Hello, I have noticed 2 issues while playing this pack.
-First is that i noticed that the final 3 tiers of most of Bob's vehicle equipment still requires alien science (+ gold science packs) to complete which makes them impossible to complete. (unless the vehicle equipment should not be added ...
Search found 17 matches
- Sun Nov 07, 2021 10:21 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 180581
- Wed Mar 20, 2019 11:01 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 39665
Re: Friday Facts #286 - Pollution cleanup
Can anyone tell me if the current pollution values are intended?
I'm experiencing a massive change in difficulty (from hard to almost impossible) on a low tree desert deathworld from early 0.17 to 0.17.12
Unless I'm missing something these values just don't feel right.
Example (not including ...
I'm experiencing a massive change in difficulty (from hard to almost impossible) on a low tree desert deathworld from early 0.17 to 0.17.12
Unless I'm missing something these values just don't feel right.
Example (not including ...
- Sat Mar 16, 2019 12:29 pm
- Forum: Bob's mods
- Topic: Pleeeease do something about picking up Alien loot!
- Replies: 15
- Views: 7735
Re: Pleeeease do something about picking up Alien loot!
If you use the nano bots mod you can give your logistic network the option to pick up items on the floor inside the contstruction area.
The are also mods that gives an auto loot chest which gives a more cheaty but more UPS friendly way of picking up loot items. This also has the advantage of not ...
The are also mods that gives an auto loot chest which gives a more cheaty but more UPS friendly way of picking up loot items. This also has the advantage of not ...
- Thu Feb 28, 2019 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] left clicking in inventory places currently held object on map behind inventory
- Replies: 6
- Views: 2183
Re: [0.17.2] left clicking in inventory places currently held object on map behind inventory
I noticed the same problem since 0.17.2 release.
When trying to build some engines i tried to place some pipes in the assemblers but every time i left click the pipes (in their slot) it first places one in the world.
Also on a test world I noticed that when trying to clear a blueprint shift ...
When trying to build some engines i tried to place some pipes in the assemblers but every time i left click the pipes (in their slot) it first places one in the world.
Also on a test world I noticed that when trying to clear a blueprint shift ...
- Mon Dec 18, 2017 12:31 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 122240
Re: 0.16 Map generation Feedback
My personal opinion is that i really dislike the new map generation.
I had really hoped to see a return to the terrain segmentation that was available in 0.12 but was bugged/removed in 0.13
I loved to play with the very low segmentation setting as it gave really massive biomes (it was possible to ...
I had really hoped to see a return to the terrain segmentation that was available in 0.12 but was bugged/removed in 0.13
I loved to play with the very low segmentation setting as it gave really massive biomes (it was possible to ...
- Thu Dec 14, 2017 2:34 pm
- Forum: Not a bug
- Topic: [16.0] Logistic buffer chests not providing to requester chest
- Replies: 17
- Views: 10176
Re: [16.0] Logistic buffer chests not providing to requester chest
I find it sad as well that they didn't implement this feature.
I had hoped to use this as a filtered storage chest to have excess items returned to the initial production output chest. And avoid having them spread over in storage chests.
It now works for things like undergrounds where the upgrade is ...
I had hoped to use this as a filtered storage chest to have excess items returned to the initial production output chest. And avoid having them spread over in storage chests.
It now works for things like undergrounds where the upgrade is ...
- Wed Dec 13, 2017 9:27 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.16
- Replies: 24
- Views: 17051
Re: RSO for 0.16
Maybe you should change uranium spawning as well like they did in vanilla.
Make it start spawn from the 2nd region and not from the 1st counting after the starting region.
PS Thanks for updating.
Make it start spawn from the 2nd region and not from the 1st counting after the starting region.
PS Thanks for updating.
- Wed Dec 13, 2017 7:17 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.16
- Replies: 24
- Views: 17051
Re: RSO for 0.16
Having more options is usually better.
The main advantage with RSO is that you can tweak the ore settings yourself if you desire.
You are very limited with this in the vanilla generation.
And I really don't like the massive vanilla oil fields.
The main advantage with RSO is that you can tweak the ore settings yourself if you desire.
You are very limited with this in the vanilla generation.
And I really don't like the massive vanilla oil fields.
- Thu Nov 16, 2017 9:25 pm
- Forum: Bob's mods
- Topic: Confused by logistics
- Replies: 7
- Views: 9336
Re: Confused by logistics
Is the LZI still useful since you can now connect wires to roboports?
Or do you intentionally keep it to allow players to make logistic networks without roboports?
Or do you intentionally keep it to allow players to make logistic networks without roboports?
- Tue Jul 11, 2017 12:22 am
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6349
Re: [MOD 0.15] Tree growth family
I'm really looking forward to see what you can accomplish whit this mod.
I don't really want the natural spreading but I have been looking so hard to find a good mod to easily place trees in a large scale (preferably by bots) for aesthetics but so far these have been non-existent.
There was the ...
I don't really want the natural spreading but I have been looking so hard to find a good mod to easily place trees in a large scale (preferably by bots) for aesthetics but so far these have been non-existent.
There was the ...
- Sat May 20, 2017 5:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645281
Re: [MOD 0.14] AAI Programmable Vehicles
Maybe instead of creating multiple entities of the same type but with different weapons could it be possible to keep them as 1 entity where you have to manually assign the weapon it will fire, while still keeping the full configuration when manually driving. So you keep the specialized vehicles when ...
- Sat May 13, 2017 4:01 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645281
Re: [MOD 0.14] AAI Programmable Vehicles
There seems to be a bug with vehicles with multiple weapons when using this mod.
The vanilla tank only has his tank cannon and the 2 bobs mods tank only have their gatling gun available.
When disabling this mod they reappear.
The vanilla tank only has his tank cannon and the 2 bobs mods tank only have their gatling gun available.
When disabling this mod they reappear.
- Sat Apr 29, 2017 1:42 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 30187
Re: 0.15 - plans?
Bob, do you plan to change the rocket recipe and its components to better fit the bob mods theme? Especially considering it is now required for the infinite research.
Kind of like the CMHMod Bob's End Game mod.
And about the liquid fuel canister: if you are keeping it vanilla style in barrel form ...
Kind of like the CMHMod Bob's End Game mod.
And about the liquid fuel canister: if you are keeping it vanilla style in barrel form ...
- Thu Apr 27, 2017 4:29 am
- Forum: Mods
- Topic: [MOD 0.13.x] Tree House (0.2.1)
- Replies: 29
- Views: 29693
Re: [MOD 0.13.x] Tree House (0.2.1)
Any chance this mod is still supported? Factorio is really lacking in decent tree placement mods.
- Thu Apr 27, 2017 3:35 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645281
Re: [MOD 0.14] AAI Programmable Vehicles
Energy consumption (line 1365):
if unit.vehicle then -- update energy state, consume based on acceleration
if unit.vehicle.riding_state.acceleration == defines.riding.acceleration.accelerating or defines.riding.acceleration.reversing then -- only true when accelerating or reversing
local energy ...
if unit.vehicle then -- update energy state, consume based on acceleration
if unit.vehicle.riding_state.acceleration == defines.riding.acceleration.accelerating or defines.riding.acceleration.reversing then -- only true when accelerating or reversing
local energy ...
- Tue Apr 25, 2017 9:59 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645281
Re: [MOD 0.14] AAI Programmable Vehicles
I Managed to change the fuel consumption based on acceleration (If you want I can how you the algorithm). I had to change it as it was kind of unrealistic and with the ship from one of the ship mod it would consume more then 100 pieces of wood (due to it's massive weight) without even getting to the ...
- Sat Apr 22, 2017 3:38 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645281
Re: [MOD 0.14] AAI Programmable Vehicles
I have a question about fuel consumption:
I noticed that the fuel consumption bar did not appear when driving a vehicle (all vehicles but not trains) and I also noticed that the fuel consumption is not based on acceleration but on speed.
Also total fuel consumption is drastically increased compared ...
I noticed that the fuel consumption bar did not appear when driving a vehicle (all vehicles but not trains) and I also noticed that the fuel consumption is not based on acceleration but on speed.
Also total fuel consumption is drastically increased compared ...