Just a note, new enemies suggest we need the bob's config updated as well.
Do we always need to enable all the ores, or is it just because we don't have a use for them till the other mods are updated?
By the way, LOVE YOUR MODS!
My friend and I have put together many 50 hour+ games.
Search found 18 matches
- Thu Apr 27, 2017 2:09 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351328
- Thu Jan 21, 2016 11:32 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124509
Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
Hey Bob! I was thinking about the RAW modules, and if we add all those extra modules to the one module, it should degrade the max power of the raw module. ie. RAW Speed module doesn't emit any pollution, or add extra power needs but it should always be slightly weaker than the speed module of the sa...
- Fri Jan 15, 2016 4:48 am
- Forum: Ideas and Requests For Mods
- Topic: Simple screen management mod
- Replies: 0
- Views: 4230
Simple screen management mod
Hey Guys! I would like to request a mod that would expand the side bar to show more items, and information. Essentially just in general make it wider for much higher resolution screens. :) Edit: Increase the number of columns when looking at Logistics. :P Here are two screen shots to show what curre...
- Wed Jan 13, 2016 8:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133944
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Also, our playtime is HUGE now thanks to this mod. HAHAHAAH its awesome!
HAHAHAHA I also only just noticed its the 1337 DAY! Woot!- Wed Jan 13, 2016 8:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133944
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Unlike vanilla labs your labs don't have module slots. Was this a deliberate decision, or an oversight? Or have you changed it and I'm just dumb? It was a deliberate decision on my part, as the general design philosophy is "Up the science cost", and I felt that modules just counteract thi...
- Wed Jan 13, 2016 8:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133944
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@UberWaffle I am noticing with Bob's Mods, that his MK2 LAB is using Blue research, Dark blue, and that they use significantly less power, could you add a third tier of research that replaces this, or add it to the available slot in the Quantum Lab? I will get a screenshot. :) screenshot.000045.png ...
- Sun Dec 20, 2015 9:23 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 33848
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
We have tried using the 1.1.1 game version you provided, but its causing desyncs, and seems to have broken the clock after removal.
Please advise.
Please advise.
- Fri Dec 18, 2015 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] desync report headless server
- Replies: 4
- Views: 11622
Re: [0.12.1] desync report headless server
Here is the Log, good for two months: http://pastebin.com/PVDyssvu Edit#1: Since I tried it with the peer to peer last time, I am going to try it again without. Also this is on my LAN, the server is a dual quad core with 32GB ecc RAM and running on a 4 drive ZFS raid, more than enough power I would ...
- Fri Dec 18, 2015 7:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] desync report headless server
- Replies: 4
- Views: 11622
Re: [0.12.1] desync report headless server
I have recently started a headless server and I get desyncs every few seconds. 216.220 Info MultiplayerManager.cpp:1242: networkTick(12499) mapTick(250937) received playerReconnect 216.220 Info MultiplayerManager.cpp:1981: NetworkTick(12499) MapTick(250937) disconnecting player(0) from the user. 216...
- Fri Dec 18, 2015 6:50 am
- Forum: Multiplayer
- Topic: Linux Server Hosting Issue - Cannot be Loaded
- Replies: 1
- Views: 5696
Re: Linux Server Hosting Issue - Cannot be Loaded
Never mind, I just saw that the server was one version behind. NO CLUE WHY, I DOWNLOADED THEM AT THE SAME TIME!
Oh well, please delete or close this topic.
Oh well, please delete or close this topic.
- Fri Dec 18, 2015 6:45 am
- Forum: Multiplayer
- Topic: Linux Server Hosting Issue - Cannot be Loaded
- Replies: 1
- Views: 5696
Linux Server Hosting Issue - Cannot be Loaded
Here below is my error after all the mods load properly. craig@bc-us01:/home/factorio/saves$ ../bin/x64/factorio --start-server Multiplayer.zip 0.000 2015-12-18 05:52:45; Factorio 0.12.19 (Build 17459, linux64) 0.074 Operating system: Linux (Ubuntu 14.04) 0.074 Program arguments: "../bin/x64/fa...
- Sat Aug 15, 2015 5:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 93821
Re: [MOD 0.12.x] Factorio Maps
billw wrote:This doesn't work on MP maps even when loaded in SP
/edit I looked, the code half uses game.players[1]. the other half uses game.player. Search replaced game.player. with game.players[1]. and it works now on my MP map.
This should be a feature!
- Fri Aug 07, 2015 5:52 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Expensive Research
- Replies: 3
- Views: 11686
Re: [0.12] Expensive Research
Can you break down the changes a bit more? I am interested, but there are some mods that I have installed that may not be affected by this.
I like this idea, but would like to see more of what it effects, and how.
I like this idea, but would like to see more of what it effects, and how.
- Thu Aug 06, 2015 8:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 93821
Re: [MOD 0.12.x] Factorio Maps
My Map running on version 12.
https://www.brokedcomputer.com/maps/index.html
https://www.brokedcomputer.com/maps/index.html
- Thu Aug 06, 2015 8:45 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73273
Re: [0.11.x] Factorio Maps
Well I may not be one for coding, but troubleshooting I am somewhat proficient.
- Thu Aug 06, 2015 7:50 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73273
Re: [0.11.x] Factorio Maps
My Map running on version 12.
https://www.brokedcomputer.com/maps/index.html
https://www.brokedcomputer.com/maps/index.html
- Thu Aug 06, 2015 5:12 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73273
Re: [0.11.x] Factorio Maps
With the help of Oxyd en RSeding91 I've update the code for 0.12, it generates the images again, only problem is, the .html doesn't show anything. I'll try to fix it this weekend, until then, this is what I've got so far . To fix the map loading in HTML just change the last line like this: Original...
- Mon May 12, 2014 7:22 am
- Forum: Energy Production
- Topic: No Steam Power, All Solar and Caps
- Replies: 0
- Views: 4549
No Steam Power, All Solar and Caps
A grand total of 79MW generated while charging the Capacitors, but their only using about 33% of capacity. :) Any advise for how to better build my research stuff, feel free. :P http://www.brokedcomputer.com/Night.jpg My base is running off of a lot of Solar power, and consumes about 3-5GJ of energy...