Search found 115 matches

by iamwyza
Thu Jul 14, 2016 1:18 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Tyrindor wrote:
One thing I have noticed, when copy/pasting inserter settings you end up opening the GUI each time (Shift+LMB). May want to change that keybind. Maybe shift+e?

I rebound it to ctrl+lmb for myself (you can rebind this mod in the controls menu)
by iamwyza
Wed Jul 13, 2016 6:38 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 150758

Re: [0.13.x] Bob's Mods: General Discussion

one of the later versions of 0.13 adds a seperate stack inserter research, that my new express stack inserters looks for. so if you're getting the error, updating the base game will fix this issue. And if you were testing with a base version greater than ours, you could have put that in 'info.json'...
by iamwyza
Tue Jul 12, 2016 9:20 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78373

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Nexela wrote:The bottom left greenhouse still looks like it has a gap between the pipe and the greenhouse. But my eyes are old so I could be wrong. They do look nice!
I see the gap in the bottom left as well.
by iamwyza
Sun Jul 10, 2016 8:03 pm
Forum: Pending
Topic: [Pending] Autosave failed due to locking
Replies: 4
Views: 1463

Re: Autosave failed due to locking

It's possible it could be antivirus, but literally the only change was going from .5 to .6. Also, incidentally manually saving doesn't throw the error. (also the auto save does indeed save, but you still get that error) Edit: this is the error from the log: 10004.283 Warning WriteFileGuard.cpp:26: W...
by iamwyza
Sun Jul 10, 2016 5:39 pm
Forum: Pending
Topic: [Pending] Autosave failed due to locking
Replies: 4
Views: 1463

[Pending] Autosave failed due to locking

This is something new in .13.6. Periodically autosave fails, not sure why since as far as i know, nothing other than factorio should be holding a lock on that file.
Capture.PNG
Capture.PNG (178.94 KiB) Viewed 1463 times
by iamwyza
Sat Jul 09, 2016 4:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

I don't know this is necessarily a "bug", but it appears that as long as you can see the inserter you can edit it's positions, no matter how far away from it you are. Not that it isn't neat, but since nothing else lets you have that kind of range out of the box.....
by iamwyza
Sat Jul 09, 2016 3:40 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Also you have the name as "Adjustable Inserters" instead of "Bob's Adjusted Inserters". Edit: #2 Shift + LMB should be paste. I'd really prefer being able to Shift + RMB to copy an inserters position (and filter and whatnot) and then do Shift + LMB on multiple to copy those setti...
by iamwyza
Sat Jul 09, 2016 3:36 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

should I intergrate this as part of the logistics mod? Should I remove all inserters from logistics, and add the express set in here? Just keep this as it is and re-work inserters in logistics? Move the part that changes the stacksize bonuses to logistics? I see 2 paths. 1 mod for all or split belt...
by iamwyza
Fri Jul 08, 2016 7:44 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 25385

Re: Friday facts #146 - The GFX workflow

vedrit wrote:Heh, I like the final image at the bottom.
I'd like to have all Factorio posts that deal with processing steps be done in this style. Because it's awesome!
by iamwyza
Fri Jul 08, 2016 5:10 am
Forum: Bob's mods
Topic: So how does one upgrade 5,000 MK1 robots to MK2+?
Replies: 7
Views: 6767

Re: So how does one upgrade 5,000 MK1 robots to MK2+?

That said. I think .13 lets you even control what a filter inserter needs to pickup. I haven't dug into those examples/changes yet, but it might be possible to setup the filter inserters then use the circuit network to signal when it's time to start pulling them out of the logistics network. (or I ...
by iamwyza
Fri Jul 08, 2016 1:14 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 131334

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.
by iamwyza
Thu Jul 07, 2016 10:50 pm
Forum: Bob's mods
Topic: So how does one upgrade 5,000 MK1 robots to MK2+?
Replies: 7
Views: 6767

Re: So how does one upgrade 5,000 MK1 robots to MK2+?

The "easiest" way to handle this would be to just put in provider chests next to every roboport as a matter of setup. Then just change the filters when it's time to upgrade. That said. I think .13 lets you even control what a filter inserter needs to pickup. I haven't dug into those exampl...
by iamwyza
Thu Jul 07, 2016 7:15 pm
Forum: Releases
Topic: Version 0.13.6
Replies: 55
Views: 40249

Re: Version 0.13.6

When will be map generation fixed? I have oil only in start location (and only a few). Tons of enemies everywhere. It's quite frustrating game now :( Patience. They know it's an issue, but I am willing to be it's more complicated than alot of the game crashing fixes they've released. It'll be fixed...
by iamwyza
Wed Jul 06, 2016 5:41 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 150758

Re: [0.13.x] Bob's Mods: General Discussion

Would you consider the texture updates as mentioned above? They are released in this mod: https://forums.factorio.com/viewtopic.php?f=91&t=19970 and maybe author of it would be willing to share some of them for replacement of original ones. I love the Shine mod for bob's. The re-org of the tile...
by iamwyza
Wed Jul 06, 2016 1:37 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

This is based on a previous post here. "Smart" means you can change the arm behavior. This takes us down from...30 (?) inserters to 10 (or 12 if you do express stack). burner inserter (base) long handed burner (bobs) inserter (base) fast smart/filter (bobs) (replace fast with fast smart/fi...
by iamwyza
Mon Jul 04, 2016 12:46 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78373

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Random, can this be a sticky like the other mod discussions?
by iamwyza
Mon Jul 04, 2016 12:44 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

If I were to implement something, I guess it would be closer to Cursed's method. I'll have to try them both out. Perhaps it's possible for a hotkey to be assigned to open the GUI, would that simplify things? Personally I'd think to just add an icon in the upper left hand corner similar to how the c...
by iamwyza
Mon Jul 04, 2016 1:15 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286379

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

For the gas venting pump. Can you make it attachable for logistics conditions? Right now I'll stick a small pump on a tank then attach a venting pump and set the small pump to turn on when the gas is > 2450 (for things that are infinite like oxygen and nitrogen). It'd be nice if we could skip the sm...
by iamwyza
Sun Jul 03, 2016 11:25 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310445

Re: [0.12.x][v0.12.10] Bob's Logistics mod

bobingabout wrote:I had no idea you could modify the hand pickup/drop positions on the fly.
This would be glorious.
by iamwyza
Sat Jul 02, 2016 12:53 pm
Forum: News
Topic: Friday Facts #145 - 0.13 experimental is out
Replies: 62
Views: 29985

Re: Friday Facts #145 - 0.13 experimental is out

If Factorio would manage to get with their App into the Apple store (Apple has a very sparse indie section- Factorio would besides the only excellent game, "This War Of Mine" the master of that group) payment problems would be relieved from their shoulders at least for the Apple part. App...

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