Search found 7351 matches

by bobingabout
Fri Jun 20, 2014 8:24 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

Good day, Dear bobigabout I encountered a problem when i have dytech f-mod bobplates and bobores on factorio version 0.10 Generation map menu doesn't fit on my screen - resolution 13766 x 768 and i can't see button named generation How to solve this problem without disabling any mod from my mod lis...
by bobingabout
Fri Jun 20, 2014 7:44 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141190

Re: [0.9.x] endless resources

Exactly! I'd be fine if I could have oil coming out at 1 speed, but constant... Also I've been playing with some "limitations": for example the miners must be placed only on the ore, so no exploiting a single ore patch with 4 miners... That's actually fairly easy, you reduce the resource ...
by bobingabout
Thu Jun 19, 2014 3:35 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141190

Re: [0.9.x] endless resources

Would be interesting if it actually made all resources really infinite, oil included... Option maybe? or different mod altogether? I think if you set resource.minimum to a stupid high number, like 2 billion, then the resources would never be able to fall below 2 billion(unless they are already belo...
by bobingabout
Wed Jun 18, 2014 7:55 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

I don't want to rename my quartz, since as stated, it's pretty much the same as Industrio quartz, but I will try to make it compatable in another way. I have a method to produce silicon (Okay, it's a lot harder than just stuffing it in a smelter, but you can still get silicon), this in my opinion is...
by bobingabout
Tue Jun 17, 2014 7:04 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

Your Quartz seems to be overwriting the Quartz from Industrio (if I recall correctly) that is needed to smelt into silicon boules for his solar panels. I had a quick look at Industrio, and I have used the same definition names for Quartz as Industrio did, however I have also used the same Item defi...
by bobingabout
Sun Jun 15, 2014 9:37 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

I have been tweaking things, I want to get it right before I release the next release though.

I Was thinking about releasing a version specifically for Dytech without Bauxite, Rutile and Quartz in it, what would you think of that?
by bobingabout
Sun Jun 15, 2014 9:16 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287200

Re: [0.10.0] Bob's Metals and Chemicals mod

I have posted some screenshots of my V0.5.2 WIP release in the first post. This will serve as an example of the mod when I do release V0.5.2. Some things such as the Oxygen and Nickel parts don't make much sense if you're looking at V0.5.1. i am installed mod bug max (very high and table of contents...
by bobingabout
Mon Jun 09, 2014 7:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287200

Re: [0.10.0] Bob's Metals and Chemicals mod

V0.5.1 is up, first post edited to show changes. I have a question for opinions for V0.5.2. I want to re-work the recipe for the MK2 Mixing and Chemical Furnaces. They're supposed to be upgrades to the current Electric Furnace, but the Mixing furnace only requires the Electric furnace as an ingredie...
by bobingabout
Mon Jun 09, 2014 6:59 pm
Forum: Won't implement
Topic: usage_priority
Replies: 5
Views: 5228

Re: usage_priority

I would suggest deprecating usage_priority and replacing it with separate input_priority and output_priority, and then having primary/secondary/tertiary or just numeric values for those. Agreed, being able to set input to terciary and output to primary would be best for accumulators, since if you s...
by bobingabout
Mon Jun 09, 2014 10:19 am
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 4610

Re: Modding Research lab speed?

You've gone through this huge convoluted process here.

I cloned the lab, and added the tag "crafting_speed = 2," and it seems to work.
by bobingabout
Mon Jun 09, 2014 10:12 am
Forum: Modding help
Topic: Burner lab and burner assembly machine
Replies: 1
Views: 1246

Re: Burner lab and burner assembly machine

I've had the same problem, I don't think it can be done with the current game engine.
by bobingabout
Mon Jun 09, 2014 12:55 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

It does work with DyTech, yes.

Though getting DyTech to work in 0.10 requires you to mod DyTech, it's not easy, so if you want to play DyTech, I sugest you stick to 0.9.8 for now.

the post says my mod is for 0.10.0, but it is still compatable with 0.9.8.
by bobingabout
Mon Jun 09, 2014 12:50 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287200

Re: [0.10.0] Bob's Metals and Chemicals mod

Easier depends on how hard you find the lava to do. Some materials like Silver are very easy to make, because you just smelt it. Others like Aluminium, Titanium and Tungsten are probably harder to make, because it has quite an involved process. However, of the DyTech ores, Tungsten is the only one i...
by bobingabout
Sun Jun 08, 2014 3:09 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: [0.10.0] Bob's Ore Mod.

That looks normal to me. Basically, you have barely moved out of the starting area there, so you will only be seeing Copper, Iron, Coal, Stone, Oil and Tin. You can see Quartz there because it is on the outter edge, that's about as far as you have to go to leave the starting area to find the other o...
by bobingabout
Sat Jun 07, 2014 5:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: Bob's Ore Mod.

Version 0.5 released. Tested and working with V0.9.8 and v0.10.0 of Factorio.
by bobingabout
Sat Jun 07, 2014 5:54 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287200

Re: [0.10.0] Bob's Metals and Chemicals mod

Well, I can't move it, so I finished this one off (since it was nearly completed anyway) and released it. Still likely a few things I missed.
by bobingabout
Sat Jun 07, 2014 2:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: Bob's Ore Mod.

Although DyTech does cause a crash (F-Mod untested), my mods apear to still work fine with the new version.
by bobingabout
Sat Jun 07, 2014 2:19 am
Forum: Pending
Topic: [0.10.0] game doesn't load (looking for .wav, file is .ogg)
Replies: 4
Views: 4209

Re: [0.10.0] game doesn't load (looking for .wav, file is .o

I had DyTech installed when I did the update, and receaved an error about creatures/creeper_death. first thing I did after was delete my mods folder and try again, then got this error.
by bobingabout
Sat Jun 07, 2014 2:05 am
Forum: Pending
Topic: [0.10.0] game doesn't load (looking for .wav, file is .ogg)
Replies: 4
Views: 4209

[0.10.0] game doesn't load (looking for .wav, file is .ogg)

The filesystem cannot find the file specified: "<install path>\data\base\sound/deconstruct-bricks.wav"

That might be because the file specified is in fact a .ogg not a .wav.
by bobingabout
Sat Jun 07, 2014 1:42 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371286

Re: Bob's Ore Mod.

0.10.0 is out? I should check that out.

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