I really like this mod and have played a while with it.
I have noticed a serious delay after loading an existing map.
Xterminator commented on this too in a video.
As there are no error 'per se' I can not present any screen dumps or other data.
How can we help fix this?
Search found 255 matches
- Tue Mar 29, 2016 6:09 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 86201
- Fri Mar 25, 2016 5:09 pm
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 55914
Re: Friday Facts #131 - Roadmap shuffle
I guess the dolphin in the achievement icons is saying: "Thanks for all the fish"
I wonder if you have to eat fish or not to get that one.
I wonder if you have to eat fish or not to get that one.
- Mon Jan 18, 2016 8:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46595
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
The security-camera is a very nice extra, but it needed a migration script. for i, force in pairs(game.forces) do force.reset_technologies() end for i, force in pairs(game.forces) do force.reset_recipes() end for i, force in pairs(game.forces) do if force.technologies["optics"].researched ...
- Thu Jan 14, 2016 3:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46595
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Done that - and it seems to work.
Bumped version one notch.
Bumped version one notch.
- Wed Jan 06, 2016 2:55 pm
- Forum: Releases
- Topic: Version 0.12.21
- Replies: 16
- Views: 51792
Re: Version 0.12.21
This post is visible before the update can be downloaded.
- Wed Nov 18, 2015 2:26 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP Scenarios
- Replies: 35
- Views: 59384
Re: [0.12.x] PvP Scenarios
Drop the scenario file in the scenario folder.Leosmellsgood wrote:How do you start the pvp? like where do you drag the pvp file to, similar to a mod in data??
To start a new map you start the scenario.
- Wed Nov 18, 2015 2:02 am
- Forum: Multiplayer
- Topic: Looking for multiplayer EUROPE
- Replies: 2
- Views: 6563
Re: Looking for multiplayer EUROPE
Hi there. I'm from Denmark. I like to make efficient and balanced factories. :ugeek: I have played this game too much to count. :mrgreen: For a long time it was pure vanilla, but these days I like to play with bobs mods and rso + some more utilities. :geek: I can not portforward :( so I depend on Ev...
- Thu Nov 12, 2015 12:50 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 316807
Re: Foreman 0.1.9 - A factory optimisation tool.
I use folder junctions (mklink /j) and hardlinks (mklink /h) to easily switch factorio version and mods-collection. To be of any use in this setup the program needs to be able to handle this. Fortunately I am able to use the web program http://factorio.rotol.me/pack/bobmods-f12/ to datamine the bobs...
- Mon Oct 19, 2015 11:52 am
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 34858
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Any chance for requests? Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error. https://forums.factorio.com/forum/viewtopic.php?f=92&t=1612 I already did the game.on -> script.on. The mod has a function (initMod) in both on_init and on_lo...
- Thu Oct 08, 2015 11:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224634
Re: [MOD 0.12.x] Autofill
I have been recommended to try incorporating the configuration gui of the ModuleInserter to make the autofill configurations easy. I wish I had more lua experience, but this may be an opportunity. Thanks to the post by dixbutts I discovered the same mistake for the locomotives - there is no "di...
- Wed Oct 07, 2015 7:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224634
Re: [MOD 0.12.x] Autofill
Autofill for boblogistics, bobpower and bobwarfare.
Here is how I envision the glue placed in autofill control.lua
Partially tested - no gamebreaker.
Here is how I envision the glue placed in autofill control.lua
Partially tested - no gamebreaker.
- Wed Oct 07, 2015 4:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224634
Re: [MOD 0.12.x] Autofill
This mod has already been a great feature.
I would like to contribute.
Is this on github?
Looking at the new code I now think the "glue" belongs inside the autofill mod.
I would like to contribute.
Is this on github?
Looking at the new code I now think the "glue" belongs inside the autofill mod.
- Tue Oct 06, 2015 4:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224634
Re: [MOD 0.12.x] Autofill boblogistics
-- control.lua for Bob's Logistics to enable Autofill for locomotives require "defines" game.on_init(function() for index,player in ipairs(game.players) do initAutofill(player.name) end end ) game.on_event(defines.events.on_player_created, function(event) local player = game.get_player(ev...
- Tue Oct 06, 2015 2:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224634
Re: [MOD 0.12.x] Autofill bobwarfare
Useful mod. Does anyone have a complete config set for Bob's mods, by any chance?(...) I have played a bit with bobs and autofill. I am unsure where the glue between the mods should be placed. As an intermediate solution I placed a config.lua in the bobswarfare mod for the autofill of turrets. -- c...
- Wed Sep 23, 2015 5:56 pm
- Forum: Mod and installation managers
- Topic: Quick swap of mods and saves
- Replies: 4
- Views: 10729
Re: Quick swap of mods and saves
I am lazy. I act proactively on that. So I spent a little more time on making it even easier. @echo off :check_run tasklist /FI "IMAGENAME eq factorio.exe" 2>NUL | find /I /N "factorio.exe">NUL if "%ERRORLEVEL%"=="0" goto ask2quit goto do_links :ask2quit echo ...
- Thu Sep 17, 2015 6:03 am
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 93022
Re: [MOD 0.12.x] Factorio Maps
I hope for a bright future for this.Narc wrote:...
Thank you very much for the fix!
I wonder if more parts of the API can be used?
- Thu Sep 17, 2015 1:08 am
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 93022
Re: [MOD 0.12.x] Factorio Maps
Great work on creating this useful helper. The ability to create and share map and coordinates has been a fantastic help in multiplayer games. A slight issue with the browser history made me look for a fix. Every move or zoom that changed the URL added a new history entry. By using location.replace(...
- Tue Sep 15, 2015 1:46 pm
- Forum: Show your Creations
- Topic: Amass bob-pack - spaghetti function
- Replies: 3
- Views: 8564
Re: Amass bob-pack - spaghetti function
The Amass bob-collection has longer reach of underground belts in the higher tiers.
See [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
- Purple 5x speed underground has up to 25 tiles reach .
See [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
- Purple 5x speed underground has up to 25 tiles reach .
- Sun Sep 13, 2015 1:52 pm
- Forum: Show your Creations
- Topic: Amass bob-pack - spaghetti function
- Replies: 3
- Views: 8564
Amass bob-pack - spaghetti function
We decided to give bobs mod a spin. The mod collection the Amass group uses looked interesting. We set all resources (natives included) to low frequency, big size and high richness. That was a good challenge. We had to limit production and space usage for the early game. ss (2015-09-13 at 03.30.59)....
- Sat Sep 12, 2015 1:02 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 172708
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
Here's a stab at having Bob's Warfare interoperate with the autofill mod to have the upgraded gun turrets also autofill in the same manner as the base gun turret. ... Very nice - I added a for loop with an ipairs - Then it works for multiplayer too. -- control.lua for Bob's Warfare to enable Autofi...