Search found 91 matches

by Tyrindor
Wed Jul 13, 2016 2:17 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229517

Re: [MOD 0.13] Warehousing v0.0.10

Any chance of you add a config option to have the warehouses auto sort? I don't really care if it adds a lag spike, it could be off by default. Finding things in a storage unit of this size is a nightmare.

Dug through the code, couldn't find any way to do this.
by Tyrindor
Wed Jul 13, 2016 1:14 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 42129

Re: Feedback

And setting biters to high or very high frequency and/or size doesn't help? I do use Natural Evolution so have no idea how vanilla behaves but biters are very interested. Default migration timers are very long I thinka nd there is a lot of place to migrate so might be slow to come to your base. I d...
by Tyrindor
Tue Jul 12, 2016 8:24 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 42129

Re: Feedback

Is there a way to to have biters spawned normally, like in vanilla? When using this mod the biter population seems to be quite low, and I barely ever get attacks that 1 turret by itself can't handle. I checked the config, and while you can set disable_RSO_biter_spawning = true, there is no option t...
by Tyrindor
Tue Jul 12, 2016 4:11 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 42129

Re: Feedback

Is there a way to to have biters spawned normally, like in vanilla? When using this mod the biter population seems to be quite low, and I barely ever get attacks that 1 turret by itself can't handle. I checked the config, and while you can set disable_RSO_biter_spawning = true, there is no option t...
by Tyrindor
Mon Jul 11, 2016 1:23 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 26657

Re: Version 0.13.7

Please make it so you cant mine tracks if you just mined a train (similiar to tree/ore change you guys did).

I keep picking up my tracks by mistake!
by Tyrindor
Mon Jul 11, 2016 6:40 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229517

Re: [MOD 0.13] Warehousing v0.0.10

Can confirm when the warehouse is open game stutters. Definitely not my computer, I got a 6700k @ 4.5GHz and a Titan X. Easiest way to see it is have some drones fly around, they'll stutter around whenever you accessing the warehouse.
by Tyrindor
Sat Jul 09, 2016 7:47 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 308340

Re: [MOD 0.13.x] WaiTex 1.1.0: A HD Texture Pack

Tier 2 and Tier 3 of underground belts seem to be missing high res textures. Likely because "transport-belt-to-ground' is now 'underground-belt'.". I tried changing the names to faster-underground-belt but no luck. I see it and it's fixed. I will see if i can get the new version up on the...
by Tyrindor
Sat Jul 09, 2016 7:44 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46338

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Like the mod, but please give a way to disable the turret MK2 in config. It's not balanced for some other mods I use. No thanks. Edit it yourself, but I generally don't provide configurations. Its a waste of my time. Doubly so with thanks to the mod portal. Well not everyone knows how to mod, which...
by Tyrindor
Fri Jul 08, 2016 4:42 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46338

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Like the mod, but please give a way to disable the turret MK2 in config. It's not balanced for some other mods I use.
by Tyrindor
Fri Jul 08, 2016 4:16 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 308340

Re: [MOD 0.13.x] WaiTex 1.1.0: A HD Texture Pack

Tier 2 and Tier 3 of underground belts seem to be missing high res textures. Likely because "transport-belt-to-ground' is now 'underground-belt'.". I tried changing the names to faster-underground-belt but no luck. Can anyone else confirm? I am still seeing this on fully vanilla install. ...
by Tyrindor
Fri Jul 08, 2016 1:57 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 105928

Re: [MOD 0.12.x, 0.13.x] Side Inserters

This might be in my head but after installing this my inserters seem to greatly prefer picking up items on the closet part of the belt, resulting in very lopsided belts where 1 lane is nearly empty and the other is full. Prior, it seemed it was random which belt side they picked up from. Splitter do...
by Tyrindor
Fri Jul 08, 2016 3:41 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132794

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

I don't know if you know this, but bob's warfar mod now has Mk2-mk5 radars. So the ones in this are redundant now. Yeah this was an awesome change.... Everyone must think vanilla radars are weak or something. I have/had 4 or 5 mods that add radars! thankfully they all had configs to enable or disab...
by Tyrindor
Fri Jul 08, 2016 1:39 am
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 5513

Re: [0.13] Increase copy/paste filter numbers for requester chests

I found a mod that does this called "SmallFixes" on the mod portal. You need to open the rar and edit the config to enable it. 20 times default seems to work nicely.
by Tyrindor
Thu Jul 07, 2016 11:09 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 152881

Re: [0.13.x] Bob's Mods: General Discussion

In that case. Bob, Please update that information, since it is outdated. It would solve everything. Metaphorically speaking. I updated the first post in the topic. The post you linked to is still valid as it is detailing the state of the update at that time, so if you're actually using the version ...
by Tyrindor
Thu Jul 07, 2016 9:29 pm
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 5513

Re: [0.13] Increase copy/paste filter numbers for requester chests

For some recipes you are right. For some not. And you already mentioned it: It depends on distances. This is so balancing... Resources are generally plentiful and the current filter settings almost never allows the machine to run constantly, even if source materials are nearby. So you end up having...
by Tyrindor
Thu Jul 07, 2016 9:24 pm
Forum: Bob's mods
Topic: So how does one upgrade 5,000 MK1 robots to MK2+?
Replies: 7
Views: 6813

Re: So how does one upgrade 5,000 MK1 robots to MK2+?

I have a method but it's not pretty - never used it on so many of them also. Make a small blueprint containing filter inserter with Mk1 robot filter and placing bots in passive provider chest. Then place it next to your roboports in highly used areas to get those Mk1's out and deliver them to facto...
by Tyrindor
Thu Jul 07, 2016 9:11 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132794

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Can i make a suggestion for the new version? Please stop changing textures of vanilla buildings. It's quite distracting to see a "blue" assembler and think, oh that's MK2, but nope it's MK4 in this. There are other cases, like the oil refinery being different, etc. I would prefer that ever...
by Tyrindor
Thu Jul 07, 2016 8:05 pm
Forum: Bob's mods
Topic: So how does one upgrade 5,000 MK1 robots to MK2+?
Replies: 7
Views: 6813

So how does one upgrade 5,000 MK1 robots to MK2+?

I can't find an easy way to get them out of the network, upgrade, then back to the network without manually going around and taking them out.
by Tyrindor
Thu Jul 07, 2016 7:45 pm
Forum: Balancing
Topic: [0.13] Increase copy/paste filter numbers for requester chests
Replies: 16
Views: 5513

[0.13] Increase copy/paste filter numbers for requester chests

By default if you shift right click on an assembler, then shift left click on a requester chest, it automatically sets the filter. The problem is, the amounts are too low to compensate for drones.

I'd suggest increasing it quite dramatically... 5-10x higher than the base cost of the recipe.
by Tyrindor
Thu Jul 07, 2016 12:20 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 152881

Re: [0.13.x] Bob's Mods: General Discussion

Bob, can we possibly get a boiler to steam ratio update? I'm trying to wrap my head around the intended use and there doesn't appear to be any other than saving GROUND space. For me it seems like 10 MK2 boilers and 6 MK2 engines is the biggest you can do off one pump and it's .1MV less than just ru...

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