Search found 267 matches
- Fri Mar 15, 2019 5:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
- Replies: 11
- Views: 3452
Re: [0.17.12] Crash on rotate again with underground pipes
I have narrowed down a scenario which reproduces part of the problem. But note that my example here seems to be SEPARATE from the pure rotation bug where you get a crash by rotating a connection 3 times. Anyway, I have a very simple example below which you should be able to reproduce easily and reli...
- Fri Mar 15, 2019 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
- Replies: 10
- Views: 4414
Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
Hi, so I have largely rewritten the underground connection logic and everything seems to work now as it should. Even stuff around the pump that did not work before either. Give it a shot and let me know :) Still a rotation problem as reported here . Also, even loading a save with Stapler's items wi...
- Wed Mar 13, 2019 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
- Replies: 16
- Views: 3563
Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Then ignore what I said. I don't have the full picture like you do, so of course, you know what is best. I understand the complexity of what you're saying.
Hopefully, the solution will present itself. I'm confident it will because you all have done such an amazing job so far with the project.
Hopefully, the solution will present itself. I'm confident it will because you all have done such an amazing job so far with the project.
- Wed Mar 13, 2019 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
- Replies: 16
- Views: 3563
Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Wow.
I did not mean to offend. Reverting broken code is pretty standard practice. I was just trying to offer a helpful suggestion.
I did not mean to offend. Reverting broken code is pretty standard practice. I was just trying to offer a helpful suggestion.
- Wed Mar 13, 2019 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
- Replies: 16
- Views: 3563
Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Seriously? I don't think I have fixed this yet :D If this is going to take a long time to hunt down and fix, might I suggest something in the interim? Would it be possible to revert the pipe code back to how it was in 0.16 so we could at least get these things working? Then you could update it once...
- Wed Mar 13, 2019 7:40 am
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 26107
Map Generator Custom Presets
I'd love to see it where we could define and add our own custom presets to the map generator. A lot of times, I find myself making the same set of changes to get a new map started. But rather than having to redo these every time, a preset would be a much nicer solution. They could be accessed in the...
- Tue Mar 12, 2019 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
- Replies: 10
- Views: 4414
Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
Hi, I have been doing some improvements of the underground pipes and now they are in a good enough form to get to this. There are functions that are just not supported for multiple underground connections so I will have to re/write them. I don't understand what some of your pipes do. What is a pipe...
- Sun Mar 10, 2019 12:18 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 190101
Re: [0.17.x] Bob's Mods: General Discussion
Excellent, thanks. This seems like a no-brainer and I'm pretty surprised it isn't already in the game. I do remember that fast-replacing had that issue before with inserters, which was mildly annoying... but it's seriously annoying when you're doing it to potentially dozens of inserters in one go.
- Sat Mar 09, 2019 5:09 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 190101
Re: [0.17.x] Bob's Mods: General Discussion
Bob, is there any chance you'd be able to mod the Upgrade Planner so that it would preserve entity data such as custom inserters? Here's what currently happens when you upgrade an inserter on Bob's Mods. https://cdn.discordapp.com/attachments/497860215010754560/553852240826335232/unknown.png This i...
- Sat Mar 09, 2019 12:40 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 190101
Re: [0.17.x] Bob's Mods: General Discussion
Bob, is there any chance you'd be able to mod the Upgrade Planner so that it would preserve entity data such as custom inserters? Here's what currently happens when you upgrade an inserter on Bob's Mods. https://cdn.discordapp.com/attachments/497860215010754560/553852240826335232/unknown.png This is...
- Sat Mar 09, 2019 8:21 am
- Forum: Duplicates
- Topic: Upgrade planner does not preserve inserter configuration
- Replies: 1
- Views: 698
Upgrade planner does not preserve inserter configuration
I realize vanilla does not have these options for inserters, but I do think that the upgrade planner should preserve all the configuration of an entity when upgrading to a new entity. Otherwise you have to manually reconfigure every item, which defeats the purpose of the upgrade planner. Before and ...
- Thu Mar 07, 2019 4:38 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137634
Re: [0.17] Please post bugs and balance issues here.
So I guess it depends what our goal SHOULD be? Perhaps I should give the high end ores lower speeds, but use a different mining category forcing you to upgrade mining drills That's a cool idea actually. Kind of like Terraria, Starbound, and Minecraft making certain materials simply inaccessible unt...
- Thu Mar 07, 2019 3:45 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137634
Re: [0.17] Please post bugs and balance issues here.
Apparently, ammunition has a "minimum range" property, which is set to zero for Bob's custom ammunition. Such as H.E. bullets. I am told that this affects the minimum shooting distance for turrets. In instances where an ammo has splash damage, would it be prudent to set the minimum shootin...
- Thu Mar 07, 2019 1:16 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137634
Re: [0.17] Please post bugs and balance issues here.
I just found that I cannot string a circuit wire from a "Big electric pole Mk3" to a combinator as far as I used to be able to in 0.16 Seems the max wire range has been significantly cut. there is no max circuit wire distance defined on poles in 0.17 (I didn't look back at 0.16) so I'm as...
- Wed Mar 06, 2019 5:02 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137634
Re: [0.17] Please post bugs and balance issues here.
I just found that I cannot string a circuit wire from a "Big electric pole Mk3" to a combinator as far as I used to be able to in 0.16
Seems the max wire range has been significantly cut.
Seems the max wire range has been significantly cut.
- Thu Feb 28, 2019 2:25 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 190101
Re: [0.17.x] Bob's Mods: General Discussion
Bob, did you end up changing the belt speed from the new 0.17 vanilla settings to something else? I remember you were talking about slowing them down. Hoping you decided against doing that.
- Sun Feb 03, 2019 1:50 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89848
Re: Friday Facts #280 - Visual Feedback is the king
I may have missed if the was added to the game, but could someone tell me if REFUELING has been handled in the new train system? This has been one of the big problems, directing trains to go to a specific station for refuel but to NOT include that station as a stop if there is plenty of fuel. That w...
- Sun Jan 20, 2019 2:51 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 190101
Re: [0.17.x] Bob's Mods: General Discussion
What kind of plans do you have for Science and its recipes, considering that this has gotten a pretty significant overhaul in vanilla.
- Wed Jan 09, 2019 9:33 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330918
Re: [0.16.x] Bob's Mods: General Discussion
I just learned that pickaxes are going away in 0.17 as an item. Will Bob's Mods still have a set of speed upgrades that will behave like they do currently, with diamonds giving very good speed? Or is there something entirely new planned? Also, will there be a 0.17 discussion thread soon? There are a...
- Thu Oct 18, 2018 1:03 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 330918
Re: [0.16.x] Bob's Mods: General Discussion
Question for everyone. What is the highest Science Per Minute you have sustained in your Bob's builds? I've been working on preparing a mega-base worthy science production facility and I had no idea what to target for science per minute. So I went ahead and built something that makes red, green, and...