Search found 51 matches

by enchant
Sat Jan 25, 2020 1:16 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 131
Views: 12250

Re: [0.18.x] Bob's Mods: General Discussion

Last night someone posted a screenshot of an error he got regarding boblogistics. I posted that I was getting the same error. This morning, it seems that both posts have been deleted. Did we do something wrong?
by enchant
Fri Jan 24, 2020 10:17 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 139
Views: 5946

Re: [0.18.x] Bob's Mods: General Discussion

jdubz wrote:
Fri Jan 24, 2020 3:33 pm
I'm seeing this error on start with boblogistics. I have disabled all other mods.
I got the exact same thing.
by enchant
Tue Jan 21, 2020 9:23 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Do you a general feel for when updates for 0.18 might come around? I have no idea how much work it takes. If it was going to be just a day or two, I'd live without playing (I could use some time off). If it might be a while, I'll back up to 0.17.x.
by enchant
Fri Jan 10, 2020 12:35 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

I'm fine with that. As long as there's some math that I'm not misunderstanding.

Hey Bob, since robots get built so fast, can you give us an assembler that can build all four levels of robots depending on what materials are available? :D
by enchant
Fri Jan 10, 2020 11:18 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Another question... If I'm reading this right, the tier 4 logistic robot is constructed in half a second. It requires 1 tier 4 flying robot frame, which takes 20 seconds to construct. So if I were to create an optimized factory to create tier 4 robots, I'd need 40 assemblers just to make the frames?...
by enchant
Fri Jan 10, 2020 10:29 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Excellent. Thanks!
by enchant
Thu Jan 09, 2020 9:58 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Heat Pipe 3 is an ingredient in a couple of the third tier nukyaler components. Aside from that, is there any benefit to using it in place of the regular heat pipe when connecting reactors to heat exchangers?
by enchant
Thu Jan 02, 2020 1:55 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Der. Sorry to waste everyone's time. It's been a while since I played and I really thought that 5x5 was the max.
by enchant
Thu Jan 02, 2020 12:16 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Doubtful. What might be wrong?
by enchant
Thu Jan 02, 2020 11:38 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

What does the research "Long Inserters 2" give me? Without it researched, I checked and if I try to configure an inserter, I have the full 5x5 grid of locations with no gaps.
by enchant
Wed Nov 13, 2019 11:30 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17] Industrial Revolution

I tried IR back when it first came out. After playing a couple non-IR games, I'd like to continue with my original IR save. I've disabled the conflicting mods (bobs, squeak-thru, etc.) and re-enabled IR. However, when I load my game back in, I get a lot of failures that generally point to a missing ...
by enchant
Sat Nov 09, 2019 11:55 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Checking my power usage, electric furnaces use up the most juice, but robot charging points are an uncontested second. I generally place them willy nilly, but do they use up electricity when not in use, or only when charging a bot?
by enchant
Thu Oct 03, 2019 9:18 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

Thanks, Bob. I hate how much real estate a train station takes up, but in the end, pipes aren't a whole lot less.
by enchant
Wed Oct 02, 2019 6:47 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 65934

Re: [0.17.x] Bob's Mods: General Discussion

I've got a question. I'm sure this must have been discussed before, but I searched around in this thread and couldn't find what I'm looking for. Especially in the late game, I find myself needing to move massive amounts of liquid from here to there. My 500 boilers need water from yonder lake way ove...
by enchant
Tue Sep 10, 2019 9:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

It's not "Currently supported", but someone took care of it , or has tried to. Not tried it personally. Mod discussion page doesn't look too promising, mind. Thanks for that. I gave it a quick try, but it failed upon load, so I just disabled it. It's not a massive problem (so far). For the most par...
by enchant
Tue Sep 10, 2019 8:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Is Industrial Revolution compatible with Nanobots? I tried using the upgrade planner to replace burner inserters with regular inserters. The planner marked the burner inserters with the yellow circle, but they're not getting replaced.

Image
by enchant
Tue Sep 10, 2019 9:47 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Rithordus wrote:
Mon Sep 09, 2019 8:15 pm
By the time you get to bots, you "should" have upgraded your assemblers to electric, in which case fuel values won't matter.
That's a good point.

And thanks, Deadlock, for the explanation of all that. Now back to it...
by enchant
Mon Sep 09, 2019 8:07 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

This is easily fixed by putting some coal in first so that's its designated fuel type. Nothing wrong with the mod here, it's just wooden beams have a fuel value. Is this something that can also happen with vanilla? Seems kinda kludgy, because once I get bots going, I'm going to want to copy/paste s...
by enchant
Mon Sep 09, 2019 7:32 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Sorry if this has been reported before. I haven't read the entire thread. I've got a copper assembler producing copper capped beams. On the left is a belt containing wooden beams and copper plate. On the right is a belt containing coal and copper rivets. I think what's happening is that the assemble...
by enchant
Sat Sep 07, 2019 3:51 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 133404

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

MiiNiPaa wrote:
Sat Sep 07, 2019 1:45 pm
Doing this without adjustable inserters is actually fun.
The inserter above the yellow belt assembler looks like it's reaching up-left. Is it having a stroke?

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