I'm starting a new run that is an Angel Bob run. But I just realized how unrealistic it is to "reassemble crushed stone" to plain stone.
Why even have this mechanic when you could just make the recipes that use stone, use crushed stone instead? Which would make a lot of sense too. If you want to ...
Search found 23 matches
- Thu Dec 21, 2023 1:39 pm
- Forum: Angels Mods
- Topic: Why even have "crushed stone" back to stone? why not make all stone recipes just use crushed stone?
- Replies: 0
- Views: 971
- Sat Oct 10, 2020 1:35 pm
- Forum: Mods
- Topic: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
- Replies: 3
- Views: 1386
Re: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
Unfortunately Nope the grid isn't part of the blueprint even if you hold shift..
I tried and it definitely didn't work.
It will record fuel but not grid items
Of course an alternative this request would be a mod that makes equipment grid items part of a blueprint....
that would solve this problem ...
I tried and it definitely didn't work.
It will record fuel but not grid items
Of course an alternative this request would be a mod that makes equipment grid items part of a blueprint....
that would solve this problem ...
- Fri Oct 09, 2020 10:57 am
- Forum: Mods
- Topic: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
- Replies: 3
- Views: 1386
Re: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
Ok I guess the simplest expectation would be something like this
1) place a locomotive
2) get a stack of power sources on my cursor
3) hold some key combination and left click on the locomotive
RESULT: 1 item from the stack of power sources gets inserted into the the locomotive grid in one of the ...
1) place a locomotive
2) get a stack of power sources on my cursor
3) hold some key combination and left click on the locomotive
RESULT: 1 item from the stack of power sources gets inserted into the the locomotive grid in one of the ...
- Fri Oct 09, 2020 10:45 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 30
- Views: 11657
Re: LuaRendering.draw_on_map
Yeah I give this a serious +10000000000 also
So I have a situation where I have a grid on the normal display/ground and use that to help decide where to turn a train while laying tracks with FARL.
It has a cruise mode so I don't have to hold W down to keep moving...
So in order to deal with ...
So I have a situation where I have a grid on the normal display/ground and use that to help decide where to turn a train while laying tracks with FARL.
It has a cruise mode so I don't have to hold W down to keep moving...
So in order to deal with ...
- Wed Oct 07, 2020 8:49 am
- Forum: Mods
- Topic: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
- Replies: 3
- Views: 1386
[Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
I want to insert just 1 item into a large equipment grid.
With "distribute evenly" or maybe vanilla I can insert items and fill the grid.
But there doesn't seem to be a way to insert just a single item into the grid.
Basically this is true for Krastorio2 and Bob's for say trains and vehicles.
If ...
With "distribute evenly" or maybe vanilla I can insert items and fill the grid.
But there doesn't seem to be a way to insert just a single item into the grid.
Basically this is true for Krastorio2 and Bob's for say trains and vehicles.
If ...
- Sun Oct 04, 2020 9:18 am
- Forum: Pending
- Topic: game crashed
- Replies: 1
- Views: 1080
game crashed
The game just crashed on me. I am running the latest version.
Attached is the log file
I was playing normally and ALT-Tabbed out of the game to look for a possible mod...
I guess maybe I ALT-Tabbed in the middle of saving?
I don't remember now but it's possible
Based on the logs though that's ...
Attached is the log file
I was playing normally and ALT-Tabbed out of the game to look for a possible mod...
I guess maybe I ALT-Tabbed in the middle of saving?
I don't remember now but it's possible
Based on the logs though that's ...
- Fri Aug 14, 2020 3:54 pm
- Forum: Bob's mods
- Topic: Is there a mod to level out our split up some of the science progression?
- Replies: 5
- Views: 3054
Re: Is there a mod to level out our split up some of the science progression?
I didn't realize the electronics were optional.
But yeah it would be nice if with electronics the science progression were leveled.
I guess I could try making such a mod too .... but that would be too sensible when I can just ask for one right? :P
Actually it's more a matter of not having the time ...
But yeah it would be nice if with electronics the science progression were leveled.
I guess I could try making such a mod too .... but that would be too sensible when I can just ask for one right? :P
Actually it's more a matter of not having the time ...
- Mon Aug 10, 2020 2:27 pm
- Forum: Bob's mods
- Topic: Is there a mod to level out our split up some of the science progression?
- Replies: 5
- Views: 3054
Re: Is there a mod to level out our split up some of the science progression?
The complexity comes from the fact that it uses the electronic circuit board really.
lol no offense intended and maybe you're mis-remembering but the current recipe requires the 4th tier circuit board and not the 3rd.
The vanilla recipe requires the 2nd tier board out of 3 tiers (basic, advanced ...
lol no offense intended and maybe you're mis-remembering but the current recipe requires the 4th tier circuit board and not the 3rd.
The vanilla recipe requires the 2nd tier board out of 3 tiers (basic, advanced ...
- Sun Aug 09, 2020 11:42 am
- Forum: Bob's mods
- Topic: Is there a mod to level out our split up some of the science progression?
- Replies: 5
- Views: 3054
Is there a mod to level out our split up some of the science progression?
I like the Bob mods as a whole, but I really hate the jump between red and blue science.
Yellow and Red are almost trivial but then Blue requires a rather large infrastructure be in place.
Is there a mod that levels the progression out a bit or splits it up a bit more?
Or I guess even one just ...
Yellow and Red are almost trivial but then Blue requires a rather large infrastructure be in place.
Is there a mod that levels the progression out a bit or splits it up a bit more?
Or I guess even one just ...
- Thu Aug 06, 2020 8:30 am
- Forum: Ideas and Requests For Mods
- Topic: simplify oil/liquid pump mod - 2 ideas
- Replies: 2
- Views: 1322
simplify oil/liquid pump mod - 2 ideas
Setting up an oil large oil patch is a pain.
IDEA1 - a pumpjack hub
I was thinking how nice it would be if we could just place the pumpjacks
and then some central hub or station and have the pumpjacks send the oil to that hub automatically without having to lay down every single pipe connecting ...
IDEA1 - a pumpjack hub
I was thinking how nice it would be if we could just place the pumpjacks
and then some central hub or station and have the pumpjacks send the oil to that hub automatically without having to lay down every single pipe connecting ...
- Tue Aug 04, 2020 9:40 am
- Forum: Ideas and Suggestions
- Topic: blueprinting and deconstruction order of operations and options
- Replies: 15
- Views: 4926
blueprinting and deconstruction order of operations and options
TL;DR
When placing a blueprint, have bots prioritize deconstructing first then placing buildings
What ?
When placing a blueprint, have bots prioritize deconstructing first then placing buildings.
When you place most blueprints over uncleared areas, many or most of the bots try to place items ...
When placing a blueprint, have bots prioritize deconstructing first then placing buildings
What ?
When placing a blueprint, have bots prioritize deconstructing first then placing buildings.
When you place most blueprints over uncleared areas, many or most of the bots try to place items ...
- Thu Jul 30, 2020 4:17 pm
- Forum: Duplicates
- Topic: Not a game bug [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
- Replies: 4
- Views: 1501
Re: [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
Miniloader is the cause.
Thanks for the clue
Thanks for the clue
- Thu Jul 30, 2020 4:14 pm
- Forum: Duplicates
- Topic: Not a game bug [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
- Replies: 4
- Views: 1501
Re: [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
I have miniloader installed.
Is there an issue with that then?
I'll check for some updates then and see.
Is there an issue with that then?
I'll check for some updates then and see.
- Thu Jul 30, 2020 3:52 pm
- Forum: Duplicates
- Topic: Not a game bug [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
- Replies: 4
- Views: 1501
Not a game bug [0.18.38] Game freezes for an extra 2-3 seconds when pasting or placing a blueprint
I was running [0.18.36]. And was having no issues or delays pasting even fairly large blue prints.
As soon as I let factorio update to this release [0.18.38]. The game started freezing for 2-3 seconds every time I place a blueprint.
I looked at the log file and do not see any errors popping up in ...
As soon as I let factorio update to this release [0.18.38]. The game started freezing for 2-3 seconds every time I place a blueprint.
I looked at the log file and do not see any errors popping up in ...
- Fri Aug 02, 2019 9:38 pm
- Forum: Duplicates
- Topic: Crash during startup of latest version 0.17.61
- Replies: 1
- Views: 1085
Crash during startup of latest version 0.17.61
Updated to 0.17.61 then when it restarted it crashed part way through the startup process.
The log and crash dump are attached. No need to include a save since this is during start of the game and not on loading a save.
At least I hope it is the right dump, I reverted to x.60 and played for a bit ...
The log and crash dump are attached. No need to include a save since this is during start of the game and not on loading a save.
At least I hope it is the right dump, I reverted to x.60 and played for a bit ...
- Tue Jul 09, 2019 7:28 am
- Forum: Resource Spawner Overhaul
- Topic: crashed game trying to change a RSO Mod setting
- Replies: 1
- Views: 1955
crashed game trying to change a RSO Mod setting
I tried to change Enemy Base Chance while in game under Map Settings because it seemed like I was seeing bases far far too often and changing the normal map setting was not seeming to have an effect.
The error
The mod Resource Spawner Overhaul caused a non-recoverable error.
Please report this ...
The error
The mod Resource Spawner Overhaul caused a non-recoverable error.
Please report this ...
- Mon Jul 01, 2019 4:29 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 178554
Re: [0.17] Please post bugs and balance issues here.
Just a bit slow in posting, I refreshed after another post and found the fix.
Awesome turn around time, thanks
Awesome turn around time, thanks

- Mon Jul 01, 2019 4:26 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1648449
Re: Bugs & FAQ
This is a minor issue I've noticed with the Angel's Bio Processing mod.
One thing I've noticed now with 100's of hours playing 0.17.x is that temperate gardens don't seem to ever spawn.
I find a ton of desert gardens, and some swamp gardens, but I've never see a temperate garden.
It's listed in ...
One thing I've noticed now with 100's of hours playing 0.17.x is that temperate gardens don't seem to ever spawn.
I find a ton of desert gardens, and some swamp gardens, but I've never see a temperate garden.
It's listed in ...
- Mon Jul 01, 2019 4:22 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 178554
Re: [0.17] Please post bugs and balance issues here.
Looks like the latest release may have broken bob's logistics along with 2 others I don't care as much about.
I did just test this and it breaks with just Bob's Logistics only.
The main error is:
Error while running setup for entity prototype "express-underground-belt" (underground-belt): next ...
I did just test this and it breaks with just Bob's Logistics only.
The main error is:
Error while running setup for entity prototype "express-underground-belt" (underground-belt): next ...
- Mon Feb 25, 2019 1:57 am
- Forum: Gameplay Help
- Topic: heavy oil production problem - overflow tanks ARE NOT full
- Replies: 9
- Views: 6764
Re: heavy oil production problem - overflow tanks ARE NOT full
Thanks yeah my math was wrong. So everything is working as expect
Lubricant is 10 heavy consumed per second rather than per 3 seconds.
thanks all for taking the time to respond.
Lubricant is 10 heavy consumed per second rather than per 3 seconds.
thanks all for taking the time to respond.