omg you are right, I always forgot about this functionality!
Old habits die hard...
Thanks
Search found 14 matches
- Thu Jul 30, 2020 8:48 am
- Forum: Not a bug
- Topic: [0.18.37] Cannot empty a blueprint
- Replies: 9
- Views: 2295
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 "...
- 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?
This is a good idea and you will have a fair balance between techs requiring logistic or production (assembling machine, mine, chemical plant, etc...)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.
- 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...
- 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...
- 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 ...
- Sun Apr 23, 2017 3:01 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1411237
Re: Bugs & FAQ
+1 (in smelting-entity-bob.lua l179)credomane wrote:Blast furnance MK2 uses a Chemical Furnace MK1 in the recipe. Pretty sure it should take a Blast Furnace MK1 instead.
thanks.
- 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...