Search found 387 matches
- 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.
- 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.
- 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%
- 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?
- 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.
- 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 ...
- 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.
- 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...
- 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.
- 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.
- 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...
- 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...
- 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.
@ 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.
- 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.
- 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.
- 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.
- 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...
- 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...
- 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.
- 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...