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by bobingabout
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...
by bobingabout
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 ...
by bobingabout
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...
by bobingabout
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.
by bobingabout
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.
by bobingabout
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...
by bobingabout
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

derberherbert wrote:When I set

EnableSmallArtifacts=false

I get an error at start: 'small-alien-artifact-yellow' was not recognized if of item
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.
by bobingabout
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 ...
by bobingabout
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...
by bobingabout
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.
by bobingabout
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.
by bobingabout
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...
by bobingabout
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.
by bobingabout
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...
by bobingabout
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

Bhoedda wrote:i keep getting the 509 bandwith limit exceeded error.
Damn, really? holy crap x3

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
by bobingabout
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...
by bobingabout
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...
by bobingabout
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...
by bobingabout
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...
by bobingabout
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...

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