Search found 149 matches
- 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...
- 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, ...
- 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...
- Tue Jul 04, 2017 3:53 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1232391
Re: Bugs & FAQ
Options > Mods > Startup
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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)...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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?
Too much? To little? Does the orange clash?
- 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...
- 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...
- 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 ...