Search found 19 matches

by Zwobot
Sat May 06, 2017 11:27 am
Forum: Won't fix.
Topic: [15.9][Linux] Crash on map gen, Graphical glitches
Replies: 1
Views: 1248

[15.9][Linux] Crash on map gen, Graphical glitches

Edit : And now it seems to be working :roll: Using a max texture size of 2048. Factorio didn't correctly set the max texture size before resulting in graphical glitches. GUI and map mode. After setting that manually it crashed on map generation (Railworld, Enemy bases to None, Pollution, Evo off) 0...
by Zwobot
Sat Apr 29, 2017 8:28 pm
Forum: Ideas and Suggestions
Topic: Shaders
Replies: 6
Views: 4260

Re: Shaders

You can already edit the shaders to get very cheap nightvision :D

Code: Select all

void main()
{
  vec2 uv = gl_TexCoord[0].xy;
  vec4 color = texture2D(gameview, uv);
  gl_FragColor = color;
  return;
}
by Zwobot
Fri Apr 22, 2016 9:05 am
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44223

Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching

Another unofficial update: 0.1.3 - added support for orbital ion cannon 1.0.9+ This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod! error on line 206 of control.lua i'm guessing? unofficial update: 0.1.4 - launch control allows any object placable ...
by Zwobot
Tue Apr 19, 2016 10:33 am
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44223

Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching

MrDoomah wrote:I made an unofficial update to this mod, for those interested. Just changed any game.on_event/on_init etc to script.on_event.
Thanks for the fix! OP updated.
by Zwobot
Tue Sep 01, 2015 10:10 pm
Forum: Multiplayer
Topic: [Public/Europe] Dedicated Server
Replies: 331
Views: 137968

Re: [Public/Europe] Dedicated Server [0.12.6/Bob's mods]

Apart from the server crash/desync problems this was quite fun. Thanks for setting the server up!
by Zwobot
Tue Sep 01, 2015 2:25 pm
Forum: Mods
Topic: [MOD 12.5+] Auto Inserter
Replies: 11
Views: 37413

Re: [MOD 12.5+] Auto Inserter

I added this under the Big Mess since I'm not sure whether I want to... .. continue working on it. .. remove the new item and just add the functionality to smart inserters. .. remove the new item and just add the functionality to a tool for clicking on smart inserters and such. In any case it works ...
by Zwobot
Tue Sep 01, 2015 2:19 pm
Forum: Mods
Topic: [MOD 12.5+] Auto Inserter
Replies: 11
Views: 37413

[MOD 12.5+] Auto Inserter

Auto Inserter AutoInserterClipped.png Name: Auto-Configuring Smart Inserters Version: 0.1.0 Factorio-Version: 0.12.5 License: Feel free to use/modify/include without limits. No warranty. Release: 2015-09-1 Download-Url: auto-inserter_0.1.0.zip Website: Right here~ Category: Helper Item Tags: Conven...
by Zwobot
Tue Sep 01, 2015 12:28 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 370312

Re: [0.11.22/0.12.x][v0.12.3] Bob's Ore Mod.

Nice update! I went ahead and dumped some code in the bobmodules data-final-fixes.lua that adds most intermediates automatically. In short anything not placeable and not an item (e.g. ammo, gun, etc..) and not armor equipment is marked as intermediate. Use at your own risk. But what are a few level ...
by Zwobot
Tue Sep 01, 2015 10:03 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111101

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

orzelek wrote:Bob changed it in latest version - it's now 1 second :D
Oooops! That'll teach me to think I know something :oops: Aaand time to update and redesign my BEB factory. :)
by Zwobot
Mon Aug 31, 2015 10:46 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111101

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

I have a balance question for basic electronic boards. They seem to have a bit overboard ratio with basic electronic components. To run one assembler for basic electronic boards at full speed you need 4 assemblers producing basic electronic components. It seems a bit to much :) Especially that thos...
by Zwobot
Mon Aug 31, 2015 1:58 am
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58913

Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)

You can poke the GUI for the number of rockets sent. Also this mod works nicely with automatic launching ;) function read_satellites_sent_from_gui(force) --print("Reading #satellites from " .. force.name) for index, player in ipairs(force.players) do local rocket_score = player.gui.left.ro...
by Zwobot
Sat Aug 29, 2015 11:16 am
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44223

Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching

Oh, never play with Bob's mod. i did rough calculation using foreman tools. On vanilla, if we want to launch every minute on single silo, we need at least about 400 electric furnace (copper+iron) on speed module 3. Bob's mods depending on how you use them have some to good modules(god modules) or v...
by Zwobot
Fri Aug 28, 2015 8:51 pm
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44223

Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching

510 rocket sent :o Can you share the save file ? I wonder if my PC can handle the amount of entity needed to supply an array of silo. Ehhh.. well, I use bob's mods which has a fairly powerfull endgame with loads of modules. So it's not nearly as impressive as you might think. Plus I can't constantl...
by Zwobot
Fri Aug 28, 2015 7:12 pm
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44223

[MOD 0.12.11+] Launch Control - Automatic Rocket Launching

This simple mod just adds a new radar that will automatically launch one rocket in the nearby rocket silos per scan done. Accompanying technology has to be researched after rocket silo ... but if you're going to try and supply several rocket silos that probably isn't going to be an issue. Tested wit...
by Zwobot
Fri Aug 28, 2015 3:29 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Rocket Silo Launch Control
Replies: 0
Views: 3280

[Request] Rocket Silo Launch Control

With o.12.5 out there seems to be a scripting interface for rocket silos! It would be nice to use this to automatically/mass launch rockets as otherwise it gets tedious to run back to the rocket silos, check that all have satellites and launch them. Building - Launch Control Image: Recolored Radar 4...
by Zwobot
Tue Aug 04, 2015 12:44 pm
Forum: Bob's mods
Topic: Good Map Settings? Challenges?
Replies: 10
Views: 15727

Re: Good Map Settings? Challenges?

New Science Packs? There's little info about them around but I will use them - just setting up for a longer game. I actually was thinking about changing blue science to require more iron - maybe 5 steel? It felt a bit silly to enter the endgame and never having to bother switching out my initial sme...
by Zwobot
Tue Aug 04, 2015 11:44 am
Forum: Bob's mods
Topic: Few Questions <3
Replies: 7
Views: 9301

Re: Few Questions <3

SuperObeseNinja wrote::O thanks i'll look around for the circuits

as for the landfill thingy i was watching arumba play your mods and he had a landfill thingy where he ERASED WATER :O
It's the Landfill mod. Pretty damn good!
by Zwobot
Tue Aug 04, 2015 11:38 am
Forum: Bob's mods
Topic: Good Map Settings? Challenges?
Replies: 10
Views: 15727

Good Map Settings? Challenges?

I've played two larger games with bob's mods so far - one with RSO, one without. I have abandoned both maps after getting to T4 modules and finding that after the difficulty spike of getting blue science running the game got a bit repetitive. Essentially I could've gone on to built more of the same-...
by Zwobot
Mon Aug 03, 2015 1:29 pm
Forum: Show your Creations
Topic: [0.12.2]My new bobs mod factory/world (just 50h+)
Replies: 5
Views: 11225

Re: [0.12.2]My new bobs mod factory/world (just 50h+)

Nice electronics factory! All belts too... Took me a while to identify the components though with lack of the overlay showing what a factory produces. Don't you get throughput issues with (basic) electronic components sharing a belt - and silicon wavers? The Alien Artifact factory was a nice touch.....

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