Search found 29 matches

by Xynariz
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

bobingabout wrote: ↑
Mon Jul 01, 2019 4:15 pm
Fixed underground belt bounding boxes causing an error in 0.17.53.
Came to report this ... and a fix had already been uploaded. Thanks for the quick turnaround!
by Xynariz
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

Re: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)

th0 wrote: ↑
Mon Jul 01, 2019 7:02 pm
I'm aware this is a tiny thing and won't bother anyone, though.
It bothered me, I was just too lazy to write up a proper report. Thank you for doing so!
by Xynariz
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...
by Xynariz
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...
by Xynariz
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.
by Xynariz
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....
by Xynariz
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...
by Xynariz
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 ...
by Xynariz
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 (...

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