Search found 110 matches
- 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...
- 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. ...
- 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.
- 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...
- 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...
- 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 ...
- 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
The irony is that vanilla has just added this mechanic to the base game with the uranium enrichment.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.
- 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...
- 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...
- 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
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.bobingabout wrote:Alright, Power mod is out. As you know with the change to boilers and steam engines, all new stats.
- 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...
- 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?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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?