I checked it out and I'm not sure.
To spawn starting area I need to know where it is.
This scenario spawns separate surface and I'm not sure how to solve spawning a starting area in this case. There is nothing currently I know of I could use to know where to put said area.
It does spawn a surface ...
Search found 686 matches
- Mon May 15, 2017 5:00 am
- Forum: Resource Spawner Overhaul
- Topic: Any chance a workaround with PvP Scenario?
- Replies: 5
- Views: 2989
- Sun May 14, 2017 9:12 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 37227
Re: Multiplayer Individual Starting Spawns Scenario
Well the Scenario comes with RSO so I did not install it again or copy anything but his lib files (that include RSO). I have a feeling bobs did not exist or does not work correctly.
- Sun May 14, 2017 9:02 pm
- Forum: Resource Spawner Overhaul
- Topic: Any chance a workaround with PvP Scenario?
- Replies: 5
- Views: 2989
Re: Any chance a workaround with PvP Scenario?
With bobs/rso installed:


- Sun May 14, 2017 9:01 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 37227
Re: Multiplayer Individual Starting Spawns Scenario
Noticed RSO does not work with Bobs stuff like normal RSO does sadly :(
Can you be a bit more specific?
Bobs ores does not seem to be working correctly as they normally would with RSO Installed. I guess the version of RSO your using has no effect with his ores as they spawn like vanilla ores ...
Can you be a bit more specific?
Bobs ores does not seem to be working correctly as they normally would with RSO Installed. I guess the version of RSO your using has no effect with his ores as they spawn like vanilla ores ...
- Sun May 14, 2017 6:32 pm
- Forum: Resource Spawner Overhaul
- Topic: Any chance a workaround with PvP Scenario?
- Replies: 5
- Views: 2989
Any chance a workaround with PvP Scenario?
I like to use the PvP Scenario as a co-op Map using RSO / Bobs. It seems to spawn just fine but of course our starting areas don't spawn right it seems sadly. Not sure if there is a possible future of having this work / detection since it's a vanilla scenario and use for multiple people.
- Sun May 14, 2017 6:30 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 37227
Re: Multiplayer Individual Starting Spawns Scenario
Noticed RSO does not work with Bobs stuff like normal RSO does sadly 
- Sun May 14, 2017 5:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2217944
Re: Development and Discussion
Anyone using angels and bobs in 0.15? I'm new to using both not sure if their ready yet to play or i should wait a while.
Bob's mods are playable as they are and I personally haven't found any bugs with them. I'm currently not using Angel's mods until they're in a more complete state and there ...
Bob's mods are playable as they are and I personally haven't found any bugs with them. I'm currently not using Angel's mods until they're in a more complete state and there ...
- Sun May 14, 2017 4:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2217944
Re: Development and Discussion
Anyone using angels and bobs in 0.15? I'm new to using both not sure if their ready yet to play or i should wait a while.
- Sun May 14, 2017 7:34 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2217944
Re: Development and Discussion
Hey angel, since Factorio made steam a new fluid and since universal fluid barreling is a thing (even tho I noticed that they intentionally blocked barreling of steam) could you, like, enable the steam barreling?
its as easy as this:
data.raw["fluid"]["steam"].auto_barrel = true
(I may or may ...
its as easy as this:
data.raw["fluid"]["steam"].auto_barrel = true
(I may or may ...
- Sun May 14, 2017 4:21 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2217944
Re: Development and Discussion
Does anyone have a screenshot of what angels ores look like with bob/vanilla in 0.15?
- Sat May 13, 2017 10:21 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal - Application Error (Unable to Access)
- Replies: 6
- Views: 4334
Re: Mod Portal - Application Error (Unable to Access)
I don't think any of us follow the licenses tbh. I'm thinking dumping the entire thing and call it factoriobay.
- Sat May 13, 2017 10:19 pm
- Forum: Mod portal Discussion
- Topic: Mod portal is down
- Replies: 3
- Views: 2857
Re: Mod portal is down
The developers who take so much pride of their game but have done shit all for the portal. It sucks because I have insane respect for these devs and how hard they work to make things run perfect. But their portal has been a joke from day one and all we have right now is there is a new portal coming ...
- Sat May 13, 2017 8:39 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 417010
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
I did not bother using it since the recipes are cheap base level of things not just the expensive recipes. I always found this mod to be super cheap for the power it offered I always wish there was quite a harder / more complex one cost wise. I guess I'm the only one who feels a death beam from the ...
- Sat May 13, 2017 7:30 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1253787
Re: Factorio Roadmap for 0.15 + 0.16
People see say 800k and go based on that. Now they have to do extra math
I actually understand it.
- Sat May 13, 2017 1:36 am
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 23598
Re: [MOD 0.14] Train Coupler
Neat concept. Too bad it's not updated though. Will check again for 0.16 now that 0.15 getting old 
- Fri May 12, 2017 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.9] Train stopped at full power if no other station active
- Replies: 4
- Views: 5010
Re: [15.9] Train stopped at full power if no other station active
Thanks we were also facing this issue today.
- Fri May 12, 2017 9:34 pm
- Forum: Maps and Scenarios
- Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
- Replies: 21
- Views: 18950
Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.
That can't really be done at this time with this Scenario but can be done with https://github.com/Oarcinae/FactorioSce ... layerSpawn this one.
- Fri May 12, 2017 9:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.4] Issue Seeing Allied Friends names (but not icons)
- Replies: 2
- Views: 1440
Re: [0.15.4] Issue Seeing Allied Friends names (but not icons)
Correct it was. Their names are hidden correctly. Though be a nice feature if down the road they can have a dot rather then Red to match their team color if friendly force. (As you can see their bases etc) without it all being red.
- Fri May 12, 2017 6:22 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 548714
Re: [MOD 0.15.10+] Creative Mode 0.3.3 - New toys, fix 0.15.10!
"Added recipes for the electric energy interface and the belt immunity equipment."
the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.
cheers
I don't think they ...
the electric energy interface looks interesting.
:shock: OMG we need belt immunity equipment in vanilla. has it been suggested yet?
thanks for the quick and wonderful update Mooncat.
cheers
I don't think they ...
- Fri May 12, 2017 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Burner Equipment Power production 50% expected
- Replies: 8
- Views: 4575
Re: [Rseding91] Burner Equipment Power production 50% expected
Glad to hear it! Thanks.