Search found 14 matches

by Muki
Thu Jul 30, 2020 8:48 am
Forum: Not a bug
Topic: [0.18.37] Cannot empty a blueprint
Replies: 9
Views: 2295

Re: [0.18.37] Cannot empty a blueprint

omg you are right, I always forgot about this functionality!
Old habits die hard...

Thanks
by Muki
Thu Jul 30, 2020 8:21 am
Forum: Not a bug
Topic: [0.18.37] Cannot empty a blueprint
Replies: 9
Views: 2295

Re: [0.18.37] Cannot empty a blueprint

thanks for the quick reply. I just checked since the last update, and my bad, now emptying the BP works from the GUI... That's a bummer :( I used to have a BP in the hotbar and just quicly empty it to reuse it for small fixes or update (quickly extend a line or stuff like that). Now having to open t...
by Muki
Thu Jul 30, 2020 8:04 am
Forum: Not a bug
Topic: [0.18.37] Cannot empty a blueprint
Replies: 9
Views: 2295

[0.18.37] Cannot empty a blueprint

Hello, Since the update, on my current game (modded) I cannot empty a blueprint by shift+right click. Nothing happens. When right click to update the BP, empty it from the GUI and save, my inventory opens and the BP is not changed. I'm heavily modded but I only updated Factorio. The 0.18.38 did not ...
by Muki
Fri May 18, 2018 12:55 pm
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 10821

Re: [MOD 0.16]Xagros's mods

Hi there, Thanks for your work! Just wanted to share with you an addition to your bobsDeadlockStackCrate by adding the Kao extended (formerly Bob's extended by Momosundeass - https://mods.factorio.com/mod/KaoExtended) I added the stacked version of everything used during a Bob play. Missing a couple...
by Muki
Tue Nov 21, 2017 11:05 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 665891

Re: [MOD 0.15.x] pY Coal Processing

What's the error? We have all recipes to produce coke and coal gas with tar - u mean recipe must be 20 coal gas and 30 tar - I thought that so all and was conceived and that in this recipe there is no mistake Didn't seem logical to me to have a 2/30 ratio on this recipe where the 2 others are 40/50...
by Muki
Tue Nov 21, 2017 7:53 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 665891

Re: [MOD 0.15.x] pY Coal Processing

Hi, Currently testing your mod, it looks great so far, I love the animations on the machine, really nice to watch them working. I noticed some minor stuff so far. - I've access to the combustion turbine mk01 right out of the box but it's also unlocked with energy generation 1 - On the coal gas proce...
by Muki
Thu Nov 16, 2017 2:49 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86463

Re: [MOD 0.15.x] Mining Space Industries

Hey! thanks for the quick reply! It's shown in the mission control and when I click the "view" button I have the text appearing on the left corner. Here are two screenshots. And I tried to remove the marker on the map and it comes back, assuming I will have a further mission with this wrec...
by Muki
Thu Nov 16, 2017 2:54 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86463

Re: [MOD 0.15.x] Mining Space Industries

Hi, great mod, I'm currently testing it on a new gameplay and I was wondering if I'm missing something or if it's a bug. After getting GLaDOS i've a secondary objective to bring glados and a construction robot back to wreckage where I found it. I cannot complete the third point of the mission "...
by Muki
Wed May 10, 2017 1:46 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24195

Re: What should I do with science packs?

bobingabout wrote:
Anything to do with inserters, trains, belts and non-combat robots will likely be ones I change to use logistics pack instead of production.
This is a good idea and you will have a fair balance between techs requiring logistic or production (assembling machine, mine, chemical plant, etc...)
by Muki
Wed May 10, 2017 1:42 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 392357

Re: [0.15.x] Bob's Mods: General Discussion

there is a whole balance problem I think with the robots. If you change the cost of logistic system this means you can get robots with only blue science but with blue science actually you get cargo size 1 worker speed 2 AND robot mk2 (let be honest, having some aluminium at this point is not a big t...
by Muki
Tue May 09, 2017 4:26 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 392357

Re: [0.15.x] Bob's Mods: General Discussion

Though, keep in mind that the current mod is basically just to show off the direction I've decided to move towards. Feedback and suggestions are welcome. I love the idea of the bronze plate in the science pack 3. Bronze was one of the plate with a low usage in 0.14. As the logistic pack, if I under...
by Muki
Tue May 09, 2017 12:00 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 392357

Re: [0.15.x] Bob's Mods: General Discussion

hey! About the alien artifacts and the alien science, I just noticed a dead end if you disable the bitter evolution on your map. I must admit, this is not the goal of having enemies + warfare + tech enabled without the bitters but I just noticed that on a testing map. By the way, I love the way you ...
by Muki
Sun Apr 23, 2017 3:01 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1411237

Re: Bugs & FAQ

credomane wrote:Blast furnance MK2 uses a Chemical Furnace MK1 in the recipe. Pretty sure it should take a Blast Furnace MK1 instead.
+1 (in smelting-entity-bob.lua l179)

thanks.
by Muki
Tue Apr 18, 2017 5:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1576570

Re: Development and Discussion

Angel's logistic I noticed on a new game that blueprints are locked for a long time but you can get the crawler and your construction robot one circuit earlier before having to setup the petrochem. This tends me to skip your (slow) bots at an early stage of the game to directly switch to regular bot...

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