Search found 110 matches

by arbarbonif
Fri May 19, 2017 11:14 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149988

Re: Friday Facts #191 - Gui improvements

If you make the toolbar filter only, add an option for "last obtained thing". That would automatically set the filter to the last thing you created or picked up (so it would kinda work the way we have now). Even better would be to make it so that if you have 5 slots set to "last obtai...
by arbarbonif
Tue May 16, 2017 10:45 pm
Forum: Resource Spawner Overhaul
Topic: Overriding values
Replies: 8
Views: 2972

Re: Overriding values

I usually try to setup outposts to do certain things. Initially someplace that makes rails, so needs iron and stone (preferable with water nearby). I tweak the multi-resource thing to make that more likely. I also make multi-resources more common, since with Bob's you need so many different things. ...
by arbarbonif
Mon May 08, 2017 9:32 pm
Forum: Bob's mods
Topic: [0.15.X] Automated construction
Replies: 3
Views: 1756

Re: [0.15.X] Automated construction

It is free in .15. If you hit 'B' (or click on the icon in the menu bar) you can create blueprints, deconstruction planners and blueprint books. It was changed in vanilla .15.
by arbarbonif
Sun May 07, 2017 4:45 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

I think there is a step missing in the electronic assembler line. you have one with double speed for tier 1 and tier 3 what I'm missing is one for tier 2 with 1.5 speed and costing basic electronic boards and be able to craft electronic circuit boards. It would be nice if there was a burner chemica...
by arbarbonif
Sun May 07, 2017 4:35 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21480

Re: What should I do with science packs?

I'm still not keen on buildings in bottles, but adding a bob ingredient to the base game science packs does seem like the way to go, especially with higher tier packs like... high tech. One thing I actually did consider was moving the battery back to science pack 3 instead of assembling machine (or...
by arbarbonif
Fri May 05, 2017 11:08 pm
Forum: Resource Spawner Overhaul
Topic: Overriding values
Replies: 8
Views: 2972

Re: Overriding values

What I do is tweak the multiple resource percentages, what ores can appear with what, and the weighting. So I'm changing the contents of the resourceconfigs files, which isn't exposed in the in game config (and is too complicated for that to be reasonable). Basically I'm using bob's ores and trying ...
by arbarbonif
Fri May 05, 2017 5:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78496

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

bobingabout wrote:It was intentional, it confused a lot of people so I decided to remove them.

Of course I had to re-ballance all the recipes to make up for that loss.
The irony is that vanilla has just added this mechanic to the base game with the uranium enrichment.
by arbarbonif
Thu May 04, 2017 10:53 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

In bobplates, the bob-gold-plate recipe is only requiring 3 chlorine, instead of 30. I was wondering why I wasn't producing any alumina...
by arbarbonif
Thu May 04, 2017 1:07 am
Forum: Resource Spawner Overhaul
Topic: Overriding values
Replies: 8
Views: 2972

Overriding values

Is there anyway you could add hooks to override ore values? If you unzip the directory and make changes they get wiped when a new version comes out. It would be nice to be able to create a mod of my own that just overrides the values I want, but I'm not sure how to do it since you aren't using the s...
by arbarbonif
Wed May 03, 2017 3:58 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

bobingabout wrote:Alright, Power mod is out. As you know with the change to boilers and steam engines, all new stats.
So you can never get a Steam Engine 3 to run at 100% capacity with boilers? And with nuclear it will waste heat. That seems... odd.
by arbarbonif
Mon May 01, 2017 5:27 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

The hotkeys for changing the orientation of inserters seems messed up in the .15 version. In the controls menu it only shows an option for changing output, not input, direction. Without any researches it works as advertised (though you can't change input), but if you research more inserters it star...
by arbarbonif
Mon May 01, 2017 5:22 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

You should probably change the color of the gem ore on the map, since it is the same color as uranium. Perhaps a nice ruby red?
by arbarbonif
Thu Apr 27, 2017 4:15 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351695

Re: [0.15.x] Bob's Mods: General Discussion

The hotkeys for changing the orientation of inserters seems messed up in the .15 version. In the controls menu it only shows an option for changing output, not input, direction. Without any researches it works as advertised (though you can't change input), but if you research more inserters it start...
by arbarbonif
Mon Feb 06, 2017 5:26 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47083

Re: Friday Facts #176 - Belts optimization for 0.15

I'm excited for the new belt optimization changes, however, I have one question. With 0.15 you will never ever have to build underground belts for the sake of performance :) Factorio's heart is beating nicely now and will not distract from blueprinting the truly important things. Currently, if you ...
by arbarbonif
Mon Dec 19, 2016 12:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 101003

Re: [0.12.x][v0.12.7] Bob's Enemies Mod

The behemoth worms are freakin' terrifying. I have modular armor, tho no shields yet, and they one shot me. It's nice to know that my fear was fully justified. It was the third one that got me, they have almost but not quite the range of the sniper rifle...
by arbarbonif
Mon Dec 05, 2016 10:27 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174270

Re: [0.12.x][v0.12.11] Bob's Warfare mod

I use big brother, which has separate research for scan area and speed of scanning. The scan area changes are about the same as the upgraded radars for bob's, but are instantly retrofitted to all existing (base) radars, which is both good and bad (since the power cost is tied to it). It doesn't seem...
by arbarbonif
Mon Dec 05, 2016 10:19 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371221

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

Hello. What does Rutile ore look like on the map?? What color does it have? Thanks. -Edit Found it. It's purple. OMG, I was looking for differences in blackish looking ores.. On a semi-related note. Is there anyway to easily spot galena on the main map? Especially in explored, but not actively rada...
by arbarbonif
Tue Nov 29, 2016 9:27 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159695

Re: [0.14.x] Bob's Mods: General Discussion

Out of curiosity can you create research to modify stack sizes for items? That might be even more interesting than inventory size changes.
by arbarbonif
Tue Nov 15, 2016 9:49 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159695

Re: [0.14.x] Bob's Mods: General Discussion

Hi, i can't make Carbon. I don't see anywhere how to craft it. I looked up the uupcoming techs but i don't can't see it anywhere how to do it. Beside bob's mods i use the angel's mod except the bio processing mod (the game won't start with it). I have see the post with update the mods, i have updat...
by arbarbonif
Mon Nov 14, 2016 9:07 pm
Forum: Gameplay Help
Topic: Selectively unloading train tankers (using rail tanker mod)
Replies: 18
Views: 6223

Re: Selectively unloading train tankers (using rail tanker mod)

Why don't you add a dedicated liquids station to your town? Or perhaps a station for car 1 liquids and a station for car 2 liquids (and so on) and route the train to the proper one?

Go to advanced search