Search found 26 matches

by Tergiver
Sat Jun 30, 2018 2:54 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70018

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...
by Tergiver
Sun Jan 14, 2018 12:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372568

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,...
by Tergiver
Sun Jan 07, 2018 6:45 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345311

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...
by Tergiver
Sun Dec 03, 2017 12:36 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 84955

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 ;)
by Tergiver
Sun Nov 19, 2017 1:09 am
Forum: Implemented mod requests
Topic: Request for Selection Tool Entity Filter
Replies: 2
Views: 1313

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).
by Tergiver
Tue Nov 14, 2017 12:33 am
Forum: Ideas and Suggestions
Topic: Production and Electrical Network GUI Improvements
Replies: 4
Views: 1465

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...
by Tergiver
Mon Nov 13, 2017 7:01 am
Forum: Ideas and Suggestions
Topic: Production and Electrical Network GUI Improvements
Replies: 4
Views: 1465

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...
by Tergiver
Sat Nov 11, 2017 10:33 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 29160

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 ...
by Tergiver
Sun Jun 25, 2017 6:30 am
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 22632

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 ...
by Tergiver
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: 2945

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!
by Tergiver
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: 2945

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",...
by Tergiver
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: 2945

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...
by Tergiver
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: 2945

Re: [0.15.18][0.15.1] Adjustable Inserters Migrated content spam

bobingabout wrote:as for the icon, that is added by the Logistics mod, not inserters mod.
Shouldn't it be added by the inserters mod?
by Tergiver
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: 2945

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.
by Tergiver
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: 2945

[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...
by Tergiver
Sat Apr 29, 2017 10:45 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226249

Re: [MOD 0.12.x] Autofill

Nexela 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.
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 it :D
by Tergiver
Sat Apr 29, 2017 8:36 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226249

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.
by Tergiver
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: 2022

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.
by Tergiver
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: 311136

[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.).
by Tergiver
Wed Jul 06, 2016 5:39 pm
Forum: Implemented Suggestions
Topic: Symmetric Inventory Key
Replies: 4
Views: 1509

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'.

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