Search found 11 matches

by Xynariz
Thu Jul 30, 2020 12:45 am
Forum: PyMods
Topic: Collection of tech tree gotchas
Replies: 7
Views: 950

Re: Collection of tech tree gotchas

Using full PY's (including AL): Lignin to Aromatics is unlocked at Biotechnology - Stage 2, but Lignin production is unlocked at Microbiology - Stage 2. Neither tech is a prerequisite of the other, so it's possible to get either the recipe without the ability to produce the item (doesn't really make...
by Xynariz
Fri Jul 24, 2020 11:32 pm
Forum: PyMods
Topic: How to mine quartz?
Replies: 2
Views: 288

Re: How to mine quartz?

The way I discovered what machine I needed to use to mine quartz was by walking to the quartz patch and pressing 'q' (or whatever your picker hotkey is). That will pull up a ghost of the machine you need to use in order to be able to mine it. Heads up - you'll also not use standard miners for borax,...
by Xynariz
Tue Jul 02, 2019 1:02 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 70858

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

bobingabout wrote:
Mon Jul 01, 2019 4:15 pm
Fixed underground belt bounding boxes causing an error in 0.17.53.
Came to report this ... and a fix had already been uploaded. Thanks for the quick turnaround!
by Xynariz
Mon Jul 01, 2019 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
Replies: 5
Views: 996

Re: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)

th0 wrote:
Mon Jul 01, 2019 7:02 pm
I'm aware this is a tiny thing and won't bother anyone, though.
It bothered me, I was just too lazy to write up a proper report. Thank you for doing so!
by Xynariz
Fri Jun 28, 2019 5:22 pm
Forum: General discussion
Topic: Inventory Sort
Replies: 8
Views: 943

Re: Inventory Sort

I would also love this. Your inventory is auto-sorted (by default, I believe there is an option for it), so why not have the ability to sort a chest/vehicle inventory? I would be fine if there was some sort of "smart chest" (requiring a chest and maybe a few circuits of an appropriate tier), and onl...
by Xynariz
Fri Jun 28, 2019 5:17 pm
Forum: General discussion
Topic: Train cornering speed limit - variable radius corners
Replies: 41
Views: 3957

Re: Train cornering speed limit - variable radius corners

So, to summarise; Track Tech level 1 (analogous to yellow belts) ... Track Tech level 2 ... Track Tech level 3 I absolutely love this idea. I like specifically how it addresses previous concerns (invisible train car in tunnel) while also mentioning how price scales up. There are very few cases wher...
by Xynariz
Wed Jun 19, 2019 6:16 pm
Forum: Questions, reviews and ratings
Topic: Remote Constant Combinators: A simple but possibly powerful idea
Replies: 4
Views: 565

Re: Remote Constant Combinators: A simple but possibly powerful idea

Also, if they are in radar coverage, vanilla constant combinators can be overwritten from any distance (assuming you're on the same surface). Paste a blueprint onto an existing combinator (must be oriented the same direction), and it will overwrite the settings.
by Xynariz
Wed Jun 19, 2019 6:15 pm
Forum: Questions, reviews and ratings
Topic: new game. go AngelBob, or space exploration?
Replies: 4
Views: 1478

Re: new game. go AngelBob, or space exploration?

If you're going for increased complexity, don't forget to throw 30MSP into SpaceX and/or AngelBob's....
by Xynariz
Fri Jun 14, 2019 4:00 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3303
Views: 427656

Re: Bugs & FAQ

So my friend and I are playing Bob's / Angel's, last experimental version and yellow belts are somehow at 30 i/s now. :P This is from Bob's Logistics, and it's because there's a tier of belts below yellow. Bob mentioned that it's an issue where upgrading a mod accidentally reverted settings. If you...
by Xynariz
Fri Jun 14, 2019 3:49 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 38420

Re: [0.17] Please post bugs and balance issues here.

It appears as though tier 3 modules (and only tier 3 modules) do not require module contacts in their recipes. Is this intentional? Tiers 1, 2, 4, 5, 6, 7 and 8 all require module contacts, but tier 3 modules don't appear to. Note: I am using other mods, but not ones that should change any recipes ...
by Xynariz
Fri Jun 14, 2019 2:48 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 38420

Re: [0.17] Please post bugs and balance issues here.

It appears as though tier 3 modules (and only tier 3 modules) do not require module contacts in their recipes. Is this intentional? Tiers 1, 2, 4, 5, 6, 7 and 8 all require module contacts, but tier 3 modules don't appear to. Note: I am using other mods, but not ones that should change any recipes (...

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