Search found 151 matches
- Mon Apr 15, 2019 3:53 am
- Forum: Not a bug
- Topic: [0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
- Replies: 5
- Views: 1886
Re: [0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
It seems that explicitly specifying catalyst_amount in the recipe will make it work, but it's unclear if this should be considered a bug still or not. I've reported this on Angel's bug reports.
- Tue Apr 09, 2019 10:49 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137500
Re: [0.17] Please post bugs and balance issues here.
I think it was in part due to my lighting. It's more clear now, though still somewhat similar.
Maybe a letter on each of the science packs for easy identification (e.g. "P" for production, "L" for logistics, etc.) would be good for low-lighting and colour-blind situations anyway?
Maybe a letter on each of the science packs for easy identification (e.g. "P" for production, "L" for logistics, etc.) would be good for low-lighting and colour-blind situations anyway?
- Tue Apr 09, 2019 10:43 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189883
Re: [0.17.x] Bob's Mods: General Discussion
Maybe it should be so that you can research them slower without orbs? e.g. you can make coloured alien science from several space science. So that way you don't have to go find more biter bases to research the infinite techs, but it helps a lot to do so. EDIT: Looking again, I see the techs that req...
- Tue Apr 09, 2019 10:42 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 74682
Re: [MOD 0.17] ShinyBobGFX
They looked like the same properties to me, which is why I was very confused. Maybe it is intentional though? I asked on Angel's forum anyway. EDIT: Oh, I see, Bob's chemical plants 2-4 are on the Production tab but the other one is on the petrochem tab, with no shinygfx enabled. Oof. Also the prope...
- Mon Apr 08, 2019 12:06 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 74682
Re: [MOD 0.17] ShinyBobGFX
When playing angelbob with all the shiny mods enabled, all of the chemical plants are visible in the menu from both angel's and bob's. Note that chemical plant 1 from bob's is visible without the shiny mods too (reported to Angel).
- Mon Apr 08, 2019 12:05 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3876
- Views: 1238258
Re: Bugs & FAQ
Playing around with sandbox for 0.17. With both Angel's Petrochem and Bob's Metals, Chemicals, and Intermediates enabled, the chemical plant 1 from Bob's is visible in the crafting menu. EDIT: The chemical plants 2-4 from Bob's are actually in the Production tab if they're installed, not the Petroch...
- Sun Apr 07, 2019 11:58 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137500
Re: [0.17] Please post bugs and balance issues here.
It's really hard for me to tell apart the production and logisitc science packs as both are purple (with science pack recoloring on).
- Sun Apr 07, 2019 11:45 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189883
Re: [0.17.x] Bob's Mods: General Discussion
Yeah, I thought of this, but then you can't easily draw extra power from the main grid while discharging so as to extend the discharge.
EDIT: Also, after poking around, what's the purpose of the coloured alien science packs? I can't figure out what they do.
EDIT: Also, after poking around, what's the purpose of the coloured alien science packs? I can't figure out what they do.
- Sun Apr 07, 2019 8:54 pm
- Forum: Won't implement
- Topic: Modding API expansion for circuit network behavior.
- Replies: 2
- Views: 1790
Modding API expansion for circuit network behavior.
TL;DR Allow mods to exercise significantly more control over the circuit network, effectively allowing complete control over how entities and the circuit network interact. What ? Three major changes to the modding API and featureset of the game, which do not add a lot of overall complexity to the e...
- Sun Apr 07, 2019 1:45 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189883
Re: [0.17.x] Bob's Mods: General Discussion
The only bob's mod that could be called QoL is Bob's Adjustable Inserters mod, everything else expands the game in some way. It was a very deep rabbit hole :P in theory, yes, you can have steam power pass through some accumulators, however, it still gets used at the same time as other accumulators,...
- Sun Apr 07, 2019 5:30 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189883
Re: [0.17.x] Bob's Mods: General Discussion
I haven't tried the mod out yet, but I came here after looking at making some QoL improvements and getting lost in a rabbit hole. Could you solve coal boiler priority by having a priority accumulator acting sort of like a power pump? It could have high energy priority to ensure it gets power during ...