Not sure if it should appear under, or possibly should block conveyors from being placed at such locations.
Search found 53 matches
- Sun Jul 28, 2019 8:44 pm
- Forum: Duplicates
- Topic: [0.17.59] Rocks at base of cliff appear over conveyor
- Replies: 0
- Views: 683
- Mon Jul 15, 2019 9:45 am
- Forum: Bob's mods
- Topic: Patreon
- Replies: 15
- Views: 12800
Re: Patreon
C'mon guys. Bob is one of the most popular Factorio modders and he's put in a ton of work. Surely there are more than two of us whom can spare even just a couple dollars per month to reward him for endeavoring a hobby we all enjoy the fruits of that he could be doing something else and earning a wag...
- Sun Jul 14, 2019 7:45 pm
- Forum: Bob's mods
- Topic: burning more fluids?
- Replies: 5
- Views: 3604
Re: burning more fluids?
D'OH I have been trying to work toward getting setups to burn oil for the oil burner, only to find this thread and find out I can burn any combustible fluid! Thanks for giving me a big derp, bob. :P Any chance you might bork your entire mod by changing the name from "Oil Burner" to less sp...
- Sat Feb 02, 2019 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Belt/Underground Belt & Pipe/Underground Pipe planner
- Replies: 2
- Views: 1556
Belt/Underground Belt & Pipe/Underground Pipe planner
I can't be the only one whom has to string underground pipes over long distances sometimes which is frustrating. Try to do it in, say, a car for speed, and no matter how orthogonal you try to drive, eventually you go one pixel too far to a side and blamo, my string of underground pipes is broken and...
- Fri Sep 21, 2018 4:04 pm
- Forum: Bob's mods
- Topic: Underground pipe description missing
- Replies: 9
- Views: 5564
Re: Underground pipe description missing
I really hope you keep pecking at this, bob. Its one of those little annoying things to have no in-game differentiation between the different underground pipes to tell when you have researched one that will reach farther than your existing ones and its worth switching.
- Wed Feb 07, 2018 9:27 am
- Forum: Bob's mods
- Topic: SUGGESTION: New vehicle: Bulldozer
- Replies: 1
- Views: 1514
SUGGESTION: New vehicle: Bulldozer
I really liked ckhawks's bulldozer mod ( https://mods.factorio.com/mod/bulldozer ), but it hasn't been updated since 0.15. Any chance bob (or a bob's modmodder) might consider making a version compatible with current versions of Factorio? Its a nice alernative to nuking forest to clear it, particula...
- Fri Feb 02, 2018 11:11 pm
- Forum: Ideas and Requests For Mods
- Topic: Quarry Mod outdated with 0.16.2 update
- Replies: 5
- Views: 2847
Re: Quarry Mod outdated with 0.16.2 update
That fix won't load. :/ Gives the following error:
Failed to loads mods: __quarry__/data/final-fixes.lua:68: attempt to index field 'results' (a nil value)
Failed to loads mods: __quarry__/data/final-fixes.lua:68: attempt to index field 'results' (a nil value)
- Sat Oct 07, 2017 12:08 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 36386
Re: Friday Facts #211 - The little things
I posted a suggestion for awhile regarding ghost planners: https://forums.factorio.com/viewtopic.php?f=6&t=52482 TL;DR - allow placing rail/chain signals (or rail/chain signal ghosts) on ghost rails. Its just frustrating having to wait for construction bots to bring the rail sections before you ...
- Tue Sep 12, 2017 11:54 pm
- Forum: Resource Spawner Overhaul
- Topic: How to reduce forest generation?
- Replies: 5
- Views: 2984
Re: How to reduce forest generation?
May I suggest an alternative? The Bulldozer Mod: https://mods.factorio.com/mods/ckhawks/bulldozer A vehicle researched from the car that lets you cut and gather trees. Its MUCH faster than trying to manually harvest. The vehicle itself drives and maneuvers like a tank; when in the vehicle there's a ...
- Thu Sep 07, 2017 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signal/chain signal placement on ghost rails
- Replies: 0
- Views: 1028
Allow rail signal/chain signal placement on ghost rails
Yes, I know you can include signal/chain signals in blueprints , but often I have to dynamically link rails using the rail planner to hook up to new ore patches to harvest or navigate trains around water or other obstacles, etc. Its a bit annoyingly tedious that I either have to wait for bots to act...
- Sun Sep 03, 2017 3:13 pm
- Forum: Duplicates
- Topic: [0.15.34] Bots immune to Atomic Bomb explosion
- Replies: 2
- Views: 1503
[0.15.34] Bots immune to Atomic Bomb explosion
I am running Bob's Mods, but I doubt that's the cause, but maybe someone could test in vanilla? I was using Atomic Bombs to clear forests (because hey, why not? P:) when some of my bots crossed into the blast area, and I noticed they took no damage. To confirm, I later intentionally fired an atomic ...
- Sun Sep 03, 2017 2:37 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187625
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Would really like to see larger equipment grid sizes on vehicles, especially advanced vehicles. Top tier tank has 10x6 grid, versus top tier power armor has 16x16. When I have top tier power armor, vehicles are virtually useless -- I can stuff my grid with exoskeletons and shields and move faster an...
- Sat May 20, 2017 6:32 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 169161
Re: Friday Facts #191 - Gui improvements
A suggestion: If the quickbar is no longer going to be a separate inventory, why not let the quickbar be bigger? It would seem kinda dumb to make it being bigger as a tech requirement (but maybe that tech could be replaced with making your inventory bigger instead)? Meanwhile why not let the quickba...
- Sat Sep 10, 2016 8:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Auto Deconstruct Loot
- Replies: 1
- Views: 1285
Auto Deconstruct Loot
There have been a couple of mods to automatically mark 'loot' (like the alien mini-artifacts dropped by aliens when killed in bob's mods) for your bots to collect and put in the logistics system, but unfortunately both seem to have been abandoned and aren't compatible with .14.X: Automatic Item Coll...
- Thu Sep 01, 2016 3:36 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 178610
Re: [0.14.x] Bob's Mods: General Discussion
Hard to think of equipment module suggestions that haven't already been made or aren't already common -- faster, more weapons, etc. and shields. I think shields would be really great not only for helping attack aliens and the spawning nests, but for cutting through forests without fear of accruing t...
- Sun Aug 28, 2016 8:54 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 134098
Re: [0.12.x][v0.12.8] Bob's Power mod
I was wondering/thinking that, maybe as a "sister step" to solar and a mid-step between coal-burning boilers and nuclear power coming (don't know if they're going with fission and/or fusion, given you get 'portable' fusion reactors as equipment for power armor and now vehicles), how about ...
- Sun Aug 28, 2016 5:36 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1050425
Re: Factorio Roadmap for 0.15 + 0.16
Factorio 0.15 Planned: Liquid wagon + universal barrelling Are we forgetting the abillity to use fluids as fuels? And electricity as fuel too... Electric trains anyone? They already have the start of equipment grids for vehicles. I imagine if you're stucking fusion generators into trains, that elim...
- Thu Aug 25, 2016 6:01 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 169951
Re: [0.13.x] Bob's Mods: General Discussion
I have the bobinserters mod installed and for some reason when I press the long-handed inserter in the gui at the top of the screen it still remains as a regular inserter. There are no longer unique long-handed inserters in bob's inserters, instead your regular inserters can be reconfigured for lon...
- Tue Aug 23, 2016 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter tweak
- Replies: 2
- Views: 1555
Burner inserter tweak
Currently, burner inserters start with some limited free energy. Some mods, like Bob's mods, add long-handed burner inserters ... unfortunately this free energy given to burner inserters isn't enough for burner inserters to self-fuel even if fuel is the first thing they grab, which is unfortunately ...
- Fri Aug 19, 2016 9:35 pm
- Forum: Bob's mods
- Topic: Inserter migration mod
- Replies: 1
- Views: 1460
Inserter migration mod
I dunno how many people have already upgraded to the latest version, but maybe there are too few whom haven't yet to make tweaking the migration mod worth it, but would be nice if it could pre-set the long-handed replacement inserters to their one tile out configuration to match the old long-handed ...