Came to report this ... and a fix had already been uploaded. Thanks for the quick turnaround!bobingabout wrote: βMon Jul 01, 2019 4:15 pmFixed underground belt bounding boxes causing an error in 0.17.53.
Search found 29 matches
- Tue Jul 02, 2019 1:02 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189761
Re: [0.17.x] Bob's Mods: General Discussion
- Mon Jul 01, 2019 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
- Replies: 5
- Views: 3406
- Fri Jun 28, 2019 5:22 pm
- Forum: General discussion
- Topic: Inventory Sort
- Replies: 8
- Views: 3236
Re: Inventory Sort
I would also love this. Your inventory is auto-sorted (by default, I believe there is an option for it), so why not have the ability to sort a chest/vehicle inventory? I would be fine if there was some sort of "smart chest" (requiring a chest and maybe a few circuits of an appropriate tier...
- Fri Jun 28, 2019 5:17 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13872
Re: Train cornering speed limit - variable radius corners
So, to summarise; Track Tech level 1 (analogous to yellow belts) ... Track Tech level 2 ... Track Tech level 3 I absolutely love this idea. I like specifically how it addresses previous concerns (invisible train car in tunnel) while also mentioning how price scales up. There are very few cases wher...
- Wed Jun 19, 2019 6:16 pm
- Forum: Questions, reviews and ratings
- Topic: Remote Constant Combinators: A simple but possibly powerful idea
- Replies: 4
- Views: 1849
Re: Remote Constant Combinators: A simple but possibly powerful idea
Also, if they are in radar coverage, vanilla constant combinators can be overwritten from any distance (assuming you're on the same surface). Paste a blueprint onto an existing combinator (must be oriented the same direction), and it will overwrite the settings.
- Wed Jun 19, 2019 6:15 pm
- Forum: Questions, reviews and ratings
- Topic: new game. go AngelBob, or space exploration?
- Replies: 4
- Views: 3760
Re: new game. go AngelBob, or space exploration?
If you're going for increased complexity, don't forget to throw 30MSP into SpaceX and/or AngelBob's....
- Fri Jun 14, 2019 4:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1237051
Re: Bugs & FAQ
So my friend and I are playing Bob's / Angel's, last experimental version and yellow belts are somehow at 30 i/s now. :P This is from Bob's Logistics, and it's because there's a tier of belts below yellow. Bob mentioned that it's an issue where upgrading a mod accidentally reverted settings. If you...
- Fri Jun 14, 2019 3:49 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137385
Re: [0.17] Please post bugs and balance issues here.
It appears as though tier 3 modules (and only tier 3 modules) do not require module contacts in their recipes. Is this intentional? Tiers 1, 2, 4, 5, 6, 7 and 8 all require module contacts, but tier 3 modules don't appear to. Note: I am using other mods, but not ones that should change any recipes ...
- Fri Jun 14, 2019 2:48 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137385
Re: [0.17] Please post bugs and balance issues here.
It appears as though tier 3 modules (and only tier 3 modules) do not require module contacts in their recipes. Is this intentional? Tiers 1, 2, 4, 5, 6, 7 and 8 all require module contacts, but tier 3 modules don't appear to. Note: I am using other mods, but not ones that should change any recipes (...