Search found 115 matches
- Mon Aug 22, 2016 5:07 pm
- Forum: Bob's mods
- Topic: Greenhouse generates "grow trees" items, fills output, halts
- Replies: 6
- Views: 4087
Re: Greenhouse generates "grow trees" items, fills output, halts
I suggest using the setup Bob provided in the greenhouse thread: https://forums.factorio.com/viewtopic.php?f=51&t=25910 It has worked for me, though I do add 4 circuit connections to it attached to the 4 inserters coming off the wood output chest and attach them to the sappling chest. On the ins...
- Mon Aug 22, 2016 5:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373930
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Technically you could have all the ores in starting area. That would remove the need for travel for most of things - most likely you would need to grab additional iron/copper/lead and maybe tin later on. Some ores are now configured as quite rare in RSO - it would be good to know if thats what caus...
- Mon Aug 22, 2016 2:19 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373930
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
Hi, I just started using Bobs mods and having some problems getting a good map. If I use RSO, it seems that the additional resources created by bob's ore mod are so rare that it would be impossible to find beyond the starting area. If I do not, there are so many ores everywhere, there is no room fo...
- Fri Aug 19, 2016 7:25 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 84073
Re: Friday facts #151 - The plans for 0.14
doesn't it take longer and longer just to haul in resources from further and further away? copper, iron, coal and oil get depleted rather fast and don't regenerate like trees nor are they infinite as water. It does take longer and longer... but that doesn't really force you to restart a map unless ...
- Tue Aug 16, 2016 7:16 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 20697
Re: Version 0.13.15
Is there a way to easily see ALL of the items in the logistics network? At the moment, when I mouse over a requester, provider, or storage chest, I can see most of the logistics content on the right side of the screen, EXCEPT for the part that goes under the armor/weapons display in the lower right...
- Sat Aug 13, 2016 2:24 pm
- Forum: Bob's mods
- Topic: Typo in module config? [0.13.0]
- Replies: 4
- Views: 1931
Re: Typo in module config? [0.13.0]
2 things. Yup that's a typo.
However the reason for the message is valid. God Modules were changed so that they only work on intermediates (just like regular production modules). There is a config setting to change this, you might have to look in the modules history to find it though.
However the reason for the message is valid. God Modules were changed so that they only work on intermediates (just like regular production modules). There is a config setting to change this, you might have to look in the modules history to find it though.
- Thu Aug 11, 2016 9:40 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373930
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
I could be wrong, but I thought that Nickel spawned at start by default now.
- Wed Aug 10, 2016 5:53 am
- Forum: Bob's mods
- Topic: cannot find lithium water after update
- Replies: 3
- Views: 1690
Re: cannot find lithium water after update
I find Lithia water's rarity is equal to that of oil (on default). So just keep exploring and as new map segments are generated, there should be a chance for lithia water patches to generate too.
- Tue Aug 09, 2016 3:56 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 153502
Re: [0.13.x] Bob's Mods: General Discussion
I have had games where I've had literally 30+ storage chests with nothing but this material. Sure I can just keep adding chests, but I really don't want topieppiep wrote:Why not just dump it in the logistic network and place enough logistic storage boxes?
- Tue Aug 09, 2016 5:21 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 22506
Re: [0.13.x] Bob's Revamp Mod.
Bob's advanced science pack and mk2 lab is required for the last rocket speed tech which is required for the rocket silo tech. But yeah, it would be nice if the rocket construction required more bobs stuff. The low density structures are made mostly of steel and copper;. Aluminium and/or titanium w...
- Mon Aug 08, 2016 8:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314464
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hi bobingabout The pressing issue - can we control count of items that inserter takes and items that inserter puts (stack bouns input and stack bonus output) - I want to control these settings separately from each other and for each individual inserter - please say that possible to modify :?: so we...
- Mon Aug 08, 2016 8:20 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 153502
Re: [0.13.x] Bob's Mods: General Discussion
The other problem is that currently late game use of the best stuff isn't all that useful. Yes you can upgrade your infrastructure to be insanely fast/productive, but it isn't used for the one thing you'd want it to be, in the rockets. I'd love to see rockets require all the late game materials in m...
- Mon Aug 08, 2016 8:16 pm
- Forum: Releases
- Topic: Version 0.13.15
- Replies: 15
- Views: 20697
Re: Version 0.13.15
Maybe I'm blind, but where can I research curved rails? There are no more "curved" rails. Just grab the rail, hover your mouse over an existing rail and a small arrow will pop up. Click the arrow once then move your cursor where you want the rail to go. You'll find it auto creates the cur...
- Sat Aug 06, 2016 8:44 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 207088
Re: Friday Facts #128 - Back down to earth
I think that the loader for trains is a little bit overpowered. I think the loader is good for situations like mining, where you wanna mine and you like the idea of a buffer, so that maybe your miners are relatively slow at certain times, this way you can load up a chest and then the troughput is s...
- Tue Aug 02, 2016 5:29 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129701
Re: [0.12.x][v0.12.8] Bob's Power mod
Have you considered a more compact steam engine? Basically something like a steam turbine that basically = 5x Input, 5x material cost, 5x output as 1 Steam Engine? (purely for space saving, though you could argue that you could do something like 5.25x output as it would possibly be more efficient).
- Mon Aug 01, 2016 5:29 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 22506
Re: [0.13.x] Bob's Revamp Mod.
I haven't started testing the revamp mod yet, so if this is already part of it, I apologize. I just "finished" probably my 3rd or 4th playthrough of Bob's. One thing I've noticed is that launching the rocket is too easy with Bob's. It doesn't really require most of the highest level stuff....
- Sun Jul 24, 2016 6:00 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314464
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I Like that idea !bobingabout wrote:Not yet.steinio wrote:Is there a proper way to quick place a long inserter?
I am open to suggestions though, Perhaps in this case I should add a key combination, like holding L while placing maybe?
- Thu Jul 21, 2016 5:19 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 22506
Re: [0.13.x] Bob's Revamp Mod.
Whatever the ultimate resolution is. It'd be nice to get some sort of processing tree setup so that we can follow it. I know I like visualizations of stuff, it helps me get inside the complexity of it. If possible, I'd like more options to create some of the ore stuff using advanced processing. I kn...
- Fri Jul 15, 2016 11:21 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 33241
Re: Friday Facts #147 - Multiplayer rewrite
I seriously hope you manage to pull off some kind of re-write that would allow us to play together. Server vs peer-to-peer is about 3+ players. If two people have a crappy connection, switching to server mode won't help. Well, unless the server is located between them. Say setup in...India? Where y...
- Fri Jul 15, 2016 4:05 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 33241
Re: Friday Facts #147 - Multiplayer rewrite
Good news. When will we see this? .14? I'm guessing probably. This sounds like a pretty major re-write, I kind of doubt they'd stick it in .13. Of course, what that could mean is .14's primary release motivation is MP 1.0. Or maybe not. I suspect we'll know in a couple weeks when they release the u...