Search found 8 matches
- Sat Dec 26, 2020 8:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576980
Re: Development and Discussion
Is there a way to remove Angel's Industries hard dependency on Bio Processing? I really like the aesthetics of Industries and the focus on heavy, but slow bots, but Bio Processing blows up module building (Bob's modules) from ~20 buildings to 400+ buildings in the first tier alone. And my PC just ca...
- Wed Jul 03, 2019 4:52 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10038
Re: Is a pure modular logistics system viable?
It is a poor advice to actually disabled vanilla roboport completly then That's what I thought... I want it to work, but the game engine in its current state just makes it too much of a hassle. Maybe we can convince the devs to have queued robots search for a new charging port at a certain queue le...
- Tue Jul 02, 2019 9:55 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10038
Re: Is a pure modular logistics system viable?
My concern is that, according to anything I can find, robots going back to a chest after having made a delivery won't ever use a chargepad at all. Their destination has to be something they can land in, so they choose a robochest and then queue up for the one chargepoint, ignoring the chargepads rig...
- Tue Jul 02, 2019 8:23 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 10038
Is a pure modular logistics system viable?
I'm looking at that "Disable Roboports" checkmark, and I'm itching to enable it. I really like the modular logistics system with having one thing for each purpose, but everything I can find about how robots work tells me it really won't work at all. I'm mainly concerned about robots landin...
- Sun Jun 30, 2019 3:35 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 91544
Re: [0.17]AutoTrash 4.1.5
Oh. My. God.
Thank you so much! I would never have spotted that. Picker wasn't even on my radar for messing with those settings.
Finally some sanity in my personal logistics.
Thank you so much! I would never have spotted that. Picker wasn't even on my radar for messing with those settings.
Finally some sanity in my personal logistics.
- Sat Jun 29, 2019 9:55 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 91544
Re: [0.17]AutoTrash 4.1.5
Alright, the raw, unedited save it is.
https://cloud.mended-drum.net/index.php ... jycGpE4eaT
Maybe it's just me using it wrong, but I tried several combinations of settings and the best I could get to work was with some manual intervention.
https://cloud.mended-drum.net/index.php ... jycGpE4eaT
Maybe it's just me using it wrong, but I tried several combinations of settings and the best I could get to work was with some manual intervention.
- Sat Jun 29, 2019 7:57 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 91544
Re: [0.17]AutoTrash 4.1.5
Did some more testing, it's definitely behaving weird for me... Clip 1: https://i.imgur.com/LkuxjCD.mp4 I can add as many plates as I want, it only ever takes some away if I manually go into the GUI and klick the green button again. Clip 2: https://i.imgur.com/cygYScR.mp4 Have 400 Plates -> activate...
- Sat Jun 29, 2019 2:43 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 91544
Re: [0.17]AutoTrash 4.1.5
I still don't get how the different settings are supposed to work. What I want is the following (using plates as an example): keep me supplied with up to 200 iron plates if I have less than that if I manually add more than 200 plates to my inventory, don't trash until I exceed 400 plates trash every...