Search found 267 matches

by Recon777
Fri Mar 15, 2019 5:44 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 1210

Re: [0.17.12] Crash on rotate again with underground pipes

I have narrowed down a scenario which reproduces part of the problem. But note that my example here seems to be SEPARATE from the pure rotation bug where you get a crash by rotating a connection 3 times. Anyway, I have a very simple example below which you should be able to reproduce easily and reli...
by Recon777
Fri Mar 15, 2019 12:52 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
Replies: 10
Views: 2096

Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Hi, so I have largely rewritten the underground connection logic and everything seems to work now as it should. Even stuff around the pump that did not work before either. Give it a shot and let me know :) Still a rotation problem as reported here . Also, even loading a save with Stapler's items wi...
by Recon777
Wed Mar 13, 2019 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Replies: 16
Views: 1483

Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Then ignore what I said. I don't have the full picture like you do, so of course, you know what is best. I understand the complexity of what you're saying.

Hopefully, the solution will present itself. I'm confident it will because you all have done such an amazing job so far with the project.
by Recon777
Wed Mar 13, 2019 1:32 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Replies: 16
Views: 1483

Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Wow. :o
I did not mean to offend. Reverting broken code is pretty standard practice. I was just trying to offer a helpful suggestion.
by Recon777
Wed Mar 13, 2019 11:27 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Replies: 16
Views: 1483

Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"

Seriously? I don't think I have fixed this yet :D If this is going to take a long time to hunt down and fix, might I suggest something in the interim? Would it be possible to revert the pipe code back to how it was in 0.16 so we could at least get these things working? Then you could update it once...
by Recon777
Wed Mar 13, 2019 7:40 am
Forum: Ideas and Suggestions
Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Replies: 78
Views: 11497

Map Generator Custom Presets

I'd love to see it where we could define and add our own custom presets to the map generator. A lot of times, I find myself making the same set of changes to get a new map started. But rather than having to redo these every time, a preset would be a much nicer solution. They could be accessed in the...
by Recon777
Tue Mar 12, 2019 1:19 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation
Replies: 10
Views: 2096

Re: [Dominik][0.17.2][Mod] Hard crash with pipe-to-ground rotation

Hi, I have been doing some improvements of the underground pipes and now they are in a good enough form to get to this. There are functions that are just not supported for multiple underground connections so I will have to re/write them. I don't understand what some of your pipes do. What is a pipe...
by Recon777
Sun Mar 10, 2019 12:18 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 91923

Re: [0.17.x] Bob's Mods: General Discussion

Excellent, thanks. This seems like a no-brainer and I'm pretty surprised it isn't already in the game. I do remember that fast-replacing had that issue before with inserters, which was mildly annoying... but it's seriously annoying when you're doing it to potentially dozens of inserters in one go.
by Recon777
Sat Mar 09, 2019 5:09 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 91923

Re: [0.17.x] Bob's Mods: General Discussion

Bob, is there any chance you'd be able to mod the Upgrade Planner so that it would preserve entity data such as custom inserters? Here's what currently happens when you upgrade an inserter on Bob's Mods. https://cdn.discordapp.com/attachments/497860215010754560/553852240826335232/unknown.png This i...
by Recon777
Sat Mar 09, 2019 12:40 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 91923

Re: [0.17.x] Bob's Mods: General Discussion

Bob, is there any chance you'd be able to mod the Upgrade Planner so that it would preserve entity data such as custom inserters? Here's what currently happens when you upgrade an inserter on Bob's Mods. https://cdn.discordapp.com/attachments/497860215010754560/553852240826335232/unknown.png This is...
by Recon777
Sat Mar 09, 2019 8:21 am
Forum: Duplicates
Topic: Upgrade planner does not preserve inserter configuration
Replies: 1
Views: 227

Upgrade planner does not preserve inserter configuration

I realize vanilla does not have these options for inserters, but I do think that the upgrade planner should preserve all the configuration of an entity when upgrading to a new entity. Otherwise you have to manually reconfigure every item, which defeats the purpose of the upgrade planner. Before and ...
by Recon777
Thu Mar 07, 2019 4:38 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 54956

Re: [0.17] Please post bugs and balance issues here.

So I guess it depends what our goal SHOULD be? Perhaps I should give the high end ores lower speeds, but use a different mining category forcing you to upgrade mining drills That's a cool idea actually. Kind of like Terraria, Starbound, and Minecraft making certain materials simply inaccessible unt...
by Recon777
Thu Mar 07, 2019 3:45 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 54956

Re: [0.17] Please post bugs and balance issues here.

Apparently, ammunition has a "minimum range" property, which is set to zero for Bob's custom ammunition. Such as H.E. bullets. I am told that this affects the minimum shooting distance for turrets. In instances where an ammo has splash damage, would it be prudent to set the minimum shootin...
by Recon777
Thu Mar 07, 2019 1:16 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 54956

Re: [0.17] Please post bugs and balance issues here.

I just found that I cannot string a circuit wire from a "Big electric pole Mk3" to a combinator as far as I used to be able to in 0.16 Seems the max wire range has been significantly cut. there is no max circuit wire distance defined on poles in 0.17 (I didn't look back at 0.16) so I'm as...
by Recon777
Wed Mar 06, 2019 5:02 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 54956

Re: [0.17] Please post bugs and balance issues here.

I just found that I cannot string a circuit wire from a "Big electric pole Mk3" to a combinator as far as I used to be able to in 0.16
Seems the max wire range has been significantly cut.
by Recon777
Thu Feb 28, 2019 2:25 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 91923

Re: [0.17.x] Bob's Mods: General Discussion

Bob, did you end up changing the belt speed from the new 0.17 vanilla settings to something else? I remember you were talking about slowing them down. Hoping you decided against doing that. :mrgreen:
by Recon777
Sun Feb 03, 2019 1:50 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 43550

Re: Friday Facts #280 - Visual Feedback is the king

I may have missed if the was added to the game, but could someone tell me if REFUELING has been handled in the new train system? This has been one of the big problems, directing trains to go to a specific station for refuel but to NOT include that station as a stop if there is plenty of fuel. That w...
by Recon777
Sun Jan 20, 2019 2:51 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 91923

Re: [0.17.x] Bob's Mods: General Discussion

What kind of plans do you have for Science and its recipes, considering that this has gotten a pretty significant overhaul in vanilla.
by Recon777
Wed Jan 09, 2019 9:33 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191391

Re: [0.16.x] Bob's Mods: General Discussion

I just learned that pickaxes are going away in 0.17 as an item. Will Bob's Mods still have a set of speed upgrades that will behave like they do currently, with diamonds giving very good speed? Or is there something entirely new planned? Also, will there be a 0.17 discussion thread soon? There are a...
by Recon777
Thu Oct 18, 2018 1:03 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 191391

Re: [0.16.x] Bob's Mods: General Discussion

Question for everyone. What is the highest Science Per Minute you have sustained in your Bob's builds? I've been working on preparing a mega-base worthy science production facility and I had no idea what to target for science per minute. So I went ahead and built something that makes red, green, and...

Go to advanced search