Search found 51 matches
- Sun Jun 03, 2018 9:26 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 281802
Re: Stations & other LTN based designs
Optera, On Page 1 the only blueprint string I was able to copy was the 20 long depot one. I can see what the Provider and Requester V1 are doing and those are in you demo map with others. Wondering what you did for the Requester V2 to prevent the tick movement of the inserters with the decider conta...
- Sat Mar 31, 2018 4:06 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 361298
Re: [0.16.x] Bob's Mods: General Discussion
I noticed that the tutorials doesn't work with the mods. Can you be more specific on which tutorials don't work with mods? I have had Klonan fix a couple so far. All have the same bug : http://image.noelshack.com/fichiers/2018/13/6/1522507444-bug.png From what the devs were talking about the tutori...
- Thu Mar 29, 2018 4:55 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 135442
Re: Feedback
I wish there was a section in the mod settings GUI/menu for modders to list a recommended values for min/max if wanted and default. This way if we want to play around we can without resetting all values.
Looks great for the rest of it. Nice balanced and even...
Looks great for the rest of it. Nice balanced and even...
- Wed Mar 28, 2018 6:47 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 135442
Re: Feedback
That could work if you have the default at the #3 for the tier 0-5 belts like the few people who are commenting, and let others adjust the settings in the mod settings if they want longer between levels. Personally I still would like to see the default distance line up to whichever belts scheme some...
- Wed Mar 28, 2018 7:27 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 135442
Re: Feedback
I had a look at doing some pipe spacings too. Alternatively, you could just say "Screw it", and align the pipe to the nearest belt step equal or above it's current distance, so if we go with Belts set 4, which is 4+5, you'd use steps 3, 4, 5 and 7 and get 14, 19, 24 and 34. Tier 1 pipes a...
- Tue Mar 20, 2018 7:14 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 135442
Re: Feedback
I am thinking maybe perhaps there could be some research that costs space science that unlocks more technology. I'm just not sure what there could be that high up in the chain right now. I also think there might be room for an even higher tier of electronics, but I'd want another metal to go along ...
- Mon Mar 05, 2018 9:17 pm
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 26826
Re: Version 0.16.28
Added ItemPrototype::fuel_emissions_multiplier which scales pollution generated when the fuel item is used. Added FluidPrototype::emissions_multiplier which scales pollution generated when when the fluid is consumed. Added RecipePrototype::emissions_multiplier which scales pollution generated by th...
- Fri Jan 26, 2018 7:11 am
- Forum: Bob's mods
- Topic: Mid Game Play
- Replies: 7
- Views: 4628
Re: Mid Game Play
Unknown what all others do, but in my bobs games we setup a mini-bus in the starting area and turret wall it in w/mk2 gun, sniper turrets in hot spots, and reinforced wall far enough out we have all the resources we need for mid-game at the end of early game. Then starting mid-game we have expanded ...
- Thu Jan 25, 2018 8:37 pm
- Forum: Duplicates
- Topic: [16.18] Desync while artillery scouting
- Replies: 3
- Views: 1744
Re: [16.18] Desync while artillery scouting
As of 0.16.18 I experience random desyncs. Playing with a client on macOS 10.13.2 and a Ubuntu 16.04 LTS headless server. desync-reports available upon request. They are asking for reports similar to your setup in the desync while running bug report. Issue seems to be with biter movement/pathing is...
- Thu Jan 25, 2018 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 14583
Re: [0.16.18] Desyncs while running
Been running a heavily mod list bobs+ and same issues running windows client to Linux headless. Seeing it occur when biters beginning to move in packs, or when grouping up for an attack... Also when trying to run, but I guess a group of biters could be moving/grouping up and not see it on radar, so....
- Wed Jan 24, 2018 6:59 am
- Forum: F.A.R.L
- Topic: FARL and cliffs thoughts?
- Replies: 3
- Views: 10077
FARL and cliffs thoughts?
I have not seen where anyone has posted this yet so started a new topic. So who all has played a game and used FARL and cliffs, other than basic train paths? Currently testing a 0.16 with bobs+ and I personally finding it a PIA. As I use FARL to lay out a gun turret wall for defense and quad-lane fo...
- Wed Jan 17, 2018 8:10 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
- Replies: 3
- Views: 1803
Re: [0.16.16] Buffer Chest not suppling characters
FYI going to start another vanilla game on 16.16 from scratch to get back to bots, but that will take a while for me at least.
- Wed Jan 17, 2018 6:30 am
- Forum: Not a bug
- Topic: [kovarex] [0.16.16] Buffer Chest not suppling characters
- Replies: 3
- Views: 1803
[kovarex] [0.16.16] Buffer Chest not suppling characters
Is anyone else having an issue where the buffer chest is not supplying your personal logistic requests? We upgraded from 16.3 to 16.16 and the current logistics supply broke from what I had. So we are now back to having storage shortage. I had our factory setup so that an item that we used was made ...
- Mon Jan 15, 2018 9:17 pm
- Forum: Gameplay Help
- Topic: Is this a bug? (logistic requests)
- Replies: 3
- Views: 1569
Re: Is this a bug? (logistic requests)
Is anyone else having an issue where the buffer chest is not supplying your personal logistic requests? We upgraded from 16.3 to 16.16 and the current logistics supply broke from what I had. So we are now back to having storage shortage. I had our factory setup so that an item that we used was made ...
- Sun Dec 31, 2017 10:16 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 361298
Re: [0.16.x] Bob's Mods: General Discussion
i would be for, set barrel stacks to 5 and maybe do a MK2 (50k) and MK3 (75k) version for the fluid wagon, along with higher tier tech prerequisites. Lol, When reading the FFF thought about the Mk2 (@50k) and Mk3 (@75k) with similar thoughts to bring Bobs in-line with Vanilla some... Of course add ...
- Fri Nov 03, 2017 6:08 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49029
Re: Friday Facts #215 - Multithreading issues
Um, not a knee jerk response, as I have been thinking about this since starting in 0.12 that having multi-thread was a requirement for the game before it is in full release "1.0" This way we can have huge maps with everything going, without slowing down the game speed. Almost like we need ...
- Sun Aug 27, 2017 6:23 am
- Forum: Bob's mods
- Topic: Bob + SpaceX?
- Replies: 2
- Views: 2753
Re: Bob + SpaceX?
Missed that one may give it a try in my game... Been looking forward to Sandman2003 updating his mod with bobs and angels after their 0.15 tweaks, as personally I wanted to use that in an ABPlus game. (And yes I was thinking about the name before I found the lets play series. lol) But Sandman2003 ha...
- Thu Aug 24, 2017 1:56 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 143798
Re: [0.12] Bugs, crashes & other issues
Getting an error when trying to pick up any train, car, or farl from the tracks... got it in both 0.15.33 and 0.15.34. So if I place anything on the rails it stays, and I have to move it round, as I cannot remove it. Maybe has to deal with my mod list. I attached the mod list and the screenshot to t...
- Mon Aug 14, 2017 6:50 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393925
Re: Bugs & FAQ
Angel, Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way. Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. C...
- Sun Aug 13, 2017 5:27 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393925
Re: Bugs & FAQ
Angel, Have you thought about updating the no infinite ores trigger to 0.15 so that it forces the removal? And RSO would handle it properly? This way we could put it on the server that way. Long story short, first game thought I had settings for no infinite ores and had normal infinite ore spawn. Ch...