Search found 51 matches
- Thu Aug 10, 2017 6:29 pm
- Forum: Bob's mods
- Topic: Purge alien artefacts
- Replies: 9
- Views: 6445
Re: Purge alien artefacts
LOL, wow... I do not know about a command, but we normally setup belts outside to underground to bring them in and use them before we get to a point like this... Once we bring them in they can be sorted and converted to the large artifacts (or we use a warehouse) easily...
- Thu Aug 03, 2017 7:44 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 97543
Re: [0.15] Space Extension Mod (SpaceX)
No food, Bob finished updating most of this recipes for rockets, satellites, and such (space related items) a couple weeks back and the devs are close to a stable 0.15. So I was just wondering if Sandman had time to update to the new recipes yet, as he was dealing with RL issues. Currently still pla...
- Thu Jul 27, 2017 11:04 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 97543
Re: [0.15] Space Extension Mod (SpaceX)
0.15.31 first stable, yay... Did you get a chance to update to the latest bob's new space items?
- Tue Jun 13, 2017 6:22 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82194
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
I'd probably go with the Option setup. Also, would it be a good or bad idea if chopping down trees could give seedlings? 2nd the bad... Personally me and a friend would not like to have the mess of chopping a tree and getting a seedling it would just clutter the inventory. Yes we can use them, but ...
- Tue May 23, 2017 8:10 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 386412
Re: [0.15.x] Bob's Mods: General Discussion
Not to add fuel to the discussion, but do gases still flow better in larger pipes? Or are they at the same rate as liquids in 0.15? I found the easy test to see the fluid flow by pipe size is to take a segment of 2-3 off-shore pump -> different pipe sizes at X+ length -> same number of barreling (ma...
- Thu May 18, 2017 10:03 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 97543
Re: [0.15] Space Extension Mod (SpaceX)
Bob has updated a lot of stuff and is in the tweaking phase, so it may be best to wait a little while then update this to use his new science packs and materials where they fit in and such. I have messed around with this on SP game and have been looking at adding this to a 0.15 MP game after it beco...
- Thu May 18, 2017 5:52 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 386412
Re: [0.15.x] Bob's Mods: General Discussion
I can take a look at frequency of lithia water in RSO. Any good resources with which lithia water would go nicely to act as optional co-spawn? Not really any ores locally required as such as they all need processing, if one was to create a small quantity production cell it would require water, coal...
- Tue May 09, 2017 5:46 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 386412
Re: [0.15.x] Bob's Mods: General Discussion
Your plan for the new barreling system sounds nice. But actually with 0.15 I don't need barrels anymore. Since they inplemented the tankwagons I use them to transport all the fluids, ... It all comes down to storage on this... As before in 0.14 you could store more in barrel form in steel or upgrad...
- Mon May 08, 2017 6:54 pm
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 23785
Re: What should I do with science packs?
Wow, lot of suggestions here... So balancing I will leave off and just what say what I think would make it more interesting. Only thing that comes to mind is to modify the vanilla game science packs starting at least the 3rd one up to be more complex. As someone mentioned maybe have the higher ones ...
- Fri May 05, 2017 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.23] Desync placing blueprint with roboport
- Replies: 21
- Views: 7436
Re: [0.14.23] Desync placing blueprint with roboport
Thanks I will hold off then.
- Fri May 05, 2017 5:23 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 386412
Re: [0.15.x] Bob's Mods: General Discussion
Not to be picky, but I found them underwhelming from the start. Double wall, one line of gun turrets, one turret apart (gurre, 2 spaces, turret, 2 spaces) Second line of sniping turrets, behind every 2nd gun turret NEVER got ANY problem. Like not once ever. And once you hit higher power armor - I c...
- Fri May 05, 2017 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.23] Desync placing blueprint with roboport
- Replies: 21
- Views: 7436
Re: [0.14.23] Desync placing blueprint with roboport
SIGSEGV, thanks for the map and testing the items. Maybe situational or one of the mods, I will test with the map this weekend if I have time.
- Thu May 04, 2017 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.23] Desync placing blueprint with roboport
- Replies: 21
- Views: 7436
Re: [0.14.23] Desync placing blueprint with roboport
There's no way those entities are all broken or we would have a constant flood of desync reports and nobody would be able to play MP :P That just leaves 1 thing: one or more of the mods you're using is not MP correct. Or mayby not many people play 0.14.23 in MP :/ Lol, unknown as we are just trying...
- Thu May 04, 2017 7:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.23] Desync placing blueprint with roboport
- Replies: 21
- Views: 7436
Re: [0.14.23] Desync placing blueprint with roboport
Your welcome, currently testing this some (on the online SigmaD game), sorry not vanilla playing, a bobs mod plus few others and 0.14.23 fixed the normal just running around desyncs we were seeing, but the blueprint desync seems anything related to the below items if you see the same things in vanil...
- Thu May 04, 2017 6:59 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 175834
Re: [0.14.x] Bob's Mods: General Discussion
Sorry to but in, but a big thing I found with bob's and other mods if you know you need something, but it is not researched so you can create it, use the research t screen and just search for the item... It has helped me a lot with bobs. I had vanilla partially memorized but still forget the progres...
- Mon May 01, 2017 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.23] Desync placing blueprint with roboport
- Replies: 21
- Views: 7436
Re: [0.14.23] Desync placing blueprint with roboport
With or without mods loaded it is the same for me... Work around I found has been to hold Shift and place the blueprints.
- Thu Apr 20, 2017 6:11 pm
- Forum: Technical Help
- Topic: [14.22] Linux Server Multi Core? CPU 100%
- Replies: 5
- Views: 2791
Re: [14.22] Linux Server Multi Core? CPU 100%
Like Lowchen said First check out the Performance issues in the FAQ. I had a 4Ghz box so we tired Main bus concept with all bobs mod and 2k bots, that was not the best thing to try... Fun, but running full tilt on a lot of items it lagged like crazy with clients always trying to catch up... What spe...
- Sat Apr 08, 2017 4:48 pm
- Forum: Pending
- Topic: [0.14.22] LAN browser can't distinguish between 2 servers on same IP
- Replies: 6
- Views: 2654
Re: [0.14.22] LAN browser can't distinguish between 2 servers on same IP
Could be as I do not rule anything out until I exhausted all options... Running VMWare Workstation 12 Pro on that particular box, working on moving it over to a ESX 6 box soon so I can test there as well. I have the network adapter on that VM setup for a bridged connection to my LAN so it should ski...
- Sat Apr 08, 2017 4:13 pm
- Forum: Technical Help
- Topic: Error with Server Settings.json
- Replies: 10
- Views: 8437
Re: Error with Server Settings.json
As you noticed the left side never changes as it is the setting for the server to read. The right side changes to what you want.
Also on the Admins, if you want any access in game, you have to do it like the tags.
Also on the Admins, if you want any access in game, you have to do it like the tags.
Code: Select all
"admins": ["admin1", "admin2"]
- Mon Apr 03, 2017 4:54 pm
- Forum: Technical Help
- Topic: Unable to start Linux Headless Server- "Segmentation Fault"
- Replies: 1
- Views: 1287
Re: Unable to start Linux Headless Server- "Segmentation Fault"
The Segmentation Fault looks like what I got when I forgot to run chown after a changing any of the items in the /opt folders. In which I have 3 /opt/factorio, /opt/factorio-init, and /opt/factorio-updater. sudo chown βR factorio:factorio /opt/factorio* Also did not see on your server start the -u f...