?), and only for sums larger than 30€. Note that in the US at least, they took a LONG time for their "physical" credit card transactions to be secured by PINs (I'm not even sure if those are even ...
- Tue Jul 16, 2019 7:42 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
You're assuming such a thing is used by all institutions. They are not.Sander_Bouwhuis wrote: ↑Tue Jul 16, 2019 7:38 am@Light
That still doesn't explain how they can get hold of the 2FA crypto device you have to use for each transaction. Is there a workaround for that?
- Tue Jul 16, 2019 7:30 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
How is it possible that tens or even hundreds of thousands of cards are being stolen to be used? Are there millions of burglars and pick pockets around?!? You've never heard of data breaches before? Just last year there was a data breach involving Desjardin's which is a credit union, having 2.7 mil...
- Mon Jul 15, 2019 6:38 am
- Forum: General discussion
- Topic: The problem about mods
- Replies: 18
- Views: 5571
Re: The problem about mods
Some things can't be easily remedied in older versions that are easily done so in newer ones. It's also not logical to focus on past versions when the game is progressing forward to version 1.0 which everyone will inevitably be using when the time comes. Doing so increases the workload on the author...
- Mon Jul 15, 2019 3:38 am
- Forum: PyMods
- Topic: Am I missing something or does the full PyMods mean an absurdly slow start?
- Replies: 30
- Views: 11441
Re: Am I missing something or does the full PyMods mean an absurdly slow start?
I'd suggest watching the Lord of the Rings trilogy while playing. It helps pass the time while you get simple things set up, and maybe when the movies are done you'll have a chest of science packs ready. That's what I ended up doing when I gave this mod suite a try (I'm also an AAI/Angel/Bob old han...
- Mon Jul 15, 2019 1:06 am
- Forum: Bob's mods
- Topic: burning more fluids?
- Replies: 5
- Views: 3255
Re: burning more fluids?
Oh?bobingabout wrote: ↑Sat Jun 29, 2019 1:34 amJust because you CAN burn it, doesn't mean you should.Bizobinator wrote: ↑Sat Jun 29, 2019 12:48 amYup! Crude oil has a narsty 1000% pollution modifier! o_O
- Mon Jul 15, 2019 1:04 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1231132
Re: Bugs & FAQ
I found several uncraftable and/or unused recipes, mainly in Angel's smelting. there's no use for steel powder, you cannot craft any kind of rod, or rod stack, platinum is completely gone from the recipe list, all things involving platinum, expandable and non expandable mold aren't int the crafting...
- Sun Jul 14, 2019 11:52 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Another reason for wanting to know when it's close to stable that Klonan seems to have missed is that updates often break mods which can completely halt the ability to play on a modded map. Sure you can revert the version, but updates tend to break mods often enough that it's best to wait until bei...
- Sat Jul 13, 2019 7:39 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
If some form of notice was provided before a major mod affecting change is made then authors could deploy fixes right away without needing source access to achieve the same result. This is why Bob's mods are often patched within minutes of an update and people can keep playing with them without wai...
- Sat Jul 13, 2019 2:27 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Another reason for wanting to know when it's close to stable that Klonan seems to have missed is that updates often break mods which can completely halt the ability to play on a modded map. Sure you can revert the version, but updates tend to break mods often enough that it's best to wait until bein...
- Fri Jul 12, 2019 7:54 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 58417
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
I was an employee for a company during 2005 which hosted MMOs and a group of Brazilians used a spreadsheet of stolen credit information to buy everything they could. This continued for a couple months until not only the in-game economy was ruined, but the company was deep in the red having to handle...
- Thu Jul 11, 2019 9:27 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 111604
Re: [MOD 0.15] AAI Industry
Question on power output/efficiencies. The burner turbine is a first step for power. But It seems to output more then a steam boiler+2 steam engines? Was looking at the play-through Xterm is doing, and he is only using the burner turbines instead of moving to steam. Pollution output is much higher,...
- Thu Jul 11, 2019 9:21 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 111604
Re: [MOD 0.15] AAI Industry
Hi! Can we hope an update soon? cause like says GrimerX, we can't do iron pipe in the.20 with amator phasma's coal and steam + angel and bob mods.. it's a problem and i don't know how to downgrad a mods sorry for my english, i'm french ^^ les onglets de téléchargement pour chaque mod sur le portail...
- Thu Jul 11, 2019 6:35 am
- Forum: Bob's mods
- Topic: Patreon
- Replies: 15
- Views: 11417
Re: Patreon
Do it like most Patreons and lock everything behind the paywall. $5 tier to download three mods of your choice $10 tier unlocks pure modules + Silicon/Aluminium/Cobalt ores $15 tier unlocks god modules + Titanium/Tungsten ores + Thorium Fuel for three new reactors!!11! $20 tier to download ALL the c...
- Tue Jul 09, 2019 9:56 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189393
Re: [0.17.x] Bob's Mods: General Discussion
It would be nice if you could include detailed descriptions for the mod settings to know precisely what's being enabled/disabled. An example is disabling "New steam power related entities" actually disables all the steam entities and not just the new ones. A detailed tooltip would have hel...
- Mon Jul 08, 2019 3:54 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 28933
Re: Version 0.17.54
One may also consider the pollution to be negligible enough to be omitted. The amount of fuel needed to move an arm pales in comparison with other entities.
- Wed Jul 03, 2019 12:54 am
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 9071
Re: Is a pure modular logistics system viable?
During 0.16 I used this mod for recharging: SmarterBotRecharge Instead of forming a massive queue at a single roboport, you could place charging pads beside it which they'd also use to keep the logistics going. This was ideal for heavy traffic areas where a dozen charging pads could see constant use...
- Mon Jul 01, 2019 8:18 am
- Forum: General discussion
- Topic: Biters .Are they natives of the planet ?
- Replies: 8
- Views: 3758
Re: Biters .Are they natives of the planet ?
We have insects here on Earth that look very otherworldly as well.