Search found 7 matches
- Wed Sep 19, 2018 9:35 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 71702
Re: [MOD 0.16] Deadlock's Crating Machine
hello deadlock, mods looks very very interesting for me. Also for the long discussion "bots vs belts". As I can see from reading about your mod, all crates (full and empty) are technically usual items. I want not allow bots to carry any crates. Is it possible to prevent bots carrying any crates? so ...
- Sun Jul 30, 2017 2:54 pm
- Forum: Bob's mods
- Topic: suggestion on requester chests MK2
- Replies: 1
- Views: 1453
suggestion on requester chests MK2
Hello bob.
I'm playing araund with your mods, realy enjoing it. One suggestion on your logistik part:
The step from logistic chests to logistik chests MK2 is wery tight on use, but big on price. maybe you want improve this? as exemple add an additional titanium bar for more stacks. I mean really ...
I'm playing araund with your mods, realy enjoing it. One suggestion on your logistik part:
The step from logistic chests to logistik chests MK2 is wery tight on use, but big on price. maybe you want improve this? as exemple add an additional titanium bar for more stacks. I mean really ...
- Mon Jul 17, 2017 3:37 pm
- Forum: Bob's mods
- Topic: Bobs artefacts (coloured?) need for something?
- Replies: 4
- Views: 9715
Re: Bobs artefacts (coloured?) need for something?
Thanks! found it now.
Looks good. Why did you decide to shut it off (standart options)? Because of complexity?
Looks good. Why did you decide to shut it off (standart options)? Because of complexity?
- Mon Jul 17, 2017 3:02 pm
- Forum: Bob's mods
- Topic: Bobs artefacts (coloured?) need for something?
- Replies: 4
- Views: 9715
Bobs artefacts (coloured?) need for something?
Hello, is there any need for the artifacts? cant find any recipe for that
- Mon Jul 17, 2017 9:11 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 34110
Re: Friday Facts #199 - The story of tile transitions
Instead of having the file transition "Inside the grass tile" or "Inside the water tile", why not draw something right on the boarder overlapping the two? That way, both the water tile and the grass tile both look "About 32 pixels wide".
Agree!
This way, both would be possible,
- the old tile ...
Agree!
This way, both would be possible,
- the old tile ...
- Thu Jun 29, 2017 7:03 am
- Forum: Bob's mods
- Topic: [0.15.x] Ground water boring
- Replies: 4
- Views: 7193
Re: [0.15.x] Ground water boring
Thank for quick response!
the entity I searched for called "pump", "pump MK2" etc. thanks for helping!
The vanilla pump called also "pump".
Bob you shoud definitely rename your pump. Is there a recipe / function to pumping though? from input to output like vanilla pump? If not, then there is no ...
the entity I searched for called "pump", "pump MK2" etc. thanks for helping!
The vanilla pump called also "pump".
Bob you shoud definitely rename your pump. Is there a recipe / function to pumping though? from input to output like vanilla pump? If not, then there is no ...
- Wed Jun 28, 2017 11:59 am
- Forum: Bob's mods
- Topic: [0.15.x] Ground water boring
- Replies: 4
- Views: 7193
[0.15.x] Ground water boring
Hello! first I must say, brilliant mod, I enjoy it very much. I use all of the bob's + factorissimo2. No other mods.
I have an issue with getting water from ground. In the mod-setting I find under "Bob's Metals, Chemicals and Intermediates" "Enable ground water boring recipes". Description of it ...
I have an issue with getting water from ground. In the mod-setting I find under "Bob's Metals, Chemicals and Intermediates" "Enable ground water boring recipes". Description of it ...