Search found 45 matches
- Sun Jul 27, 2014 8:07 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
Yeah, one of the results of the changes is that the raw speed modules are more expensive to research, and less expensive to build. Though, still more expensive than the normal speed modules. do you think it seems ballanced? Also, I need to go through my own savegame and change my factories from V1 ...
- Sat Jul 26, 2014 10:17 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
I'd like to see the result when you get the production chain working. Unfortunately, I cannot comment on that, now that I checked out the new version of this mod after taking care of some of the really grevious problems I had with this game. The problem is that the Raw Speed Modules are balanced ar...
- Sat Jul 26, 2014 8:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Looking for mod ideas
- Replies: 21
- Views: 7730
Re: Looking for mod ideas
Hey. I respect you a lot for doing this!
Here are two topics that might help you!
https://forums.factorio.com/forum/vie ... =33&t=4974
And more importantly:
https://forums.factorio.com/forum/vie ... =33&t=4876 *nod nod*
Here are two topics that might help you!
https://forums.factorio.com/forum/vie ... =33&t=4974
And more importantly:
https://forums.factorio.com/forum/vie ... =33&t=4876 *nod nod*
- Sat Jul 26, 2014 7:42 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191275
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hey! I have a few problems with this mod. I wanted to try this mod because I was tired of finding about 100x more gold, unicomp and charged chunks than copper+iron combined. So I install this mod, go to my save and type remote.call("RSO", "regenerate", true) in console. I have to...
- Sat Jul 26, 2014 8:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
EDIT: V0.2.0 is up! SHIT! I built my second full track TODAY. Sometimes, life hates me. Weeell... now you get to rebuild it! :P I'd like to see the result when you get the production chain working. Hopefully I will do it today, but there's higher priority stuff right now. I started a new run comple...
- Fri Jul 25, 2014 7:29 pm
- Forum: Modding help
- Topic: translation error (fixed)
- Replies: 5
- Views: 2430
Re: translation error
um...the only thing I can guess is that the encoding of the cfg file is not "UTF-8 without BOM" (which would make the numerical identifiers different and Factorio would fail to recognize the '='s), I don't think notepad allows saving without BOM, Notepad++ does (I don't know about any oth...
- Fri Jul 25, 2014 7:13 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
SHIT! I built my second full track TODAY. Sometimes, life hates me.bobingabout wrote:EDIT: V0.2.0 is up!
- Fri Jul 25, 2014 10:04 am
- Forum: Ideas and Requests For Mods
- Topic: (Request) Logistic Collector Chest
- Replies: 8
- Views: 6377
Re: (Request) Logistic Collector Chest
Like so? https://forums.factorio.com/forum/viewtopic.php?f=6&t=2549&start=10#p37945 I am not sure how vanilla storage chests work in the first place, I had a 30hours play session of a vanilla freeplay game, and I tried it there. My robots used the storage chests VERY VERY (did I already say...
- Fri Jul 25, 2014 9:50 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
You are going to add so much more? You say such nice things.
I am just sitting here, salivating at how many more assembly lines I am going to create.
I am just sitting here, salivating at how many more assembly lines I am going to create.
- Fri Jul 25, 2014 2:26 am
- Forum: Ideas and Requests For Mods
- Topic: (Request) Pollution on Map
- Replies: 2
- Views: 2959
Re: (Request) Pollution on Map
I came when I tried that. Almost as orgasmic as throwing a thermite charge at a forest and watch the entire screen go boom. Thank you.SHiRKiT wrote:Press ALT while in the Map mode.
- Fri Jul 25, 2014 2:25 am
- Forum: Ideas and Requests For Mods
- Topic: (Request) Logistic Collector Chest
- Replies: 8
- Views: 6377
Re: (Request) Logistic Collector Chest
Would be cool yeah. You can also solve by separating the two systems and creating a buffer zone that transfer from one chest to the other. That way, you prevent really long distances travelling. One can also use transport belts to transfer those, or even trains, depending on the base size. ...That ...
- Fri Jul 25, 2014 2:05 am
- Forum: Ideas and Requests For Mods
- Topic: (Request) Pollution on Map
- Replies: 2
- Views: 2959
(Request) Pollution on Map
Hey guys,
I would love to have a way to deactivate the red pollution overlay on the big map that opens when you press m. There is no option to deactivate it in the graphics menu, and I can't see anything on the big map anymore because everything is just red.... D:
I would love to have a way to deactivate the red pollution overlay on the big map that opens when you press m. There is no option to deactivate it in the graphics menu, and I can't see anything on the big map anymore because everything is just red.... D:
- Fri Jul 25, 2014 2:01 am
- Forum: Ideas and Requests For Mods
- Topic: (Request) Logistic Collector Chest
- Replies: 8
- Views: 6377
(Request) Logistic Collector Chest
Hey guys! There is one thing missing in my super factory that I would love to have: a chest where I can set an item filter, and robots will bring that type of item to it as if it was a requestor chest, but use it as a provider chest if an actual requestor chest is asking for an item of that type. I ...
- Fri Jul 25, 2014 1:26 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
Why do you re-write your code? The current release, although stable, was just a stepping stone to get the new modules and beacons working. I plan to add new intermediates: Module case Module circuit board Module contact Module Processor Board Speed Processor Effectivity Processor Productivity Proce...
- Wed Jul 23, 2014 10:59 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
+21120%, is that speed or productivity? x3 This baby is a construction of 22 Mark 3 Beacons filled to the brim with Raw Speed Modules Level 8, giving every single module tower a propagation of almost 1000% production SPEED and 0% increase in energy consumption. These 22 monsters affect the greatest...
- Mon Jul 21, 2014 3:45 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
- Sun Jul 20, 2014 11:57 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
Hey bob, I wanted to ask you what mod added the diamond, topaz, ruby and so on to the game? I am playing with your ore and chemicals mod and I haven't found any of this! The old version of DyTech. As far as I know the new modular version hasn't added gems yet, but I could be mistaken. I've been thi...
- Sun Jul 20, 2014 11:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125215
Re: [0.10.x] Bob's Modules.
Hey bob,
I wanted to ask you what mod added the diamond, topaz, ruby and so on to the game? I am playing with your ore and chemicals mod and I haven't found any of this!
I wanted to ask you what mod added the diamond, topaz, ruby and so on to the game? I am playing with your ore and chemicals mod and I haven't found any of this!
- Thu Jul 17, 2014 11:23 pm
- Forum: Modding help
- Topic: Changed stack sizes in vanilla game, doesnt work
- Replies: 7
- Views: 3137
Re: Changed stack sizes in vanilla game, doesnt work
I am looking for the stack size for gold. Bob's Ores' will set the stack size of gold (and others) to 256 if it detects lava-600 (used by DyTech), in prototypes\overides.lua edit: not sure about what's setting it to 264, let me get bob's plates and see there... edit2: Not seeing anything for 264......
- Thu Jul 17, 2014 10:53 pm
- Forum: Modding help
- Topic: Changed stack sizes in vanilla game, doesnt work
- Replies: 7
- Views: 3137
Re: Changed stack sizes in vanilla game, doesnt work
I've got another problem: I am looking for the stack size for gold. That ore is being used by F-Mod, bobores, bobplates, and Dytech-Metallurgy. I have checked all 4 including DyTech-Core, and all of them say stack_size either 64 or 200. But inside of my game the stack size is 264. What am I doing wr...