Search found 26 matches
- Sat Jun 30, 2018 2:54 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79758
Re: Friday Facts #249 - Dead end exploration
I want proposal #1. I also want to be able to click with the blueprint (or book) "in hand" on a library item to change the library item to what is in that blueprint. This allows me to grab a blueprint from the library, place it in the world, make changes to the world, 'copy' the world, and...
- Sun Jan 14, 2018 12:54 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424767
Re: Friday Facts #225 - Bots versus belts (part 2)
Many people complained that loaders were OP, now you're complaining that bots are OP. The logical solution is to finish loaders! They need to require power, have logistics support, and of course shiny new graphics. For example, the extension where you would expand to other planets, start there over,...
- Sun Jan 07, 2018 6:45 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395579
Re: Friday Facts #224 - Bots versus belts
I used to think about bots the same way. Solar panels too, never used either of them. Then I started playing the Seablock Mod. I started using bots to reduce the challenge of both learning the enormous and complex system those mods add, and the usual factory building. Since I was now using bots, I t...
- Sun Dec 03, 2017 12:36 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93935
Re: Friday Facts #219 - Cliffs
Wow! Looks fantastic!
Now that you've added cliffs, you'll have to add a flying vehicle for getting around
Now that you've added cliffs, you'll have to add a flying vehicle for getting around
- Sun Nov 19, 2017 1:09 am
- Forum: Implemented mod requests
- Topic: Request for Selection Tool Entity Filter
- Replies: 2
- Views: 1474
Re: Request for Selection Tool Entity Filter
Better yet, let us specify a filter function that takes an entity and returns a color value, including nil. That way we can determine which entities show up as selected and in what color(s).
- Tue Nov 14, 2017 12:33 am
- Forum: Ideas and Suggestions
- Topic: Production and Electrical Network GUI Improvements
- Replies: 4
- Views: 1736
Re: Production and Electrical Network GUI Improvements
...So swapping one of them would mean that now the less important part of the graph is now on the more prominent left side. I concede that those are good arguments for leaving it alone. I might be in the minority when it comes to moments of confusion from their current order. I still want to see th...
- Mon Nov 13, 2017 7:01 am
- Forum: Ideas and Suggestions
- Topic: Production and Electrical Network GUI Improvements
- Replies: 4
- Views: 1736
Production and Electrical Network GUI Improvements
TL;DR Add peak values to the graphs. Swap production and consumption panes on one of them. What ? The Production and Electrical Network GUIs should show the peak value for the period being graphed, for both production and consumption. The Production GUI has production in the left pane and consumpti...
- Sat Nov 11, 2017 10:33 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 31825
Re: Friday Facts #216 - Paving a path for the GUI update
... While you're playing with the GUI, can you give mod authors a way to create additional views when you click on an object? The biggest thing here is inserters. Customizing inserter positions in Bob's mods is quite ungainly right now (requiring a special key bind). It could be just an additional ...
- Sun Jun 25, 2017 6:30 am
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 24903
Re: Friday Facts #196 - Back on track
Wireshark plug-in option #4: Build a c++ app which can generate the Lua code for the Wireshark API. This app can link to Factorio in its entirety, but is built and executed during the Factorio build process. I have no idea how that option compares to the current solution in terms of time to get it ...
- Mon Jun 05, 2017 11:11 am
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
Thanks for taking the time to read and respond. Love your suit of mods!
- Mon Jun 05, 2017 1:15 am
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
Another idea I had pertains to the icon. I never use the "combo-select" pre-configure options, only the GUI. I always open the icon, click the override for GUI, place inserters, then uncheck and close the icon. This could be simplified by having two icons, one for "combo-select",...
- Mon Jun 05, 2017 12:59 am
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
Speaking of replacing inserters, I think you could go further. There could be only two inserters: Burner and Powered. Everything else, filtering, stack size, and speed could be configurable. Perhaps there are tiers: Mk I, Mk II, etc. where each tier adds new functionality (speed, filtering, stack si...
- Sun Jun 04, 2017 4:26 pm
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
Shouldn't it be added by the inserters mod?bobingabout wrote:as for the icon, that is added by the Logistics mod, not inserters mod.
- Sun Jun 04, 2017 4:24 pm
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
I figured out the migration 'problem'. It's my blueprint-storage.dat file which I copied over from another installation. So it's migrating my blueprints every time it loads/starts a game.
The solution, of course, is to remove the offending blueprints from that installation.
The solution, of course, is to remove the offending blueprints from that installation.
- Sun Jun 04, 2017 7:20 am
- Forum: Bob's mods
- Topic: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam
- Replies: 8
- Views: 3292
[0.15.18][0.15.1] Adjustable Inserters Migrated content spam
Add Bob's Adjustable Inserters mod to a vanilla 0.15.18 with no other mods. Start a new game. Migrated content Removed entities express-inserter 128 plastic-pipe 392 plastic-pipe-to-ground 524 electric-chemical-mixing-furnace-2 8 bob-greenhouse 20 If you save that game and re-load it, the dialog app...
- Sat Apr 29, 2017 10:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240992
Re: [MOD 0.12.x] Autofill
No idea what that person is doing, but I won't be supporting such behavior by downloading it. I can wait for you to get around to itNexela wrote:Well since someone felt the need to put up a copy of Autofill on the mod portal I guess I don't have to worry about doing any more work on this.
- Sat Apr 29, 2017 8:36 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240992
Re: [MOD 0.12.x] Autofill
Autofill doesn't work with the new Uranium ammo when you drop down a turret. It shows, "Out of piercing rounds magazine" instead of putting in the Uranium rounds.
- Thu Apr 27, 2017 6:56 pm
- Forum: Implemented Suggestions
- Topic: [0.15.2] Add a trash slot to the blueprint library
- Replies: 3
- Views: 2275
Re: [0.15.2] Add a trash slot to the blueprint library
Yes please!
I too end up with a bunch of empty blueprints and books.
I too end up with a bunch of empty blueprints and books.
- Sat Jul 30, 2016 7:00 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339805
[0.13.x][v0.13.7] Bob's Logistics mod
Both the Logistics and Construction MK1 and MK2 brains (robot-brain-logistic, robot-brain-construction) have the same recipe. The combat robot brains look more correct, that is they follow a sensible progression (basic-circuit-board, circuit-board, etc.).
- Wed Jul 06, 2016 5:39 pm
- Forum: Implemented Suggestions
- Topic: Symmetric Inventory Key
- Replies: 4
- Views: 1707
Re: Symmetric Inventory Key
I figured it out. There are two bindings:
Open Inventory
Close Window
These can be assigned the same key, which by default is both 'E'.
Open Inventory
Close Window
These can be assigned the same key, which by default is both 'E'.