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by bobingabout
Sun Dec 06, 2020 10:09 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 37690

Re: [1.1] Bob's Mods: General Discussion

The 1.1.2 update run. Yeah, everything changed to 1.1.2, even though some were previously 1.1.0, I've decided its easier that when I do large runs like this, I'm going to give them all the same number, the lowest next number in the list, at least as high as the current highest mod. EG, if library wa...
by bobingabout
Sun Dec 06, 2020 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
Replies: 2
Views: 1951

[Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)

In the middle of working on a mod, so, savegame and mods are currently not available to share. However, I can walk you through the cause of the issue. 1. Mod a spidertron to require a burner fuel source. 2. In a game, fuel a spidertron. Add logistic request for that fuel. 3. Save and exit. 4. Remove...
by bobingabout
Sun Dec 06, 2020 1:40 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 34870

Re: [1.1] bugs and balance issues.

I think I found a small oversight. I've tried playing with research cost multiplier, set it to 4X. I found that while all tech now cost 4X their normal amount of beakers, the "Automation" tech is still 10 beakers. I suppose this is a deliberate feature, since it is the only tech you need ...
by bobingabout
Fri Dec 04, 2020 2:49 pm
Forum: Releases
Topic: Version 1.1.5
Replies: 8
Views: 17307

Re: Version 1.1.5

bistule wrote:
Fri Dec 04, 2020 8:38 am
So few fixes, stable release is almost there ?
Sometimes you accidentally introduce a bug, you then have to just fix it ASAP, even if you don't do much else in the patch.
by bobingabout
Wed Dec 02, 2020 3:03 am
Forum: Bob's mods
Topic: Modpack Bob's mods?
Replies: 2
Views: 1874

Re: Modpack Bob's mods?

Mod-packs in the current version of the game are basically just an empty mod that have a dependency of all the other mods. The game itself will download all the dependencies of a mod if you tell it to. Plus if you visit the download page on this subforum, there's a link to dropbox. This is important...
by bobingabout
Fri Nov 27, 2020 3:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.
Replies: 4
Views: 2651

Re: [1.1.x][Modded] fluid powered inserters start with energy.

Agreed.

Changing it simply so that fluid energy source inserters don't start with energy would be okay with me.

Adding a tag letting a modder choose would be better, but, that's more of an interface request than a bug fix.
by bobingabout
Fri Nov 27, 2020 2:54 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.
Replies: 4
Views: 2651

[Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.

I know burner inserters start with energy on purpose, but Electric powered inserters do not. So, the question becomes... Should fluid-powered inserters start with energy? To answer this question, you basically have to ask if they're more like Burner inserters, or Electric inserters. Due to the fact ...
by bobingabout
Thu Nov 26, 2020 5:26 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 37690

Re: [1.1] Bob's Mods: General Discussion

Updates. Assembly 1.1.1: Added Steel processing prerequisite to distillery 2 technology. Changed checks for alloy-processing-1 to alloy-processing Reads and uses Expensive electrolysis option from MCI. Electronics 1.1.1: Changed checks for alloy-processing-1 to alloy-processing Enemies 1.1.1: Remove...
by bobingabout
Wed Nov 25, 2020 5:17 pm
Forum: Bob's mods
Topic: Mod versions for Factorio 1.1
Replies: 3
Views: 1921

Re: Mod versions for Factorio 1.1

And it's out now.
by bobingabout
Wed Nov 25, 2020 5:16 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 34870

[1.1] bugs and balance issues.

Version 1.1 of bob's mods are out!

As usual, post any issues here.
by bobingabout
Wed Nov 25, 2020 5:15 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 37690

[1.1] Bob's Mods: General Discussion

Version 1.1 of bob's mods are out! as usual, discuss here. Assembling machines 1.1.0: Copy sounds of Chemical plant onto all chemical plants and Electrolysers Classes 1.1.0: miner 2 class character recipe now uses an electric furnace 2 if available. changed caption = {"entity-name." .. ent...
by bobingabout
Tue Nov 24, 2020 2:42 pm
Forum: Not a bug
Topic: [1.1] resource_autoplace isn't global anymore
Replies: 4
Views: 1018

Re: [1.1] resource_autoplace isn't global anymore

Well, it does seem to work with just including it.
I'll be back if I find any issues related to the change.
by bobingabout
Tue Nov 24, 2020 2:07 pm
Forum: Not a bug
Topic: [1.1] resource_autoplace isn't global anymore
Replies: 4
Views: 1018

Re: [1.1] resource_autoplace isn't global anymore

The change for me was to add one line: local resource_autoplace = require("resource-autoplace") I'll give it a try include it again anyway and see if there are any issues with it. (i'm just going to include it as a global in my library, as I call it too many places to want to try and fix ...
by bobingabout
Tue Nov 24, 2020 2:00 pm
Forum: Not a bug
Topic: [1.1] resource_autoplace isn't global anymore
Replies: 4
Views: 1018

[1.1] resource_autoplace isn't global anymore

After the huge clusterF* when the resource_autoplace system was introduced in the first place, part of the solution was to leave resource_autoplace in resources.lua as global INTENTIONALLY, to make it easier for mods to use it. This was because when you reload it from a different mod, any locals set...
by bobingabout
Tue Nov 24, 2020 12:55 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129914

Re: Version 1.1.0

Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value. I must say I also really dislike this change. This is very bad design imo. For the following reasons: Changing filters in the quickbar is an action that is ...
by bobingabout
Mon Nov 23, 2020 11:08 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25504

Re: [1.0] bugs and balance issues.

factorioplayer16 wrote:
Sun Nov 22, 2020 2:34 am
It seems like there is a bug with electronic circuit boards and circuit boards when using the logistics network. The logistics network sees all circuit boards as electronic circuit boards.
I'm not sure what you mean... they're all just items.
by bobingabout
Mon Nov 09, 2020 12:12 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25504

Re: [1.0] bugs and balance issues.

valneq wrote:
Sun Nov 08, 2020 8:34 pm
For the record: the issue mentioned above was not caused by Angel's mods, but by DarkShadow44's fork of PyCoalTbaA.
typical "Too many mods" problems.
by bobingabout
Sun Nov 08, 2020 1:20 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25504

Re: [1.0] bugs and balance issues.

There is no way to create a "reservoir", because it contains a "small inline storage tank " in the recipe, and its drawing is missing. How can I solve this problem? There is also no drawing for "electrolyzer". PS: Sorry for the big pictures, I can't put them in the spo...
by bobingabout
Tue Nov 03, 2020 1:05 pm
Forum: Bob's mods
Topic: Help me out with missing/wrong Prerequisites
Replies: 37
Views: 13632

Re: Help me out with missing/wrong Prerequisites

Technology "fluid-handling" is a weird case. It unlocks somewhat unrelated things: storage-tanks, pumps, and a lot of barreling recipes. However, this is largely inconsistent in its current form. I suggest splitting it into three separate technologies. "fluid-handling" would unl...

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