Search found 387 matches

by ukezi
Sat Nov 05, 2016 2:10 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159821

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

quite a while longer ago. you can switch them on in the config.
by ukezi
Fri Nov 04, 2016 12:54 pm
Forum: Angels Mods
Topic: Angels Smelting Ratios and builds
Replies: 13
Views: 26110

Re: Angels Smelting Ratios and builds

I made a spreadsheet. The link is in my signature.
by ukezi
Tue Nov 01, 2016 10:59 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218871

Re: Bugs & FAQ

well if you use max level bobs prod moduls in all the steps of refining alone you get 80% per stage and 1889% over all. with the caster chain you go up to 35704%
by ukezi
Sun Oct 30, 2016 2:13 pm
Forum: Angels Mods
Topic: Angels Smelting Ratios and builds
Replies: 13
Views: 26110

Re: Angels Smelting Ratios and builds

Is there a way to do tables in the forum? I don't really want to do Google docs but maybe that's the way to do it. Is there a way to do it interactive in Google docs without having to give people toe right to modify the document?
by ukezi
Sat Oct 29, 2016 9:40 am
Forum: Angels Mods
Topic: Angels Smelting Ratios and builds
Replies: 13
Views: 26110

Re: Angels Smelting Ratios and builds

Observations: Processor Mk3 to Pallet Mk1 and Processor Mk4 to Pallet Mk2 are 1:1.
1 Blue Belt Iron without moduls or beacons
6 Blue Belt Iron with Beacon MK3 and 12 Raw Speed 8 and Robots.
by ukezi
Sat Oct 29, 2016 9:38 am
Forum: Angels Mods
Topic: Angels Smelting Ratios and builds
Replies: 13
Views: 26110

Angels Smelting Ratios and builds

I have put together the correct ratios for Angels Smelting. The speeds in the basic production chains are Crafting Speeds (cs). The chains are normalized for 40 items/s (=blue belt) output. I only put the pallet chain here, because that one has the most productivity. Machine speeds Name MK1 Mk2 Mk3 ...
by ukezi
Sat Oct 22, 2016 6:29 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159821

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

you have a mod installed, that uses god modules while you don't have them enabled.
by ukezi
Fri Oct 14, 2016 12:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388226

Re: Development and Discussion

I only see three sources of sulfur: ... You are missing Nickel processing and advanced Lead processing. They both produce Sulfur Oxyde. It can be restored to Sulfur with Hydrogen. are not those from bob mods? your point? they are still there and are working fine. I have a massive sulfur overproduct...
by ukezi
Tue Oct 11, 2016 8:53 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311537

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

you want an input from somewhere into an roboport/interface and get it out somewhere else out of an different roboport? I don't think that is supported by the game. how ever there are mods that add wireless transmitter. for instancehttps://mods.factorio.com/mods/GotLag/W ... 20Networks.
by ukezi
Sun Oct 09, 2016 11:40 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218871

Re: Bugs & FAQ

@Angel you forgot to put bobslogistics in the dependencies of bioprocessing. that way you may get an error an loading because of the pipe types you are using.
by ukezi
Fri Oct 07, 2016 12:16 pm
Forum: Modding help
Topic: geting form on_player_placed_equipment to the entity
Replies: 2
Views: 743

geting form on_player_placed_equipment to the entity

I'm making a mod that does burner equipment. for that I'm using the on_player_placed_equipment event to detect when ever a player puts one of my equipments in a grid. For the player I can get to his inventory by using the player_index and the global list of players. is there a way to get to the inve...
by ukezi
Fri Oct 07, 2016 12:06 pm
Forum: Modding help
Topic: defining items with a loop error
Replies: 3
Views: 903

defining items with a loop error

I'm making multiple items with multiple tiers each. for that I have written an function function ukezi_equipment_item(name,icon,row,category,collum,stack) return { type = "item", name = name, icon = icon, placed_as_equipment_result = name, flags = {"goes-to-main-inventory"}, subg...
by ukezi
Sun Oct 02, 2016 7:18 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63155

Re: Friday facts #158 - The end of the 32 bit era

I think that is a really good idea to drop 32-bit support.
@ bobingabout Atoms still exists. the atoms from 2008 (Atom 230 and 330) onwards had 64 bit and from 2013 onwards out of order execution. so the new atoms are way faster than the first ones and quite close to the desktop architecture.
by ukezi
Tue Sep 27, 2016 9:04 pm
Forum: Bob's mods
Topic: Request for better recepie production information
Replies: 15
Views: 5152

Re: Request for better recepie production information

you probably want to take a look at this http://factorio.rotol.me/pack/bobmods-f13/ it's a greate tool to get the productions rates right.
by ukezi
Wed Sep 07, 2016 5:26 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 51925

Re: [0.12.x][v0.12.4] Bob's Config mod

the scripting print to a file. the interesting bit is, can it read from this output file? if so you could dump the config options in the output and check if they changed since last start up. and may be there is the possibility to change the name of the output files who knows.
by ukezi
Tue Sep 06, 2016 12:11 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 51925

Re: [0.12.x][v0.12.4] Bob's Config mod

well one could write an external program with gui, that creates the config file.
by ukezi
Fri Sep 02, 2016 5:03 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159821

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

real cool would be that instead of building the car/tank/... we build a frame that can't do anything but has a large grid for car equipment. there we can put amour plates for hp, electric engines for speed, a trunk for inventory, and weapon mounds. and maybe special things like not slowing down when...
by ukezi
Tue Aug 30, 2016 8:31 pm
Forum: Ideas and Suggestions
Topic: New logitic chest type: construction requester chest
Replies: 7
Views: 1891

New logitic chest type: construction requester chest

I would like a chest type where one can set what should be in there like a requester, but only provides to the player and construction. the reason is we have the very powerful transporting of the logistic bots and we have construction bots that only transport one item. when we do high volume constru...
by ukezi
Mon Aug 29, 2016 9:40 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311537

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

If you use the gui to change the length and position it gets stored in blueprints. at least for me.
by ukezi
Sat Aug 06, 2016 1:20 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311537

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

he asked about logistic zone interface not inserter. the parts of the modular roboport don't have a connection for the circuit network. thats what the interface is for. the offset gets you the possibility to put things on the near or far side of belts. it has to be 3x3 to get that if you put the out...

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