Yep, but you need circuits to make robotsSHiRKiT wrote:What I've found out in 0.11 after 80hours of gameplay is that robots are better to produce bob's circuits than belts.
Search found 57 matches
- Wed Jul 22, 2015 4:47 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 178145
Re: Bob mods for 0.12
- Wed Jul 22, 2015 3:41 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 178145
Re: Bob mods for 0.12
I'll be honest. I started a playthrough with the .12 Bob's Mods version posted earlier in this thread, and I hit a huge difficulty spike when I needed to produce the advanced circuits... The white, annoying-to-produce ones. It took me two hours to get them running, not counting all the bits and bobs...
- Wed Jul 22, 2015 5:41 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 178145
Re: Bob mods for 0.12
I know this is not directly related with bob's mods, but...
What are the priorities for electric generators? I want to "mod" my accumulators to produce with a higher priority than steam engines, but lower than solar panels... Any ideas?
What are the priorities for electric generators? I want to "mod" my accumulators to produce with a higher priority than steam engines, but lower than solar panels... Any ideas?
- Sat Jul 18, 2015 8:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Ore Expansion
- Replies: 34
- Views: 67795
Re: [MOD 0.12.x] Ore Expansion
How does it integrate with RSO?
- Sun Apr 05, 2015 6:02 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
Re: [0.11.x] Belt Utilities
Unfortunately I have zero time and even less skills for modding, I just mantain the post. So if anyone posts an update/upgrade of the mod I'll link it in the main post, but I literally cannot do it myself...
- Wed Feb 11, 2015 5:29 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
Re: [0.11.x] Belt Utilities
I updated the main post with this download link, and rewrote it a bit.
Thank you everyone for the support; a special mention to WonderDog for the code and of course Kovarex for giving this tiny mod his time!
Thank you everyone for the support; a special mention to WonderDog for the code and of course Kovarex for giving this tiny mod his time!
- Fri Feb 06, 2015 5:07 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 161716
Re: Count to 1,000,000
Let's say you want 5 steam generators' worth of power.
Well, you'll need 7 boilers, 7 inserters to feed them, a pump, and about 5 pipes to connect everything.
Guess how much iron you'll need? 145.
Well, you'll need 7 boilers, 7 inserters to feed them, a pump, and about 5 pipes to connect everything.
Guess how much iron you'll need? 145.
- Mon Feb 02, 2015 9:04 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40211
Re: [0.9.x] Belt Lane Splitters (1.2)
This mod is mantained in a different thread, here
- Tue Dec 09, 2014 7:33 am
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
Re: [0.11.5] Belt Utilities
Alright, I'll update the post and remove the old 1.2.2 version.
Thank you for the testing!
Thank you for the testing!
- Mon Dec 08, 2014 2:58 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
Re: [0.11.5] Belt Utilities
Thank you everybody for the support, and of course cullyn for his work. It really makes it feel worthwhile, keeping a thread like this.
Also, cullyn, I was thinking of mentioning you as "current maintainer of the mod": is that okay?
Also, cullyn, I was thinking of mentioning you as "current maintainer of the mod": is that okay?
- Mon Dec 08, 2014 2:48 pm
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
Re: [0.11.5] Belt Utilities
I'll put up the new copy as an "experimental" MP compatible version.
- Mon Dec 08, 2014 9:58 am
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40211
Re: [0.9.x] Belt Lane Splitters (1.2)
Done and done: here it is.
Feedback and suggestions welcome and appreciated!
Also this thread should be moved to the "obsolete mods" thread.
Feedback and suggestions welcome and appreciated!
Also this thread should be moved to the "obsolete mods" thread.
- Mon Dec 08, 2014 9:56 am
- Forum: Mods
- Topic: [0.11.x] Belt Utilities
- Replies: 42
- Views: 47815
[0.11.x] Belt Utilities
Previously known as "Belt Lane Splitters", this is the exact same mod made compatible with Factorio version 0.11.x. I own no credit whatsoever in the making of this mod: here are the two people that made it possible. GotLag for the making of the mod: his is the concept, the art, and the co...
- Sun Dec 07, 2014 10:43 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40211
Re: [0.9.x] Belt Lane Splitters (1.2)
Very well, I'll do it tomorrow. I can nantain this mod, but I have no experience at all with coding or lua or anything of the sort. I'll just make the thread and check if the mod works in future Factorio versions. Thank you for originally creating this mod, and good luck with your travel overseas! Y...
- Sun Dec 07, 2014 4:08 pm
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40211
Re: [0.9.x] Belt Lane Splitters (1.2)
Appears to work flawlessly on the .11.5 update. I cannot find the words to properly express my gratitude. This was by far one of the mods I missed the most. Graphically consistent with the game, simple and yet extremely useful without being overpowered or game-changing. Basically the same good ol' F...
- Sun Dec 07, 2014 3:59 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Better Turrets - WIP topic created.
- Replies: 8
- Views: 6997
Re: [MOD 0.11.3] Better Turrets
Hmmm... Interesting. But, shouldn't this be in the "Work In Progress" section of the forum?
- Sun Dec 07, 2014 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash with splitters and belts
- Replies: 7
- Views: 3944
Re: [0.11.4] Crash with splitters and belts
Fixed in 0.11.5!!
Developer promised something, said thing happened.
That's how you know they'll make a game worth playing.
Developer promised something, said thing happened.
That's how you know they'll make a game worth playing.
- Thu Dec 04, 2014 7:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash with splitters and belts
- Replies: 7
- Views: 3944
Re: [0.11.4] Crash with splitters and belts
... I love you.
Care for some coffee?
Care for some coffee?
- Thu Dec 04, 2014 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash with splitters and belts
- Replies: 7
- Views: 3944
Re: [0.11.4] Crash with splitters and belts
Confirming the crash, upgrading yellow belts and splitters to blue.
Running linux, no mods, hard crash. Is a filesave needed? How do I provide one? I'm a newbie to these things, but I'm willing to learn
Running linux, no mods, hard crash. Is a filesave needed? How do I provide one? I'm a newbie to these things, but I'm willing to learn
- Fri Nov 28, 2014 2:25 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 140394
Re: [0.11.1] endless resources
Awesome, I'll check it out!