Search found 250 matches
- Tue Jun 25, 2019 6:10 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
greenhouse 0.17.1: Added allow_decomposition = false to greenhouse cycle recipes to get rid of strange added ingredients to total raw. What does that mean? :) When you hover over an recipe in the crafting menu the game will show you the amount of raw materials required to produce this recipe. So fo...
- Mon Jun 24, 2019 9:42 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
What does that mean?bobingabout wrote: ↑Sat Jun 22, 2019 2:43 amgreenhouse 0.17.1:
Added allow_decomposition = false to greenhouse cycle recipes to get rid of strange added ingredients to total raw.
- Tue May 07, 2019 9:39 am
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 38786
Re: RSO for 0.17
Hi! I was playing around with RSO to compare maps for a new MP map and I got horrible lag spikes when using the console to reveal the map. Then I tested on a new map, without cheats, and walking up to the first patch I found caused again lag spikes. It looks like the generation of chunks takes doub...
- Sat May 04, 2019 8:49 am
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 38786
Re: RSO for 0.17
Hi! I was playing around with RSO to compare maps for a new MP map and I got horrible lag spikes when using the console to reveal the map. Then I tested on a new map, without cheats, and walking up to the first patch I found caused again lag spikes. It looks like the generation of chunks takes doubl...
- Mon Apr 15, 2019 8:09 am
- Forum: Bob's mods
- Topic: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
- Replies: 16
- Views: 8896
Re: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
These look very good! Great job!
But personally, I would desaturate the color a bit...
But personally, I would desaturate the color a bit...
- Tue Mar 12, 2019 11:55 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
So how are the new ore placing controls working out?
Is the bug with huge patches fixed?
And is the 0.17 experience (with Bob's of course) stable?
Any major plans for updates or is 0.17 pretty much done?
I'm lurking around here, waiting to start a new map .
Is the bug with huge patches fixed?
And is the 0.17 experience (with Bob's of course) stable?
Any major plans for updates or is 0.17 pretty much done?
I'm lurking around here, waiting to start a new map .
- Fri Mar 01, 2019 3:36 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137079
Re: 0.17 released. Post bugs and balance feedback
This doesn't sound like an easy to diagnose issue... Also I'm still on 0.17.0 because I don't use the steam version, and the automatic updating on stand alone appears to be broken. #DesperateNeedForALauncher Can't you download the archived version and overwrite you original standalone install? Or a...
- Thu Feb 28, 2019 2:26 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
I was going to do this, but I forgot. I had also removed all the limits before this was first suggested to me, so I have no idea what the limits used to be unless I compare against 0.16. but it can be done. Well, doing diffs between random versions is something developers do all the time :). the on...
- Thu Feb 28, 2019 9:44 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
Well, doing diffs between random versions is something developers do all the time .bobingabout wrote: ↑Thu Feb 28, 2019 8:56 amI was going to do this, but I forgot. I had also removed all the limits before this was first suggested to me, so I have no idea what the limits used to be unless I compare against 0.16. but it can be done.
- Thu Feb 28, 2019 8:53 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189464
Re: [0.17.x] Bob's Mods: General Discussion
My vote is on having an option to limit the number of ingredients in an assembler.
The default could be on "off", so unlimited ingredients. Of course, someone needs to playtest this...
The default could be on "off", so unlimited ingredients. Of course, someone needs to playtest this...
- Tue Jan 22, 2019 11:38 am
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 55152
Re: Show me yours...
That's an awefull lot of chests...SuperSandro2000 wrote: ↑Tue Jan 22, 2019 9:59 amyes but going bigger and currently almost fully belt based.
- Wed Jan 16, 2019 11:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400990
Re: Development and Discussion
I meant obsolete once you can research the regular Bobs Construction Bots. I am very happy to have Angels Bots because I havent hit Science 3 yet I am just wondering if in direct comparison between the construction bots the Angels have any advantage? Never used them, Nanobots all the way! At least ...
- Tue Aug 21, 2018 7:44 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 47977
Re: Friday Facts #256 - The little things 3
Great little changes! But I got a few more suggestions: 1. Bots. It can be very annoying when building an outpost an you get attacked halfway across the map and you run there with 20 robolegs, clear up the biters and you need to rebuild with bots. Some of the bots are left behind, but you still have...
- Mon Aug 20, 2018 10:08 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400990
Re: Development and Discussion
I really want to keep it to default vanilla ores but still use LOGISTICS because I love the robots and trains. If I try to disable Angels Refining it will cut off the Angels Logistics mods because Ores is a dependent of Components and Tech which is a dependent for Logistics. I tried to disable all ...
- Sat Aug 18, 2018 10:44 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329498
Re: [0.16.x] Bob's Mods: General Discussion
The inserter says "No [logistic] network in range". I'm wondering if it's something wrong with the network, rather than something wrong with the device. Do other nearby devices detect the logistic network? Does the [L] display show a logistic network? Wow, I can't believe I didn't notice ...
- Fri Aug 17, 2018 12:20 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329498
Re: [0.16.x] Bob's Mods: General Discussion
Hi Bob, I'm having an interesting problem: I'm playing with you belt and inserter overhaul (will come back alter with impressions) and filter inserters don't seem to register in the logistics network. I'm using early Angel's bots (I don't think those are the problems, they work for all items except ...
- Thu Jul 12, 2018 3:25 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 121770
Re: Feedback
Just as a test, I switched the overhaul on for everything and now my existing tier 2 inserters (fast) are replaced by tier 3 inserters (express).
Bob should pin a couple of tables with all the stats for the new stuff and the rebalance.
Bob should pin a couple of tables with all the stats for the new stuff and the rebalance.
- Tue Jun 26, 2018 3:11 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129873
Re: [MOD 0.14] Alien Biomes
Hi!
Great mod! Helps a lot after hundreds of hours of Factorio.
But could we have an option to disable terrain speed penalties in the mod options dialog?
Great mod! Helps a lot after hundreds of hours of Factorio.
But could we have an option to disable terrain speed penalties in the mod options dialog?
- Thu May 10, 2018 7:37 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400990
Re: Development and Discussion
I guess, washing to get some extra geodes doesn't hurt. Those can also used for mineral catalysts. Just make sure, the geodes from floatation have higher prio. Using chunk 1:N sorting has some other advantages: - Get higher tier ores like silver, gold and cobalt. silver is just fine for green metal...
- Wed May 09, 2018 3:33 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400990
Re: Development and Discussion
I'm also worried about Crystal Catalysts. Can you produce enough to sustain all pure N:1 ores? Time to test it. Nope, not at all. My chunks are all backed up and the Crystal catalysts have been eaten up. So the whole system is dead and unable to produce (quartz). So Crystal Catalysts in an isolated...