Search found 770 matches

by Boogieman14
Thu Dec 15, 2016 10:48 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 268665

Re: [MOD 0.14.x] The Fat Controller. Remote train manager 1.0.1

Would it somehow be possible to disable the 2 minute warning only for specific signals? At my unload stations, I'll often use Inventory Empty conditions and some kind of holding area for further trains. Ideally, I'd like to not get the 2 minute warning for trains waiting in this holding area. For ot...
by Boogieman14
Wed Dec 14, 2016 2:58 pm
Forum: Gameplay Help
Topic: Active Provider Chests and Storage Chest (stupid robots)
Replies: 2
Views: 2140

Re: Active Provider Chests and Storage Chest (stupid robots)

Same thing happens when you deconstruct items while there's no available storage. I suppose the logic is "there's empty space for the items, let's go pick them up". then the empty space fills up, so they have no space to drop them. I suppose it would be possible to make this more intellige...
by Boogieman14
Mon Dec 12, 2016 4:10 pm
Forum: Gameplay Help
Topic: Charging bots
Replies: 7
Views: 3959

Re: Charging bots

You need roboports to establish a robotic network. These roboports also provide charging spots. You'll still need to add your own robots, so number of robots has nothing to do wiht number of roboports in the network (other than that the network can only support as many robots as there's space in rob...
by Boogieman14
Mon Dec 12, 2016 11:53 am
Forum: Implemented Suggestions
Topic: Blueprint: Always deconstruct trees
Replies: 5
Views: 4184

Re: Blueprint: Always deconstruct trees

This sounds like a useful change. I wouldn't mind seeing this as a config option. Choice between current behaviour (shift-click to remove trees AND override placement) and always remove trees/rocks, shift-click only to override.
by Boogieman14
Mon Dec 12, 2016 8:48 am
Forum: Not a bug
Topic: [14.21]Problems with manually connected power poles.
Replies: 5
Views: 2049

Re: [14.21]Problems with manually connected power poles.

You can not disable connections of a pole, you can only remove the connections that are there right now. Expected behavior after shift+LMB on power pole: All automatic connections to this pole must be disabled. Only manual connections allowed. Blueprints must save status of power pole and manual co...
by Boogieman14
Thu Dec 08, 2016 10:27 pm
Forum: Ideas and Suggestions
Topic: Research filtering on required item
Replies: 2
Views: 909

Research filtering on required item

When I'm working on setting up my blue research production chain, I frequently find myself clicking through all available techs to find one that doesn't need blue packs. I think it might be a useful addition to be able to filter the research by required items, so I can see this more easily. Just ena...
by Boogieman14
Thu Dec 08, 2016 9:38 pm
Forum: Not a bug
Topic: [14.21] Stupid construction bots
Replies: 9
Views: 2451

Re: [14.21] Stupid construction bots

There is something to say for deconstruction orders timing out after an hour, if that consumes a lot of processing time. In this case, it's a bit unfortunate. Perhaps a solution that'd take less processing time would be for the ghost objects to periodically check if any objects are blocking their co...
by Boogieman14
Thu Dec 08, 2016 8:21 pm
Forum: Bob's mods
Topic: Problem with diagonal inserters and train wagons
Replies: 5
Views: 1815

Re: Problem with diagonal inserters and train wagons

Could you post a screenshot? I can imagine it's a game limitation, where only the inserters next to the track receive the trigger that a cargo wagon has stopped there.
by Boogieman14
Thu Dec 08, 2016 4:46 pm
Forum: Ideas and Requests For Mods
Topic: [Req] Trash Requester Chest. (Put trash back in prod. line)
Replies: 7
Views: 3681

Re: [Req] Trash Requester Chest. (Put trash back in prod. line)

Whenever I find myself with too much junk to stuff into thrash slots, I just drop an active provider and dump everything in. Eventually, everything finds its way into the network. You could also drop any other kind of chest and instantly put a deconstruction order on it so contents and chest get shu...
by Boogieman14
Thu Dec 08, 2016 3:04 pm
Forum: Not a bug
Topic: [14.21] Stupid construction bots
Replies: 9
Views: 2451

Re: [14.21] Stupid construction bots

Please have a look at the save game. The player character is standing in the middle of the problem zone. The robots are there to deconstruct and they try it. They are just moving between the same trees and the roboport. No, the robots are there to construct but they can't because there's still a tr...
by Boogieman14
Wed Dec 07, 2016 4:03 pm
Forum: Ideas and Suggestions
Topic: Shift Rick Click Assembler -> Shift Left Click Inserter
Replies: 8
Views: 2660

Re: Shift Rick Click Assembler -> Shift Left Click Inserter

In my experience, this isn't too much of a problem in the early game. Setting specific amounts on an inserter isn't something I do often, I generally just block the chest slots I don't want filled. Once I have bots flying, I do use this a lot. What I usually do is set up a standard assembly unit blu...
by Boogieman14
Wed Dec 07, 2016 10:24 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63280

Re: [MOD 0.12.35] Logistics Railway 1.0.8

I'd like to use something like this for keeping my supply train loaded with supplies for outposts (so make it a requester chest and give it a fixed waiting time). If we ignore the train wait conditions, is it still feasible to make this mod work on 0.14?
by Boogieman14
Tue Dec 06, 2016 3:43 pm
Forum: Not a bug
Topic: Burner inserters can't grab coal off of fast transport belt
Replies: 15
Views: 5561

Re: Burner inserters can't grab coal off of fast transport belt

factoriouzr wrote:But they also can't pick up from the slowest belt. Please see my previous post.
I always use burner inserters in combination with yellow belts to fuel my steam power plants, I rarely have them running out of fuel even when supply runs low for a while.
by Boogieman14
Tue Dec 06, 2016 3:32 pm
Forum: Ideas and Suggestions
Topic: Make all bots stay inside their network
Replies: 38
Views: 18537

Re: Make all bots stay inside their network

As an example, construction bots can prioritize storage chests instead of passive providers same as logistics bots do now, but they don't. Construction bots find the closest location of a good and take it from there. When something was blown up by a biter attack, you'll generally want it replaced a...
by Boogieman14
Mon Dec 05, 2016 5:17 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 195441

Re: Uranium Power

Not sure what would be considered minimal, but if you've excluded bob's electronics, there appears to be an issue with angelsrefining:
viewtopic.php?f=185&t=25468&start=600#p229016

Changing the listed three lines to say 'electronic-circuit' fixed it for me.
by Boogieman14
Sun Dec 04, 2016 7:50 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3863
Views: 1188944

Re: Bugs & FAQ

In Angel's refining, there's a few hard references to Bob's "Basic-circuit-board" that cause a load error (Error in AssignID) when Bob's Electronics is disabled. So either Angel's Refining needs Bob's Electronics as a hard requirement, or Angel's refining needs a few items updated: angelsr...
by Boogieman14
Sun Dec 04, 2016 7:46 pm
Forum: Modding help
Topic: Error in AssignID
Replies: 12
Views: 12636

Re: Error in AssignID

Version 0.14.21 is still giving this rather nondescript error message with the following mod set:

https://www.dropbox.com/s/q5w7nc2etloxdhy/mods.zip?dl=0

Just including the name of the item that's trying to include the missing item would probably already help massively.
by Boogieman14
Thu Dec 01, 2016 12:15 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 62706

Re: Friday Facts #166 - Combat Revisit

Unending research will have negative consequences on combat ballance While I believe that the concept of unending research is good for resource consumption and gives the player a way to exhaust resource fields. It will undoubtedly make the task of balancing combat for the duration of a game an impo...
by Boogieman14
Thu Dec 01, 2016 10:14 am
Forum: General discussion
Topic: Discussion about expensive infrastructure
Replies: 6
Views: 3248

Re: Discussion about expensive infrastructure

I have to check that Marathon mod. If I remember, there was also a version for Bob's mods too. Not sure about a specific bob's marathon mod, but I'm in a game right now that combines bob's with regular marathon and that so far works pretty well. Marathon increases amounts needed on science packs 1-...
by Boogieman14
Wed Nov 30, 2016 8:12 pm
Forum: Ideas and Suggestions
Topic: Prevent accidental pickup of robots
Replies: 1
Views: 966

Prevent accidental pickup of robots

Occasionally when I'm rebuilding stuff in my existing factory, I'll swat a few robots out of the air while picking up stretches of belt. It would be nice if the game would ignore robots that fly into range while i'm already holding down the mouse button.

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