Search found 104 matches

by MisterFister
Tue Mar 13, 2018 8:41 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 133044

Re: [MOD 0.16.x] ShinyBob_0.16.x

Hi there! I'm trying to start a very-heavily-modded new AngelBob playthrough on a LAN game with my friend, maybe migrate to a private server later on. I can run the entire suite of Shiny-mods just fine, but on his end, he errors out with ShinyBobGFX and ShinyBob_Graphics. I have no idea why. What in...
by MisterFister
Mon Mar 12, 2018 10:52 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Migrated to 0.16.29, then back to 0.16.28, now auto-desync?
Replies: 0
Views: 2441

Migrated to 0.16.29, then back to 0.16.28, now auto-desync?

Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do. https://www.dr...
by MisterFister
Mon Mar 12, 2018 10:49 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 138012

Multiplayer Desync right after creating map for first time

Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do. https://www.dr...
by MisterFister
Mon Mar 12, 2018 4:02 pm
Forum: Gameplay Help
Topic: Thoughts on possible large scale refinery layout?
Replies: 9
Views: 6139

Re: Thoughts on possible large scale refinery layout?

My rail based mega base outgrew it's belt based refinery so I made a new larger refinery, which ended up being too small. Made a 3rd one, which is rail based but unsuccessful. Trains are too small and thus need to travel too often and get in each others way at intersections. It works without deadlo...
by MisterFister
Sun Mar 11, 2018 5:10 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238128

Re: Bugs & FAQ

Howdy folks! Loving this mod set. Still on semi-automated red science and handcrafted green science on my first playthrough. It's time for me to think about mining my starter-area patches of rubyte and bobmonium. I know that different infinite ore-types require different acids piped to the miners t...
by MisterFister
Sun Mar 11, 2018 2:25 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 83164

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Hi there! I just added your mods to my AngelBob setup. I'm purposefully making things difficult on myself by keeping my mods that enhance biter difficulty (Rampant, Swarm, etc.) and even despite my restarts, I'm learning very quickly (I've only recently begun playing AngelBob generally.) My question...
by MisterFister
Sun Mar 11, 2018 2:05 am
Forum: Angels Mods
Topic: Infinite Ores in starter area?
Replies: 0
Views: 853

Infinite Ores in starter area?

Hey there. I'm curious why there's a pre-mapgen checkbox to disable Angel's Infinite Ores in the startup area if there is, in fact, no way to disable starter-area resource patches being infinite? Secondarily, without judging or second-guessing anyone's decision-making, I'm curious what the mod-desig...
by MisterFister
Sun Mar 11, 2018 1:53 am
Forum: Angels Mods
Topic: BUG? infinite ore without yields?
Replies: 4
Views: 1885

Re: BUG? infinite ore without yields?

Caennanu wrote:(and added donuts for shapes, regretting that part).
I, too, am less than impressed by the donut-shapes. I run Ab with RSO installed, and I'm curious if you do as well to have gotten the same result.
by MisterFister
Thu Mar 08, 2018 9:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238128

Re: Bugs & FAQ

Howdy folks! Loving this mod set. Still on semi-automated red science and handcrafted green science on my first playthrough. It's time for me to think about mining my starter-area patches of rubyte and bobmonium. I know that different infinite ore-types require different acids piped to the miners to...
by MisterFister
Thu Mar 08, 2018 1:57 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124406

Re: Mylon's Many Mods

Hi there. I like the idea behind this mod, and I note in the changelog that you've worked to make your Prospector mod Angelbob compatible. Now, I know my question is somewhat basic, but I'd care to suggest to you that you could design your cross-links to be a bit more conducive to a user like me doi...
by MisterFister
Tue Mar 06, 2018 5:35 pm
Forum: Angels Mods
Topic: Difficulty placing electric miner on rubyte or bobmonium
Replies: 5
Views: 3620

Re: Difficulty placing electric miner on rubyte or bobmonium

MisterFister.zip
savefile
(10.68 MiB) Downloaded 114 times
And my save, clicked "submit" too soon.
by MisterFister
Tue Mar 06, 2018 5:33 pm
Forum: Angels Mods
Topic: Difficulty placing electric miner on rubyte or bobmonium
Replies: 5
Views: 3620

Re: Difficulty placing electric miner on rubyte or bobmonium

My mods, manually transcribed on a side monitor from within the Factorio game client's built in mod-management menu: Asphalt Roads v1.1.2 Auto Fill v2.0.1 Auto Research v4.0.3 Blueprint Flipper and Turner v1.0.0 Bottleneck v0.9.1 Bullet Trails v0.3.1 Clock v0.16.0 Death Notice v0.16.0 Dirt Path v1.1...
by MisterFister
Tue Mar 06, 2018 4:47 am
Forum: Angels Mods
Topic: Difficulty placing electric miner on rubyte or bobmonium
Replies: 5
Views: 3620

Difficulty placing electric miner on rubyte or bobmonium

Hey there. I'm juuuust transitioning into metallurgy processing for the first time on an angelbob playthrough and I'm enjoying this. I've read elsewhere on these forums that infinite ore patches require an acid reagent to mine similar to the requirements for mining vanilla-uranium. This matches with...
by MisterFister
Sun Mar 04, 2018 2:51 pm
Forum: General discussion
Topic: About cliffs
Replies: 29
Views: 12598

Re: About cliffs

-=snip=- Yeah, it's for essentially this reason (prior to cliffs being in the game) that makes me flat refuse to use any blueprint that's larger than 70% of the screen at max zoom-out without using mapview. If something's so big that that's not enough, I'll break it down into overlapping sections. ...
by MisterFister
Sun Mar 04, 2018 10:46 am
Forum: Angels Mods
Topic: AngelBob hoping for pre-mainbus help
Replies: 14
Views: 9211

Re: AngelBob hoping for pre-mainbus help

For the record, I wasn't pissed "at" anyone who responded here. That said, frustration can be a powerful motivator. I had a massive breakthrough. It bears mentioning that I have a type of learning disability (I'm autistic) so when faced with new material, I can ALWAYS absorb it quickly and...
by MisterFister
Sun Mar 04, 2018 8:32 am
Forum: Angels Mods
Topic: AngelBob hoping for pre-mainbus help
Replies: 14
Views: 9211

Re: AngelBob hoping for pre-mainbus help

My last Angel's playthrough was pre-fancy splitters. I should have noted that filter and priority splitters do massively change the meta of Angel's in several ways, greenhouses being the most obvious. As to the "most obvious" aspect of your statement, I suggest that being able to split-fi...
by MisterFister
Sat Mar 03, 2018 10:35 pm
Forum: Mod portal Discussion
Topic: "Check for updates" needs to be more granular / transparent
Replies: 3
Views: 1699

Re: "Check for updates" needs to be more granular / transparent

+1 Ability to update individual mods instead of the generic "update all" which i can never use because i have to keep the same versions as the server. Hmm. What if you downloaded the savefile from the server, loaded it in SP while offline, and then sync'd to match modlists? Then you can a...
by MisterFister
Sat Mar 03, 2018 10:10 pm
Forum: Mod portal Discussion
Topic: "Check for updates" needs to be more granular / transparent
Replies: 3
Views: 1699

"Check for updates" needs to be more granular / transparent

Howdy folks. I'm running a heavily-modded angelbob playthrough on Factorio v0.16.27. Like an idiot, I didn't backup my mod folder, and when I went to log in for the first time today, like an idiot, I visited the in-game mod management menu and I decided to click "check for updates." Upon a...
by MisterFister
Sat Mar 03, 2018 9:59 pm
Forum: Gameplay Help
Topic: Thoughts on possible large scale refinery layout?
Replies: 9
Views: 6139

Re: Thoughts on possible large scale refinery layout?

I played a mostly-vanilla RSO / Rampant mod on a multiplayer server for a few months in Summer 2017, back when v0.15.30-ish was bleeding-edge beta opt-in. We got the first few dozen rockets launched and were almost done researching the entire tech tree except for the infinite-researches from a light...
by MisterFister
Sat Mar 03, 2018 9:32 pm
Forum: General discussion
Topic: About cliffs
Replies: 29
Views: 12598

Re: About cliffs

I just turn the cliffs off entirely. I'm amenable to the gameplay difficulty aspect of having immovable obstacles requiring a late-mid tech of explosives to remove them (and full disclosure: I haven't conducted an unmodded playthrough as far as achieving that stage yet) but with what I've read about...

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