Search found 53 matches

by Chibiabos
Sun Jul 28, 2019 8:44 pm
Forum: Duplicates
Topic: [0.17.59] Rocks at base of cliff appear over conveyor
Replies: 0
Views: 589

[0.17.59] Rocks at base of cliff appear over conveyor

Not sure if it should appear under, or possibly should block conveyors from being placed at such locations.
factorio - 0.17.59 - graphics glitch 01.png
factorio - 0.17.59 - graphics glitch 01.png (650.19 KiB) Viewed 589 times
by Chibiabos
Mon Jul 15, 2019 9:45 am
Forum: Bob's mods
Topic: Patreon
Replies: 15
Views: 11307

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...
by Chibiabos
Sun Jul 14, 2019 7:45 pm
Forum: Bob's mods
Topic: burning more fluids?
Replies: 5
Views: 3207

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...
by Chibiabos
Sat Feb 02, 2019 6:50 pm
Forum: Ideas and Suggestions
Topic: Belt/Underground Belt & Pipe/Underground Pipe planner
Replies: 2
Views: 1341

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...
by Chibiabos
Fri Sep 21, 2018 4:04 pm
Forum: Bob's mods
Topic: Underground pipe description missing
Replies: 9
Views: 5057

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.
by Chibiabos
Wed Feb 07, 2018 9:27 am
Forum: Bob's mods
Topic: SUGGESTION: New vehicle: Bulldozer
Replies: 1
Views: 1373

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...
by Chibiabos
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: 2641

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)
by Chibiabos
Sat Oct 07, 2017 12:08 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 32924

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 ...
by Chibiabos
Tue Sep 12, 2017 11:54 pm
Forum: Resource Spawner Overhaul
Topic: How to reduce forest generation?
Replies: 5
Views: 2693

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 ...
by Chibiabos
Thu Sep 07, 2017 10:30 pm
Forum: Ideas and Suggestions
Topic: Allow rail signal/chain signal placement on ghost rails
Replies: 0
Views: 899

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...
by Chibiabos
Sun Sep 03, 2017 3:13 pm
Forum: Duplicates
Topic: [0.15.34] Bots immune to Atomic Bomb explosion
Replies: 2
Views: 1347

[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 ...
by Chibiabos
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: 174291

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...
by Chibiabos
Sat May 20, 2017 6:32 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150143

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...
by Chibiabos
Sat Sep 10, 2016 8:57 pm
Forum: Ideas and Requests For Mods
Topic: Auto Deconstruct Loot
Replies: 1
Views: 1157

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...
by Chibiabos
Thu Sep 01, 2016 3:36 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159745

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...
by Chibiabos
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: 129112

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 ...
by Chibiabos
Sun Aug 28, 2016 5:36 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 998990

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...
by Chibiabos
Thu Aug 25, 2016 6:01 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151735

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...
by Chibiabos
Tue Aug 23, 2016 7:29 pm
Forum: Ideas and Suggestions
Topic: Burner inserter tweak
Replies: 2
Views: 1374

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 ...
by Chibiabos
Fri Aug 19, 2016 9:35 pm
Forum: Bob's mods
Topic: Inserter migration mod
Replies: 1
Views: 1327

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 ...

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