Search found 1828 matches
- Fri Jul 08, 2016 5:05 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124484
Re: [0.12.x][v0.12.10] Bob's Modules.
I couldn't resist...... from Andrew Logistics/protypes/technology/purplebelt data:extend( { { type = "technology", name = "bob-logistics-5", icon = "__base__/graphics/technology/logistics.png", effects = { { type = "unlock-recipe", recipe = "purple-transp...
- Fri Jul 08, 2016 4:58 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124484
Re: [0.12.x][v0.12.10] Bob's Modules.
A lot of it is copy/paste find/replace including images from other mods. When I first seen it I was alll omg Bob has competition. Then I downloaded one of em to check it out and promptly deleted it.
- Fri Jul 08, 2016 3:08 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 8914
Re: [0.13]Deactivating Station via Network
I've started working on a mod to implement something like this. Turning the station 'off' via circuit network and having it behave in the same way as when a station is destroyed/picked up would be a very clean way to add a ton of functionality. Does Entity.active work on stations? If it does what a...
- Fri Jul 08, 2016 2:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105263
Re: [MOD 0.12.x, 0.13.x] Side Inserters
It is in your head. My guess you reasearched some stack size increase. and regular inserters can pick up multiple items off a belt now depending on the level of research so these are probably the gaps you are seeing.
- Fri Jul 08, 2016 1:05 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Power Switch: make it switch red/green wire, too
- Replies: 22
- Views: 5943
Re: [0.13] Power Switch: make it switch red/green wire, too
This would be a nice feature for all of the reasons Siggboy has explained
- Fri Jul 08, 2016 12:46 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84608
Re: [MOD 0.12.x|0.13]AutoTrash 0.1.0
I think more hotkeys with console messages are the answer versus additional gui elements. I already have too many. IE CTRL-Shift-T will toggle trash all, Ctrl-Shift-L will toggle trash above And have both of these change the trash Icon maybe overlay a little up arrow on logistics for trash above, an...
- Fri Jul 08, 2016 11:07 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84608
Re: [MOD 0.12.x|0.13]AutoTrash 0.1.0
Feature request #1: I've found myself pausing and unpausing auto trash quite often. Also I've toggled the option "autotrash above logistic requests" rather often. Would it be possible to add triggers to the top-level UI, so it can be directly accessed without opening the AT config window?...
- Fri Jul 08, 2016 10:46 am
- Forum: Ideas and Requests For Mods
- Topic: Controlling flow of the individual sides of transport belts
- Replies: 4
- Views: 1300
Re: Controlling flow of the individual sides of transport belts
Something like this?
- Fri Jul 08, 2016 9:05 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 175937
Re: Smart, dynamic train deliveries with combinator Magick
I am impatiently for V3
- Fri Jul 08, 2016 4:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226265
Re: [MOD 0.12.x] Autofill
I think my next step will see about using hotkeys to fill already placed entities! then as the last step possibly a gui for building item/ammo tables!
- Fri Jul 08, 2016 3:01 am
- Forum: Not a bug
- Topic: circuit network wires: allow both chain and star topology
- Replies: 15
- Views: 5041
Re: circuit network wires: allow both chain and star topology
Even though this is an Idea and not a bug I agree this would be some nice behavior if doable. the .12 way was a pain the first .13 way is even better, new reverted .13 with improvments (q not releasing from hand) is better yet! This proposed change would be the icing on the cake mmmmmmm Cake........
- Fri Jul 08, 2016 1:18 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131740
Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)
I don't know if you know this, but bob's warfar mod now has Mk2-mk5 radars. So the ones in this are redundant now. Yeah this was an awesome change.... Everyone must think vanilla radars are weak or something. I have/had 4 or 5 mods that add radars! thankfully they all had configs to enable or disab...
- Fri Jul 08, 2016 1:14 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32830
Re: Achievement: finish the game without using any chest
Storage tanks are needed to store the useless heavy/light oil until you research oil cracking, so playing without them wouldn't be possible You can run any fluid into a steam engine to get rid of it. *bonus* you can run it through a boiler first and you will get energy from it :) So bonus points to...
- Fri Jul 08, 2016 12:56 am
- Forum: Modding help
- Topic: How to make this go away
- Replies: 4
- Views: 1218
Re: How to make this go away
I am no expert on factorio or lua but as a guess.... for name,list in pairs(data.raw) do for index,item in pairs(list) do if item.stack_size ~= nil then item.default_request_amount = defaultAmount end end end Looks like it is changing almost everything in the game and since your mod modded it it fac...
- Fri Jul 08, 2016 12:52 am
- Forum: Gameplay Help
- Topic: No oil!
- Replies: 14
- Views: 13352
Re: No oil!
Also 0.13 is marked as experimental for a reason....
- Thu Jul 07, 2016 11:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226265
Re: [MOD 0.12.x] Autofill
Code: Select all
/c remote.call("af", "insertset", "", "gun-turret-mk2", {"piercing-rounds-magazine"})
- Thu Jul 07, 2016 1:23 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 151400
Re: [0.13.x] Bob's Mods: General Discussion
The graphics in the post you keep linking aren't bad at all, but some of them arn't even needed anymore. I can't tell if he even made a change to the electrolysers, because those are the graphics I already use, and chemical plants, and furnaces, I already have unique coloured graphics for. For a lo...
- Thu Jul 07, 2016 11:50 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131740
Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)
But I will be creating a new Mod with a new name to reflect 0.13 version and it main purpose. I will upload it in the mod forum to allow anyone to get the updates easily as any other mod for 0.13. I won't be updating my ExtraChests_0.1.5 any further for Factorio 0.12. ExtraChests_0.1.6 is a kind of...
- Thu Jul 07, 2016 11:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226265
Re: [MOD 0.12.x] Autofill
Anyone able to add the mk2 turret from Factorio Extended? https://forums.factorio.com/viewtopic.php?f=93&t=19836 Would be much appreciated. Open the console and enter this, Should work for you. of course make sure to save first :) /c remote.call("af", "insertset", "&quo...
- Thu Jul 07, 2016 11:18 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311161
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Not sure if this is the right sub mod but
[BUG] One Way valve pipe object rotates after every placement like underground pipe.... After placing about 50 of these I noticed it......... and the arrow is hard to see when placing vertical
[BUG] One Way valve pipe object rotates after every placement like underground pipe.... After placing about 50 of these I noticed it......... and the arrow is hard to see when placing vertical