Search found 149 matches

by Zombiee
Mon Jul 10, 2017 3:00 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 59093

Re: [0.15.x] Petrochem Plus

Petrochem REPLACES the exiting chains That's true for Angel's petrochem but not for petrochem plus. Petrochem plus basically adds more chemicals and recipes on top of what Angel has. They are generally of slightly higher efficiency and complexity. No ridiculous ratios here. From memory, recipes are...
by Zombiee
Fri Jul 07, 2017 5:42 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 48269

Re: [0.15.x] ShinyAngelGFX

That's not something I noticed, but I'm not sure I count it a bug or not. The ghost process isn't something I change, it's done elsewhere by factorio automatically. It looks like when they do the ghost image creation they change the values or balance or something. End result is yellows get lighter, ...
by Zombiee
Tue Jul 04, 2017 5:14 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

Easiest is just download https://mods.factorio.com/mods/Zombiee/ShinyBobGFX The inserters, pipes, underground belts, splitters and transport belts are all full sprite sheets so you can just crack the zip and look at the pngs directly. I'm not sure you have any interest in the building recolors I did...
by Zombiee
Tue Jul 04, 2017 3:53 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1232391

Re: Bugs & FAQ

Options > Mods > Startup
Acid.JPG
Acid.JPG (52.02 KiB) Viewed 7095 times
by Zombiee
Tue Jul 04, 2017 3:35 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 30130

Re: Classes + Extra bodies

Somehow I missed the concept that you could have multiple bodies at once with some mechanism to swap between them .. and those different bodies could have different characteristics. That is awesome! I have no idea why I fixated on the class structure instead, but everything I was yammering on about ...
by Zombiee
Tue Jul 04, 2017 2:22 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

Success! I added the 1/2 flange width back to all north facing pipes. No one was ever going to notice that issue but me (1 pixel row in low res, 2 in high) but I hated it. I added iron pipe below the flange in every south facing pipe regardless of type. You should never see it connecting pipe to pip...
by Zombiee
Tue Jul 04, 2017 12:07 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 30130

Re: Classes + Extra bodies

I'd totally missed the ore smelting bit, that actually makes that miner class very interesting. I agree that editing these values directly on the player via script is just asking for massive headaches in terms of compatibility and conflicts. Going a slightly different direction to get the same resul...
by Zombiee
Tue Jul 04, 2017 10:09 am
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 30130

Re: Classes + Extra bodies

Certainly an interesting concept, I could see it being very popular for multiplayer where people end up doing very specific jobs for extended time. I'm not sure I'd use it single player other than picking one type and just staying that way. The roles and their advantages don't jive for me though. Sc...
by Zombiee
Tue Jul 04, 2017 9:09 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

I am seriously considering adding these to my mod when they are done. Higher praise could not be given. Seriously, whether or not you eventually do that makes me feel pretty good. That said, it makes a lot of sense to wait a bit to see what other little thing I screwed up that makes a big differenc...
by Zombiee
Tue Jul 04, 2017 8:42 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

adding in the overlapping part to the lower pipe, but not cutting it out in the upper Yup, pretty much my plan now. I tested it pretty thoroughly and I couldn't get the north item to draw on top of the south item. (I had issues with pipes drawing under some of Angel's buildings on a separate issue)...
by Zombiee
Tue Jul 04, 2017 8:11 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 48269

Re: [0.15.x] ShinyAngelGFX

works nicely within their contrast and color scheme I agree with you about that I can get away with (and probably need) to have a larger portion of the smelty buildings colored. The range between too little and too much is fairly wide for me and while the 5x5s are at the top end of that range the b...
by Zombiee
Tue Jul 04, 2017 7:31 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

connection to vanilla storage tanks is also weird Damn, that one is going to be an issue. Pumps too probably now that I think about it. For all the entities I spot checked the building covered that area with north pipe connections. My 'fix 3' will look decidedly odd there as well. I'm REALLY glad y...
by Zombiee
Tue Jul 04, 2017 3:31 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

Yes and no. Your first pic is probably going to be a problem, but for factorissimo. The missing is bit from the stone (?) pipe is on me, that will be filled by a cap with the fix. Whether that will draw over or under factorissimo? I don't know yet, we'll see. Either way, it's gonna be an overlap tha...
by Zombiee
Tue Jul 04, 2017 2:41 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

Actually, that odd effect will happen when you connect any pipe to a horizontal pipe or a pipe turning a corner to the south. I missed it because I made robots build everything when testing. Oops. I know how to fix, but it's a lot to do. The base game looks funny there too (just less jarring) so I'm...
by Zombiee
Mon Jul 03, 2017 4:46 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 22147

Re: [0.15.x] Bob's Mods: Alternate Textures mod

you can link this mod anywhere, Groovy, I'll do so. I really like what your mod does and the look of the graphics CitizenJoe made. Creating new graphics from nothing is not something I can do. That said, if I feel froggy I might clean up the recolors I've done for my personal play and send em your ...
by Zombiee
Mon Jul 03, 2017 1:09 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 48269

Re: [0.15.x] ShinyAngelGFX

I personally like the way they are already Thank you. I do appreciate that. My main gripe is with the blast furnace .. it's REALLY purple/blue on the higher tiers. That and the induction furnace has a lot of funny pixel bleed on the heating element. Since I want to change those I feel obligated to ...
by Zombiee
Sun Jul 02, 2017 11:24 pm
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 48269

Re: [0.15.x] ShinyAngelGFX

I tried a recolor similar to sintering oven, hoping to be less 'loud' in the differences.
Too much? To little? Does the orange clash?
blastchem.png
blastchem.png (406.09 KiB) Viewed 7678 times
by Zombiee
Sun Jul 02, 2017 1:01 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 74524

Re: [MOD 0.15] ShinyBobGFX

New update is up. More things (belts, pipes, splitters, inserters) in hi res and updating the low res graphic to the newer low res graphics Most notable is that when connecting Bob's pipes to buildings and to different colored pipes the seam is in the correct position and doesn't look odd. connectio...
by Zombiee
Sun Jul 02, 2017 12:47 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80852

Re: Bob's Mod Graphics Update Discussion

Well, I completed all the recolorings: Low/Hi Res Underneathies, Splitters, Pipes Hi Res Inserters, Belts AND made the pipes connections look correct when connecting to a building/different color pipe. The voices in my head were momentarily pleased .. now they are wondering how long you can continue...
by Zombiee
Sun Jul 02, 2017 4:05 am
Forum: Angels Mods
Topic: Guide: Seafloor Pump & Mud Water
Replies: 25
Views: 17562

Re: Guide: Seafloor Pump & Mud Water

I'll echo Exasperation here. It seems like you're trying to use the carbon dioxide that comes as a by-product of making Lime from Limestone which is involved in the mud water chain. There are at least 6 sources of carbon dioxide in my mod set at the moment but the simplest and first (and looks like ...

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