Search found 51 matches

by HOSH
Sun Jun 03, 2018 9:26 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 262431

Re: Stations & other LTN based designs

Optera, On Page 1 the only blueprint string I was able to copy was the 20 long depot one. I can see what the Provider and Requester V1 are doing and those are in you demo map with others. Wondering what you did for the Requester V2 to prevent the tick movement of the inserters with the decider conta...
by HOSH
Sat Mar 31, 2018 4:06 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324347

Re: [0.16.x] Bob's Mods: General Discussion

I noticed that the tutorials doesn't work with the mods. Can you be more specific on which tutorials don't work with mods? I have had Klonan fix a couple so far. All have the same bug : http://image.noelshack.com/fichiers/2018/13/6/1522507444-bug.png From what the devs were talking about the tutori...
by HOSH
Thu Mar 29, 2018 4:55 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119350

Re: Feedback

I wish there was a section in the mod settings GUI/menu for modders to list a recommended values for min/max if wanted and default. This way if we want to play around we can without resetting all values.

Looks great for the rest of it. Nice balanced and even...
by HOSH
Wed Mar 28, 2018 6:47 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119350

Re: Feedback

That could work if you have the default at the #3 for the tier 0-5 belts like the few people who are commenting, and let others adjust the settings in the mod settings if they want longer between levels. Personally I still would like to see the default distance line up to whichever belts scheme some...
by HOSH
Wed Mar 28, 2018 7:27 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119350

Re: Feedback

I had a look at doing some pipe spacings too. Alternatively, you could just say "Screw it", and align the pipe to the nearest belt step equal or above it's current distance, so if we go with Belts set 4, which is 4+5, you'd use steps 3, 4, 5 and 7 and get 14, 19, 24 and 34. Tier 1 pipes a...
by HOSH
Tue Mar 20, 2018 7:14 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 119350

Re: Feedback

I am thinking maybe perhaps there could be some research that costs space science that unlocks more technology. I'm just not sure what there could be that high up in the chain right now. I also think there might be room for an even higher tier of electronics, but I'd want another metal to go along ...
by HOSH
Mon Mar 05, 2018 9:17 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 25130

Re: Version 0.16.28

Added ItemPrototype::fuel_emissions_multiplier which scales pollution generated when the fuel item is used. Added FluidPrototype::emissions_multiplier which scales pollution generated when when the fluid is consumed. Added RecipePrototype::emissions_multiplier which scales pollution generated by th...
by HOSH
Fri Jan 26, 2018 7:11 am
Forum: Bob's mods
Topic: Mid Game Play
Replies: 7
Views: 4114

Re: Mid Game Play

Unknown what all others do, but in my bobs games we setup a mini-bus in the starting area and turret wall it in w/mk2 gun, sniper turrets in hot spots, and reinforced wall far enough out we have all the resources we need for mid-game at the end of early game. Then starting mid-game we have expanded ...
by HOSH
Thu Jan 25, 2018 8:37 pm
Forum: Duplicates
Topic: [16.18] Desync while artillery scouting
Replies: 3
Views: 1500

Re: [16.18] Desync while artillery scouting

As of 0.16.18 I experience random desyncs. Playing with a client on macOS 10.13.2 and a Ubuntu 16.04 LTS headless server. desync-reports available upon request. They are asking for reports similar to your setup in the desync while running bug report. Issue seems to be with biter movement/pathing is...
by HOSH
Thu Jan 25, 2018 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Desyncs while running
Replies: 43
Views: 12644

Re: [0.16.18] Desyncs while running

Been running a heavily mod list bobs+ and same issues running windows client to Linux headless. Seeing it occur when biters beginning to move in packs, or when grouping up for an attack... Also when trying to run, but I guess a group of biters could be moving/grouping up and not see it on radar, so....
by HOSH
Wed Jan 24, 2018 6:59 am
Forum: F.A.R.L
Topic: FARL and cliffs thoughts?
Replies: 3
Views: 9642

FARL and cliffs thoughts?

I have not seen where anyone has posted this yet so started a new topic. So who all has played a game and used FARL and cliffs, other than basic train paths? Currently testing a 0.16 with bobs+ and I personally finding it a PIA. As I use FARL to lay out a gun turret wall for defense and quad-lane fo...
by HOSH
Wed Jan 17, 2018 8:10 pm
Forum: Not a bug
Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
Replies: 3
Views: 1574

Re: [0.16.16] Buffer Chest not suppling characters

FYI going to start another vanilla game on 16.16 from scratch to get back to bots, but that will take a while for me at least.
by HOSH
Wed Jan 17, 2018 6:30 am
Forum: Not a bug
Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
Replies: 3
Views: 1574

[kovarex] [0.16.16] Buffer Chest not suppling characters

Is anyone else having an issue where the buffer chest is not supplying your personal logistic requests? We upgraded from 16.3 to 16.16 and the current logistics supply broke from what I had. So we are now back to having storage shortage. I had our factory setup so that an item that we used was made ...
by HOSH
Mon Jan 15, 2018 9:17 pm
Forum: Gameplay Help
Topic: Is this a bug? (logistic requests)
Replies: 3
Views: 1367

Re: Is this a bug? (logistic requests)

Is anyone else having an issue where the buffer chest is not supplying your personal logistic requests? We upgraded from 16.3 to 16.16 and the current logistics supply broke from what I had. So we are now back to having storage shortage. I had our factory setup so that an item that we used was made ...
by HOSH
Sun Dec 31, 2017 10:16 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324347

Re: [0.16.x] Bob's Mods: General Discussion

i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites. Lol, When reading the FFF thought about the Mk2 (@50k) and Mk3 (@75k) with similar thoughts to bring Bobs in-line with Vanilla some... Of course add ...
by HOSH
Fri Nov 03, 2017 6:08 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43955

Re: Friday Facts #215 - Multithreading issues

Um, not a knee jerk response, as I have been thinking about this since starting in 0.12 that having multi-thread was a requirement for the game before it is in full release "1.0" This way we can have huge maps with everything going, without slowing down the game speed. Almost like we need ...
by HOSH
Sun Aug 27, 2017 6:23 am
Forum: Bob's mods
Topic: Bob + SpaceX?
Replies: 2
Views: 2525

Re: Bob + SpaceX?

Missed that one may give it a try in my game... Been looking forward to Sandman2003 updating his mod with bobs and angels after their 0.15 tweaks, as personally I wanted to use that in an ABPlus game. (And yes I was thinking about the name before I found the lets play series. lol) But Sandman2003 ha...
by HOSH
Thu Aug 24, 2017 1:56 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129068

Re: [0.12] Bugs, crashes & other issues

Getting an error when trying to pick up any train, car, or farl from the tracks... got it in both 0.15.33 and 0.15.34. So if I place anything on the rails it stays, and I have to move it round, as I cannot remove it. Maybe has to deal with my mod list. I attached the mod list and the screenshot to t...
by HOSH
Mon Aug 14, 2017 6:50 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208651

Re: Bugs & FAQ

Angel, Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way. Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. C...
by HOSH
Sun Aug 13, 2017 5:27 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208651

Re: Bugs & FAQ

Angel, Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way. Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Ch...

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