Search found 8 matches

by jinks
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...
by jinks
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...
by jinks
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...
by jinks
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...
by jinks
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. :)
by jinks
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.
by jinks
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...
by jinks
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...

Go to advanced search