This also annoys me. I have some large blueprints - for example roboports. I don't want and don't need to place them over the water, but I have to press shift, because there is always some trees in the way.
Also, I like to place solar panels on the edge of water to not be in the way. Placing them ...
Search found 12 matches
- Sun Nov 10, 2024 8:59 am
- Forum: Ideas and Suggestions
- Topic: Make blueprints building on water an option
- Replies: 1
- Views: 614
- Sat Nov 02, 2024 7:58 am
- Forum: Duplicates
- Topic: [2.0.14] Delay of reading contents from Train
- Replies: 2
- Views: 483
[2.0.14] Delay of reading contents from Train
I have set up a train station that reads the contents of the train. It's connected to an inserter to only put something in when it's below a certain value:
grafik.png
However, I see a small delay when the train arrives. The inserter will always insert the first stack, even though the train ...
grafik.png
However, I see a small delay when the train arrives. The inserter will always insert the first stack, even though the train ...
- Fri Mar 22, 2019 6:23 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 376170
Re: Foreman 0.1.9 - A factory optimisation tool.
Well for the normal game it kinda works, but I use all "bob's mods" exept vehicles. And I get an error while loading or, when I get it to load it looks like the mod settings I took are not correct. For example the construction robot nr1 should be build differently based on these settings I've set ...
- Tue Mar 19, 2019 5:06 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 376170
Re: Foreman 0.1.9 - A factory optimisation tool.
Anybody knows a version for 0.17?
- Sun Sep 04, 2016 5:45 pm
- Forum: Modding help
- Topic: [0.13]mod migration - "No covariant prototype to load"
- Replies: 4
- Views: 2578
Re: [0.13]mod migration - "No covariant prototype to load"
Did you got a solution yet?
- Sun May 22, 2016 5:40 pm
- Forum: Mods
- Topic: [Mod 0.13.x] Visible Bots 0.4.0
- Replies: 17
- Views: 32226
Re: [Mod 0.12.x] Visible Bots 0.4.0
Thank you! It works.
Is there also a way to setup different colors for different robots?
Like In bobs mod there are up to mk4 robots.
Is there also a way to setup different colors for different robots?
Like In bobs mod there are up to mk4 robots.
- Sun May 22, 2016 9:41 am
- Forum: Mods
- Topic: [Mod 0.13.x] Visible Bots 0.4.0
- Replies: 17
- Views: 32226
Re: [Mod 0.12.x] Visible Bots 0.3.0
Is it possible to add the bots from bobs mods and 5dim please?
- Tue May 17, 2016 8:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Enhanced Map Colors
- Replies: 31
- Views: 24543
Re: [MOD 0.12.x] Enhanced Map Colors
nice update ! I use bobs mods and 5dim in my new world too. So nice to see this update. Will you add 5dim too?
- Sun May 15, 2016 8:20 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 142969
Re: [MOD 0.12.12+] Research queue 1.2.5
I get laggs too in every 2 - 3 seconds for a like 1/4 sec. when I queue too much... (like more then 10- 20+)
- Mon May 09, 2016 10:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 31352
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Nice Mod. However when I try to rename the ores it will not change anything.
When I edit your example:
--ResourceDisplayName[ "iron-ore" ] = "~Iron ore"
into this: ResourceDisplayName[ "iron-ore" ] = "~Eisen"
I do get a error before loading the game. And when I leave the first thing ...
When I edit your example:
--ResourceDisplayName[ "iron-ore" ] = "~Iron ore"
into this: ResourceDisplayName[ "iron-ore" ] = "~Eisen"
I do get a error before loading the game. And when I leave the first thing ...
- Mon May 09, 2016 10:40 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 188117
Re: Bugs and problems
I have all 5dim mods and all bobmods together. It's working pretty good together but there is one problem.
I can only make tin plates for the assambling machine 4 with the plates of your mod and not with the bob mods.
Big problem is here, that the furnance is only producing bobs tin plate, which ...
I can only make tin plates for the assambling machine 4 with the plates of your mod and not with the bob mods.
Big problem is here, that the furnance is only producing bobs tin plate, which ...
- Sat May 07, 2016 10:06 am
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 31352
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Nice Mod. However when I try to rename the ores it will not change anything.
When I edit your example:
--ResourceDisplayName[ "iron-ore" ] = "~Iron ore"
into this: ResourceDisplayName[ "iron-ore" ] = "~Eisen"
I do get a error before loading the game. And when I leave the first thing ...
When I edit your example:
--ResourceDisplayName[ "iron-ore" ] = "~Iron ore"
into this: ResourceDisplayName[ "iron-ore" ] = "~Eisen"
I do get a error before loading the game. And when I leave the first thing ...