Search found 16 matches
- Thu Dec 08, 2016 3:47 pm
- Forum: Bob's mods
- Topic: 0.14.x Cannot create wooden boards by hand?
- Replies: 8
- Views: 4322
Re: 0.14.x Cannot create wooden boards by hand?
The way my friend and I 'fixed' it when we play is to change the recipe for wooden-board-synthetic to be in category "electronics-machine" and then you can't handcraft using that recipe anymore. It's in bobelectronics zip in electronics.lua type = "recipe", name = "wooden-bo...
- Mon Jul 06, 2015 11:33 am
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 29462
Re: [WIP] Homeworld
20x wood? Shouldn't it say sand?ljdp wrote:Update to v0.0.2
Added sand collector.
Added synthetic sand recipe (5x wood + 5x plastic bar -> 20x wood).
- Sun Jun 28, 2015 4:42 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87058
Re: [0.11.x] Y.Petremann's mods (6 mods)
I wonder with the no hand-mining, could you tie that to a research? Hand-mining at the start of a game is useful to get things up and running faster, mining a few Stone to make more Drills and Furnaces, mining the first Coal to put into your Coal drill, etc. But after you get things automated, hand...
- Sat Jun 27, 2015 9:29 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87058
Re: [0.11.x] Y.Petremann's mods (6 mods)
For example if you are removing buildings, belts or chopping down trees etc. over a resource deposit, it will get stuck trying to mine the resource tile below the thing you just removed Not OCD enough my friend :mrgreen: I obey the command "Thou shall not build on a ressource field". Btw,...
- Sat Jun 27, 2015 4:26 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87058
Re: [0.11.x] Y.Petremann's mods (6 mods)
I wonder with the no hand-mining, could you tie that to a research? Hand-mining at the start of a game is useful to get things up and running faster, mining a few Stone to make more Drills and Furnaces, mining the first Coal to put into your Coal drill, etc. But after you get things automated, hand-...
- Thu Jun 25, 2015 3:40 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 310083
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
For anyone else who is bugged by the synthetic wood recipe taking over but hasn't manually fixed it, I'm uploading an altered version of bobplates where I basically changed the synthetic wood board recipe to be assembler only. I'm not sure if putting the normal wood board recipe before the synthetic...
- Thu Jun 25, 2015 3:39 pm
- Forum: Bob's mods
- Topic: Bugs Report ?
- Replies: 16
- Views: 13605
Re: Bugs Report ?
For anyone else who is bugged by the synthetic wood recipe taking over but hasn't manually fixed it, I'm uploading an altered version of bobplates where I basically changed the synthetic wood board recipe to be assembler only. I'm not sure if putting the normal wood board recipe before the synthetic...
- Tue Jun 23, 2015 12:13 am
- Forum: Mods
- Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
- Replies: 29
- Views: 40482
Re: Tree Collision Box - easy passage (optionally low health)
Dude, this is one of the biggest life-changing mods I've played with. It makes my brain hurt a lot less while playing, thanks! Definitely needs more love!
- Mon Jun 22, 2015 11:57 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 289002
Re: [MOD 0.11.22] The Fat Controller. Remote train management
Can confirm I get same 'Error while running the event handler: __TheFatController__/control.lua:415: attempt to index field 'guiSettings' (a nil value)' when clicking a gui element from a different mod (galactic trade or thundergui both do this.)
- Mon Jun 22, 2015 9:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Big Wooden Power Pole
- Replies: 17
- Views: 38032
Re: Big Wooden Power Pole [0.11.22]
When I saw the name of this mod I thought 'how dumb, why would you want a BIG version of those monstrosities?' and then I realised that it isn't big supply radius but big wire reach and now I think it is amazing :D Less wooden poles used early game for long distance power supply = less wooden poles ...
- Mon Jun 22, 2015 9:47 pm
- Forum: Mods
- Topic: [MOD 0.12.11+]Pneumatic Tubes[0.2.2] 16th October
- Replies: 14
- Views: 32293
Re: [0.11.22]Pneumatic Tubes 0.1.1 [Recipes!]
Without using the mod I will say first of all very good idea of a mod, I often forget items and would be nice to request them when I am not in main base, i.e. building outpost and such I do agree that there should be a limit on how fast items are sent through or how many items at a time etc. You cou...
- Mon Jun 22, 2015 9:32 pm
- Forum: Mods
- Topic: Prospect Mod
- Replies: 17
- Views: 18157
Re: Prospect Mod
This is an excellent idea, one of the things I dislike about using mods with extra ores in them is that you have to get lucky to get each ore you need at a decent distance. I don't mind going far to find the stuff I need but if you go far and don't find it, then you have to go 'far from far' and the...
- Mon Jun 22, 2015 9:14 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25955
Re: Laige Co. Mods
I am actually going to use this mod as I feel the blue science packs use too many green circuits anyways, I don't always use the circuit network, either, and just want a simple filter that uses a bit less power.
By the way, how much is the power usage compared to smart inserter?
By the way, how much is the power usage compared to smart inserter?
- Mon Jun 22, 2015 8:48 pm
- Forum: Mods
- Topic: [0.11.22+] Natural Evolution v3.0.1 - All things Alien! (OLD)
- Replies: 16
- Views: 33258
Re: [0.11.22+] Natural Evolution v2.5.0
I would like this more if it added the evolution reduction in Dynamic Expansion as I see that number/percentage as more of an 'aggression meter'. At the start of a game you aren't really a threat and so the biters send forth their 'grunts' to try and attack you, as you pollute the world and destroy ...
- Mon Jun 22, 2015 8:01 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 39779
Re: [0.11.21+] Underground mining drills
It sucks that they don't play nice together, I really like the idea that you would have to travel further away to get more resources to work with (RSO) but then you could still utilise each resource node once you have researched a bit more (underground drills).
- Wed Jun 10, 2015 2:57 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 39779
Re: [0.11.21+] Underground mining drills
This does not seem to work with RSO despite RSO's changelog showing it now has compatibility ... If I launch a new world with just RSO and Underground mining drills, no underground ores are generated. Even using Underground mining drills' regenerate command or RSO's regenerate command doesn't fix it...