Search found 34 matches
- Fri Oct 26, 2018 11:35 am
- Forum: Technical Help
- Topic: What "Atlas Texture Size" really do?
- Replies: 13
- Views: 9738
Re: What "Atlas Texture Size" really do?
Actually i know that the game Project Zomboid switched from 2D to 3D because it would lead to performance improvements. But not all games are the same and doing that is a huge undertaking.
- Sat Apr 22, 2017 3:48 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 157789
Re: Friday Facts #187 - Space science & 0.15 graphics
This is the first sub-factory where I gave up after 32 belts stopped being enough, and turned it fully robot-based. Now there is nothing interesting to see, but it works. Are there any plans to make robot-powered factories more logistically interesting? It still always feels like a kind of necessar...
- Thu Oct 20, 2016 1:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187397
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Does this work without Bob's ores?
- Sun Oct 16, 2016 6:18 pm
- Forum: Modding help
- Topic: No battery recipe available - how to unlock them?
- Replies: 1
- Views: 1182
No battery recipe available - how to unlock them?
I'm playing a fairly heavily modded game and batteries seem to have disappeared from the Battery technology. It doesn't unlock them and the icon doesnt show up in the technology. Is there any way to force the recipe or change the technology?
- Fri Sep 02, 2016 9:26 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hello Bob, would you make the 'vanilla' faster and extremely fast belts a bit more expensive? When not using bob's ores they only cost gear wheels which is really cheap at that point, so i usually even skip faster belts. I suggest: Faster belt: 1x express belt, 5x iron gears + 2x steel plates Extrem...
- Wed Aug 17, 2016 3:43 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
The long inserter inserts about 25% faster than the basic inserter, and it inserts at exactly half the rate as the fast inserter which is handy for recipes which use a 2:1 ratio (example: iron gears, 2 plates in, 1 gears out). Also it only costs 3 iron plates more than the basic inserter making it ...
- Wed Aug 17, 2016 1:00 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I do agree, long inserters can be removed, ... Nooo!!! The long inserter should stay like it is. I hate the new option! Its now so complicated to make 2 belt inserter lines. When i make a long inserter i WANT a long inserter. And with the color i see where it is take from (my own check). It's not c...
- Mon Aug 15, 2016 7:19 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So I figured out my and Nilaus' issue. You have to hit the inserter box in the upper left hand part of the gui and reset your long inserters to actually be long inserters again. Bob, can you please have them default to standard options, instead of close? I've read your post many times and clicked e...
- Mon Aug 15, 2016 1:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Another suggestion: Incorporate Flow Control's rotatable elbow, T-junction and straight pipes. A must-have mod for me but doesn't work with your new pipes because the rotatable shapes are new entities.
- Mon Aug 15, 2016 12:54 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339867
Re: [0.12.x][v0.12.10] Bob's Logistics mod
This is a copy of my post on the mod portal: Im playing with the vanilla resources, i think the faster and extremely fast belts and underground belts are too cheap compared to normal>fast>express. Currently they cost only a few more gear wheels. I tend to skip faster belts for this reason. They shou...
- Sun Jul 31, 2016 7:33 pm
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 28003
Re: Version 0.13.12
I'm now using the Borderless Gaming app to force borderless windowed mode. Works fine and there is no tearing. However, windowed mode gives me some kind of intermittent micro stutter. Not nearly as bad as the tearing though.
https://github.com/Codeusa/Borderless-Gaming
https://github.com/Codeusa/Borderless-Gaming
- Sun Jul 31, 2016 6:43 pm
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 28003
Re: Version 0.13.12
same tearing problem here, but I fixed it in the AMD Catalyst Control Center under Gaming => 3D Application Settings => Frame Rate Control you have the option to Wait for Vertical Refresh, which is by default Off, unless application specifies by forcing it to Always on the tearing no longer occurre...
- Fri Jul 29, 2016 2:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.2
Buildings does not work as stand-alone. It requires damage-type Biological which is part of Enemies.
- Mon Jul 04, 2016 4:29 pm
- Forum: Mod portal Discussion
- Topic: Community suggested tags and votes for mod portal
- Replies: 1
- Views: 1338
Community suggested tags and votes for mod portal
You could have users vote on tags so we won't have mods lacking the right tags. Many mods don't have a tag and some could use another. Being able to like mods could also prove useful.
- Mon Jul 04, 2016 3:49 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
disabling evo_gui:tick() works as well, thanks! I hope this wont mess up anything?
- Mon Jul 04, 2016 2:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
That gets rid of the error.
I'm also playing a multiplayer game but the error came up today when i loaded the savegame without anyone else present. Even disabling EVOgui will not stop the error. It was fine in 6.0.3
I'm also playing a multiplayer game but the error came up today when i loaded the savegame without anyone else present. Even disabling EVOgui will not stop the error. It was fine in 6.0.3
- Mon Jul 04, 2016 1:28 pm
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 65118
Re: [MOD 0.13.3] Red Alerts 1.1.0
I have no alert sounds at all when i enable this mod. Even the vanilla alert sounds are gone. Using the default mod settings on 13.4
- Fri Jul 01, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Thanks, but i think i will lower the enemies' resistances a little bit in prototypes\Vanilla_Changes\Settings.lua
- Fri Jul 01, 2016 8:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure. Also make sure to research some upgrades for ammo damage. I tried Normal and the spawner's health went down ...
- Fri Jul 01, 2016 6:53 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465245
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Is it normal that i can't damage biter spawns with a machine gun or a shotgun because they regenerate too fast? Im using hard mode, RSO and Bob's Enemies. On normal mode its almost possible but you would still need some turrets, and a few stacks of ammo