Search found 51 matches

by HOSH
Thu Aug 10, 2017 6:29 pm
Forum: Bob's mods
Topic: Purge alien artefacts
Replies: 9
Views: 2963

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...
by HOSH
Thu Aug 03, 2017 7:44 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 64706

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...
by HOSH
Thu Jul 27, 2017 11:04 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 64706

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?
by HOSH
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: 63401

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 ...
by HOSH
Tue May 23, 2017 8:10 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 216540

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...
by HOSH
Thu May 18, 2017 10:03 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 64706

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...
by HOSH
Thu May 18, 2017 5:52 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 216540

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...
by HOSH
Tue May 09, 2017 5:46 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 216540

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...
by HOSH
Mon May 08, 2017 6:54 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 12163

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 ...
by HOSH
Fri May 05, 2017 5:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 3843

Re: [0.14.23] Desync placing blueprint with roboport

Thanks I will hold off then.
by HOSH
Fri May 05, 2017 5:23 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 216540

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...
by HOSH
Fri May 05, 2017 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 3843

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.
by HOSH
Thu May 04, 2017 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 3843

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...
by HOSH
Thu May 04, 2017 7:27 am
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 3843

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...
by HOSH
Thu May 04, 2017 6:59 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 427
Views: 102569

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...
by HOSH
Mon May 01, 2017 9:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.23] Desync placing blueprint with roboport
Replies: 21
Views: 3843

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.
by HOSH
Thu Apr 20, 2017 6:11 pm
Forum: Technical Help
Topic: [14.22] Linux Server Multi Core? CPU 100%
Replies: 5
Views: 1720

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...
by HOSH
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: 1641

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...
by HOSH
Sat Apr 08, 2017 4:13 pm
Forum: Technical Help
Topic: Error with Server Settings.json
Replies: 10
Views: 5709

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.

Code: Select all

  "admins": ["admin1", "admin2"]
by HOSH
Mon Apr 03, 2017 4:54 pm
Forum: Technical Help
Topic: Unable to start Linux Headless Server- "Segmentation Fault"
Replies: 1
Views: 669

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 –R factorio:factorio /opt/factorio* Also did not see on your server start the -u f...

Go to advanced search