Search found 7351 matches
- Sun Aug 23, 2015 4:14 pm
- Forum: Bob's mods
- Topic: Bandwidth Limit Exceeded?
- Replies: 13
- Views: 12881
Re: Bandwidth Limit Exceeded?
Hey Bob? Do you have something similar to this for 0.12.3 mods? Thanks, Griff ^..^/ The same mods will work. Hello bobingabout, Thank you for quick response I have the same problem by orka » Sun Aug 23, 2015 2:36 pm Hello bobingabout, I can not download the mods always get the message: Bandwidth Li...
- Sun Aug 23, 2015 12:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111760
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible. you are correct, maybe when i start a new game i will give it a go I will fix it anyway, but the issue is when. I'm not very motivated to ...
- Sun Aug 23, 2015 12:20 pm
- Forum: Bob's mods
- Topic: [Bug] Long-handed Burner Inerters
- Replies: 6
- Views: 7999
Re: [Bug] Long-handed Burner Inerters
can it be that more then one inserter is trying to take the same pice? this can screw up even the base game's burner inserters, and is a very well known issue. I would assume this is not what is happening, because if it was, he probably wouldn't have bothered mentioning it, because of it being such...
- Sun Aug 23, 2015 3:31 am
- Forum: Bob's mods
- Topic: [Bug] Long-handed Burner Inerters
- Replies: 6
- Views: 7999
Re: [Bug] Long-handed Burner Inerters
Well, it has the same running cost. It may be falling short of self fueling because of the longer distance it needs to move the arm.
- Sun Aug 23, 2015 2:14 am
- Forum: Bob's mods
- Topic: [Bug] Long-handed Burner Inerters
- Replies: 6
- Views: 7999
Re: [Bug] Long-handed Burner Inerters
I checked the base game, there are no new tags on the burner inserter to say how much power it starts with. I have also not added any tags to mine, so it functions as the normal burner inserter would.
- Sat Aug 22, 2015 11:09 pm
- Forum: Bob's mods
- Topic: Bandwidth Limit Exceeded?
- Replies: 13
- Views: 12881
Re: Bandwidth Limit Exceeded?
This is the first time this has happened to me. I didn't even realise there was a data transfer allowance limit. (Bandwidth is a messy, over-popular term, that is incorrectly used he. It should refer to transfer speed, not data limit) I don't have any experience with GitHub... Anyway untill I sort s...
- Sat Aug 22, 2015 2:16 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101332
Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod
Looks like there's a fail in the latest addition: Behemoth spitter loot checks. Biter too, but it's the spitter that causes the reported error.derberherbert wrote:When I set
EnableSmallArtifacts=false
I get an error at start: 'small-alien-artifact-yellow' was not recognized if of item
- Sat Aug 22, 2015 3:49 am
- Forum: News
- Topic: Friday Facts #100 - So old
- Replies: 59
- Views: 46233
Re: FFF #100 - So old
Not to poo poo on your new icons there, because they look fab, but, electronics? you have a chip(Which is a surface mount chip, those are tiny and usually soldered by machine only), 2 slightly bigger chips(Which are throughpin, those chips would be massive, and to be honest are usually outdated low ...
- Sat Aug 22, 2015 3:43 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111760
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
thats correct, and because of this you need to have the override turned off atm, the bad thing about this is that you lose some of the dytech stuff like higher count for belts and the ability to build 3 item recipes in the assembler 1 you don't NEED to have it turned off, you could just run on burn...
- Sat Aug 22, 2015 12:04 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181200
Re: Bob mods for 0.12
I am looking into alternatives, or just a bigger bandwidth limit.
To be honest, I can't wait for Factorio mod hosting to be part of the game.
To be honest, I can't wait for Factorio mod hosting to be part of the game.
- Fri Aug 21, 2015 9:50 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372900
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
I'm going to try and write a guide/walkthrough.
- Fri Aug 21, 2015 8:15 pm
- Forum: Bob's mods
- Topic: Bob's mods: The walkthrough. WIP
- Replies: 2
- Views: 8426
Re: Bob's mods: The walkthrough. WIP
Chapter 0: Installation and Setup. The first step is to install and configure the mods. My mods are designed to be Modular, this means you can choose which packages to install. Personally, I would recomend the entire package, but not everyone wants to do so. Once you have downloaded the mod files y...
- Fri Aug 21, 2015 7:34 pm
- Forum: Bob's mods
- Topic: Bob's mods: The walkthrough. WIP
- Replies: 2
- Views: 8426
Bob's mods: The walkthrough. WIP
Okay, I'm going to attempt to write a guide on how to play the game using my mods. This will include a few calculations to help work out what are good factory ratios, as well as screenshots of some of this in practice (eventually). Index. Chapter 0: Installation and Setup. Chapter 1: Getting started.
- Fri Aug 21, 2015 6:59 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 372900
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
I need cobalt and there's none Oo ? Look at the requirements for science pack 4, and other things that use cobalt. the cobalt chains all go through a common intermediate, Cobalt Oxide, So you don't actually NEED the ore. Look at Cobalt processing, look at what it unlocks, one of the recipes recentl...
- Fri Aug 21, 2015 1:42 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 181200
Re: Bob mods for 0.12
Damn, really? holy crap x3Bhoedda wrote:i keep getting the 509 bandwith limit exceeded error.
There are currently no official mirrors, but it looks like I may have to set some up.
Untill then... https://www.dropbox.com/s/yo2cpmvkhp7iw ... 4.zip?dl=0
- Thu Aug 20, 2015 2:21 pm
- Forum: Bob's mods
- Topic: request
- Replies: 4
- Views: 6827
Re: request
can you make item teleporter something like telebelt mod I think there's a telechest mod out that. I don't just plainly re-do ideas other people have had, I also like to avoid using scripts, and a teleporter would use scripts. i would like a better repair kit. turrets with 1k hitpoints take forever...
- Thu Aug 20, 2015 1:31 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111760
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
The issue is that DyTech adds "frame-1" as an ingredient to the recipe of the electric mining drill. frame-1 requires Electronic Circuit as an ingredient, and because I arn't specifically looking for it in the overide for the basic board, it defaults to basic electronic circuit, which requ...
- Thu Aug 20, 2015 1:51 am
- Forum: Balancing
- Topic: [0.12] Top-tier Combat robots should be permanent and personal
- Replies: 7
- Views: 20723
Re: [0.12] Top-tier Combat robots should be permanent and personal
One of the things I tried to do for my mod was make a combat robot that doesn't die from time. I think the best I could do was give it a lifespan of 1 day. on top of that, I made it function more like a logistic/construction drone in that you just place them in the world instead of from a capsule, a...
- Thu Aug 20, 2015 1:41 am
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15639
Re: Piercing rounds recipe should include regular rounds
The Devs are pro-upgrade (using a T1 item to make a T2 item) I personally am con-upgrade (An items should probably cost what it takes to build it. You wouldn't build a house out of iron, to then replace that iron with steel.) So, requiring bullets made from copper and iron, to make better bullets by...
- Thu Aug 20, 2015 1:33 am
- Forum: Implemented mod requests
- Topic: Player Inventory research.
- Replies: 1
- Views: 3758
Player Inventory research.
Currently, the only way to manipulate the size of a player's inventory is to edit the player entity's inventory_size tag. This means it needs to be set in the data raw definitions, and can't be edited during a game. I request that, similar to the research that adds a new toolbelt row, or more player...