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Re: [MOD 0.16] ShinyBobGFX

Posted: Sat Mar 17, 2018 3:03 am
by Asanda_Nima
I see. Sorry, thought it’s the same author, judging by the name.

I will try them out separately and see what I like more.

Thanks for the clarification!

Re: [MOD 0.16] ShinyBobGFX

Posted: Sat Mar 17, 2018 3:41 am
by Zombiee
No problem and it's a common thing that happens. I don't want to introduce something that means your game won't load with both but I have added a console warning on loading a game if you have duplicate mods. I hope it's not too annoying.

Obviously, I think you should use mine but that's up to you. I would appreciate any feedback though, negative especially.

While I'm preaching, I'll also suggest you look at the "mod options", a lot you are able to opt out of (inserter shading, power bars).

Re: [MOD 0.16] ShinyBobGFX

Posted: Sat Mar 17, 2018 5:47 am
by Asanda_Nima
Nah, was kind of my fault.
I assumed its the same author, going by the name.
But being 2 mod-sets doing basically the same, it's bound to have complications. I just didn't realized it.

After testing out, I will stick with yours. For me it looks "cleaner" overall.

Thanks for the mod and your help!

Re: [MOD 0.16] ShinyBobGFX

Posted: Fri Mar 30, 2018 10:49 am
by Zombiee
New update to deal with the name changes in logistics. I think I made it backwards compatible AND stable for all option combinations but please let me know if something is odd or broken.

Updated ShinyIcons as well to sort the renamed inserters and new belty bits.

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 5:17 pm
by fishycat
Hey Zombiee, in latest update you forgot the icon for the steam-engine-mk4.

Thx for your work! :D

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 5:29 pm
by Zombiee
I blame ... someone other than me. Uploaded correct version as 0.16.18

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 5:47 pm
by Zombiee
Work in progress sneak preview. Super secret squirrel - burn after reading.
combot.JPG
combot.JPG (15.76 KiB) Viewed 8407 times

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 6:00 pm
by fishycat
hmm, if I was a biter, would I have to worry then...?


I also forgot something, next time you update ShinyIcons, could you please rename the loot-chest in the container list (the one with and without angel mod) to "artifact-loot-chest"

edit: thx for the super quick fixes!

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 6:58 pm
by KyleSpades
Dude, I've been reading through this thread and had to post a reply just to mention how kind you are with everybody. If the modding community had more modders like you, this game would be even more awesome. Thank you for this incredible mod and keep it up!

Btw, that preview looks like... different sprites for landmines? Looking great btw

Re: [MOD 0.16] ShinyBobGFX

Posted: Wed Apr 04, 2018 7:20 pm
by Zombiee
Hey thanks, I appreciate that. Though to be fair, the modders of this community are pretty amazing as a whole. The volume and tone of feedback that some modders deal with and still stay civil is impressive.

The super sneaky squirrel pic (you burned it, right?) is meant to replace the bob-laser bot. The base game defender/destoryer/distractor have updated GFX and the laser is feeling un-loved.

Re: [MOD 0.16] ShinyBobGFX

Posted: Thu Apr 05, 2018 3:18 pm
by Termak
The laserbot looks like it comes from Futurama :D

Re: [MOD 0.16] ShinyBobGFX

Posted: Sun Apr 15, 2018 1:40 pm
by Asanda_Nima
Hio Zombiee,

there is an error with the shinyIcons, some kind of mix up in the groups.
Error is pointing towards a group of angels item, but error caused is by not having bobs logistic enabled.
I wanted to start an Angels-only game and get this error.
By Bob I only have the adjustable insert and bobs library enabled.

Re: [MOD 0.16] ShinyBobGFX

Posted: Sun Apr 15, 2018 7:28 pm
by Zombiee
Thanks for the report. Uploading fix now. Though ShinyIcons is not really a help to have in an Angel only game. It will stretch out the production,logistic and warfare tabs oddly since it's expecting there to be more than one power pole (for example). About the only good thing it does for an Angel only game is shove all the angel-chests into Angel-Logistics.

But .. if you like it, use it. Fix should solve the crash.

Re: [MOD 0.16] ShinyBobGFX

Posted: Fri May 04, 2018 9:36 pm
by fishycat
Hey Zombiee, I noticed, someone 8-) , who knows who, missed to put some purple color on the boiler mk4´s. But luckily I had some left and went on painting.

Re: [MOD 0.16] ShinyBobGFX

Posted: Sat May 05, 2018 11:32 pm
by Zombiee
But, I like the green so much.

Re: [MOD 0.16] ShinyBobGFX

Posted: Sun May 06, 2018 3:37 am
by fishycat
Hm ok, then maybe make the steam-engine mk4 green, too?

Re: [MOD 0.16] ShinyBobGFX

Posted: Tue May 08, 2018 9:18 am
by bobingabout
There's going to be a MK5 when I get around to actually doing some coding.

Re: [MOD 0.16] ShinyBobGFX

Posted: Tue May 08, 2018 12:52 pm
by fishycat
Ah nice, so everyone can has his color then :D

Re: [MOD 0.16] ShinyBobGFX

Posted: Thu May 10, 2018 12:57 am
by Light
bobingabout wrote:There's going to be a MK5 when I get around to actually doing some coding.
Now it's going to be tempting to run steam power alongside nuclear power if they're starting to compete a bit more with each other. It may not compare to several gigawatts required for the main base, but it's most certainly an appealing option for distant outposts without having to span 100+ large poles and eating uranium rather than simple coal/wood.

Those poor solar panels are absolutely crushed by these superior steam turbines. In a tiny space with a bit of pollution generation you can power large outposts that massive fields of expensive solar panels wish they could compare to. In vanilla they're great but with Bob's it's all about that dirty power for great benefits. I love it.

Re: [MOD 0.16] ShinyBobGFX

Posted: Thu May 10, 2018 9:32 am
by bobingabout
Oh, and I will be doing some work on nuclear too, I'm just not sure what yet, but two of the things I was going to look at were changing the temperate from 500 to 515 (Because 500 is actually a nasty, unround number, the formula is current temperature - default temperature, which results in 485, if it was 515 it would be 500, nice and round), and second, balancing the heat exchanger to the steam turbine, so have a 1:2 ratio, as with standard steam now.
The problem there is that the boiler is already balanced to the nuclear reactor, which means the likely result is either lowering the fluid consumption of the turbine to match the boiler... or increasing the power consumption of the HE to match the turbine, and reactor to match the new HE values.

And then higher tier Reactors too, to match the higher tiers of HE.

Either way, I know I want to make changes, but there's no definitive plan yet, unlike the steam engines where I have all the stats planned out.