Search found 13 matches
- Thu Jul 04, 2019 2:16 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1417612
Re: Bugs & FAQ
Is there any way to make the "Angel's Smelting" recipes not mandatory? I recently decided to go back to playing factorio, and I remember that in the past there was a separate mod to disable most regular smelting recipes when using "Angel's Smelting". Although as of right now it s...
- Fri Dec 23, 2016 9:33 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341379
Re: [0.12.x][v0.12.10] Bob's Logistics mod
That is goo to hear.
The character bonuses seem Ok, at least the ones I could easily check.
Once again, thank you for the help.
The character bonuses seem Ok, at least the ones I could easily check.
Once again, thank you for the help.
- Fri Dec 23, 2016 9:18 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341379
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I'll do it to test but, before I put some extra hours in the game, is it worth it to keep playing in this save at all? Depending on how harsh those side effects could be it might be best to start over, even though this save is about 40 hours in, specially if any of them is long term. It did fix the ...
- Fri Dec 23, 2016 8:46 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341379
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Well, I couldn't really, stone pipes wouldn't show up at all. Also, I've ran into a new problem, now with Zgroup turned off I can see the stone pipes, although, the stone pipe was the only new one that appeared. (Zgroup has likely no relation with this and I believe brass pipes would not appear with...
- Thu Dec 22, 2016 12:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341379
Re: [0.12.x][v0.12.10] Bob's Logistics mod
It does.
I do like how organized things are but if it is the cause then it's getting disabled (Unless there's a workaround, I'd be grateful if anyone has one).
Thank you for the input on zgroup .
I do like how organized things are but if it is the cause then it's getting disabled (Unless there's a workaround, I'd be grateful if anyone has one).
Thank you for the input on zgroup .
- Wed Dec 21, 2016 9:04 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341379
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Currently, on the last version of the mod, I cannot see most pipes on the production tab. I can make copper, iron and steel pipes, nothing more (endgame pipes may be behind some technologies still but that is besides the point). To make an electrolyser for example I need stone pipes, If I stop produ...
- Fri Mar 04, 2016 5:26 pm
- Forum: Bob's mods
- Topic: Upgrades on everything
- Replies: 3
- Views: 2440
Re: Upgrades on everything
The thing is, in the base game it never goes past what is equivalent to MK3, and the only things that do go there (on final products) are factories, logistic items (belts, splitters, underground belts and inserters) and the modules, most other things don't really have an upgrade or do not rely on th...
- Fri Mar 04, 2016 2:00 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 311030
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
I played Factorio before logic was fixed or started working properly last time and just recently picked it up again, I'm clueless as to how logic works but your explanations were pretty clear and I could get it to work for this matter, thanks.
- Fri Mar 04, 2016 1:17 am
- Forum: Bob's mods
- Topic: Upgrades on everything
- Replies: 3
- Views: 2440
Upgrades on everything
I'm was not sure on which topic to post this since this is a thing with many of the mod's modules so I thought it would be better to create a new topic. It's about the constant necessity when building a certain item to have the previous version of it in the recipe, having this happen once is ok, obv...
- Wed Mar 02, 2016 2:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 311030
Re: [0.11.22/0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
I have a lot of excess gasses from making a similar factory to the one on the first post, although i don't have all that is needed to make it run completely, making it so that some gasses are unneeded and so they block other gasses from being produced, is there a way for me to vent a gas only when t...
- Mon Feb 29, 2016 10:24 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 118308
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Saying that there are trees around that we can chop when talking about factorio is simplistic, to say the least. It is the same as saying there is copper around, mine it with your pickaxe thing because you can't automate it (The amount of both that you use early on is comparable so I would say that ...
- Mon Feb 29, 2016 5:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 118308
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
I noticed that, but still, oil processing only happens mid green science pack period of the game. Another issue then would be the incredible hassle on automating the production of even the early circuits, which need 6 parts or something, most of which also need processing, I guess if you rush oil pr...
- Sun Feb 28, 2016 7:46 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 118308
Re: [0.11.22/0.12.x][v0.12.6] Bob's Electronics
Is there any way to actually automate electronic production early to midgame considering the inability to automatically farm wood? I read past posts and understand the explanation as to why it works like this but it does seem to go against the core purpose of the game (If I'm looking at it from the ...