Well heck. I've had that problem before, and thought I had it correct this time... photo was already in a shared album.
I /think/ I have it corrected now, let me know if you can see it this time.
Search found 247 matches
- Sun Nov 17, 2019 11:23 pm
- Forum: Show your Creations
- Topic: Damn Spaghetti
- Replies: 4
- Views: 4978
- Sat Nov 16, 2019 9:02 pm
- Forum: Show your Creations
- Topic: Damn Spaghetti
- Replies: 4
- Views: 4978
Damn Spaghetti
I usually have a big main bus with plenty of room... but in my current game (+mod Industrial Revolution) I found myself in a corner against my defenses needing to get rail and oil up and running at the same time. I ended up with some really great spaghetti; just need some sauce...
https://lh3 ...
https://lh3 ...
- Thu Nov 07, 2019 2:06 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
in theory, since it costs 1 fusion catalyst to make 10 fuel cells, but you have a 50% chance to get one back from recycling 5... that averages out to getting 1 out of 10... so in theory, unless you get unlucky, once you have a batch of deuterium fuel cells, you don't need the previous ...
- Wed Nov 06, 2019 4:08 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
in theory, since it costs 1 fusion catalyst to make 10 fuel cells, but you have a 50% chance to get one back from recycling 5... that averages out to getting 1 out of 10... so in theory, unless you get unlucky, once you have a batch of deuterium fuel cells, you don't need the previous tiers to ...
- Mon Nov 04, 2019 8:30 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
Can you use any fuel cell in any mark of reactor? They just get burned up faster in the higher tiers?
there's an option for bobrevamp. if the reactor revamp is turned on (and you have bobplates and bobpower with new reactors) then you will only be able to use uranium fuel in a uranium reactor ...
- Mon Nov 04, 2019 3:05 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
Can you use any fuel cell in any mark of reactor? They just get burned up faster in the higher tiers?
- Wed Oct 30, 2019 7:20 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
How does everyone play through the early game? Do you limp along with a minimalist factory and focus on getting through the tech ASAP, or do you keep your factories up to date as things go along?
I find that I tend to “live with” a lot that really needs to be replaced because there is constantly ...
I find that I tend to “live with” a lot that really needs to be replaced because there is constantly ...
- Mon Oct 28, 2019 11:42 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
Cobaltite is one of the ores not turned on by default.
The reason being, you don't actually need the ore, you just need cobalt oxide, and usually small quantities as there's very few things use it.
If you look at the cobalt processing research, it unlocks a recipe called advanced copper smelting ...
- Mon Oct 28, 2019 5:41 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
You will accumulate Cobalt Oxide like you do Sodium Hydroxide.
I have a huge Sodium Hydroxide deficiency at the moment. I'm having to vent hydrogen and chlorine just to keep the Chemical science going.
Not that far in this game yet but that’s what I did in my Angel Bob game too. Now that ...
- Mon Oct 28, 2019 12:31 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
You will accumulate Cobalt Oxide like you do Sodium Hydroxide.
I have a huge Sodium Hydroxide deficiency at the moment. I'm having to vent hydrogen and chlorine just to keep the Chemical science going.
Not that far in this game yet but that’s what I did in my Angel Bob game too. Now that ...
- Mon Oct 28, 2019 12:29 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
Is Cobaltite a really rare spawn chance? I just spent about 15 minutes driving around in the car as soon as I unlocked it, and saw some of everything else. Single patches of Rutile and Gemstones, 2-3 of Uranium, Tungsten, Silver, & Gold. Plenty of Nickel, Galena, Zinc, Silicon, etc. I am using ...
- Mon Oct 28, 2019 3:06 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 336609
Re: [0.17.x] Bob's Mods: General Discussion
Is Cobaltite a really rare spawn chance? I just spent about 15 minutes driving around in the car as soon as I unlocked it, and saw some of everything else. Single patches of Rutile and Gemstones, 2-3 of Uranium, Tungsten, Silver, & Gold. Plenty of Nickel, Galena, Zinc, Silicon, etc. I am using RSO ...
- Wed Jul 03, 2019 5:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3933
- Views: 2225190
Re: Bugs & FAQ
I haven't seen any Angels update out in the last little while; I know he's busy being a dad(!!). Does anyone have a link to a hotfix anywhere? I've been holding playing more of my game until this one got fixed.
I don't know the exact problem, but maybe RSO https://mods.factorio.com/mod/rso ...
- Wed Jul 03, 2019 12:09 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3933
- Views: 2225190
Re: Bugs & FAQ
Ore generation algorithm' have changed again with the latest base game versions, so I have to adept to that first (again). Will take a couple of days to find the time
I haven't seen any Angels update out in the last little while; I know he's busy being a dad(!!). Does anyone have a link to a ...
- Sat Jun 29, 2019 12:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2386375
Re: Development and Discussion
Since no one else has said it yet... congratulations Angel!
- Sat Jun 22, 2019 12:11 am
- Forum: Railway Setups
- Topic: Local Depot Station
- Replies: 3
- Views: 4231
Re: Local Depot Station
Building my circuit factory next door to the dept was part of it; agreed that it was solvable by other means. But with the local train "bus" anyways, it seemed sensible to use 1-4s to bring everything in locally.
Depending on how things scale I may very well move up to 1-2 trains, but Bob's wagons ...
Depending on how things scale I may very well move up to 1-2 trains, but Bob's wagons ...
- Fri Jun 21, 2019 11:27 pm
- Forum: Railway Setups
- Topic: Local Depot Station
- Replies: 3
- Views: 4231
Local Depot Station
I am building a train-connected base, geared around city blocks a-la Nilaus. As I started to get near the end game I was having massive congestion on my rail network... to the point that trains were backing up 10-deep trying to get into the depot. With an Angel-Bob game, there were just too many ...
- Fri Jun 21, 2019 3:14 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 206064
Re: Feedback
I've been asked before.
it's not possible.
The personal roboport is designed to operate on a single entity, your character. The vehicle roboport is basically just a clone of the personal roboport with a filter set to fit in vehicles instead of armor.
Therefore, when used on a vehicle such as a ...
- Thu Jun 20, 2019 10:02 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 206064
Re: Feedback
Bob,
Not sure if this is something you can do at the mod level, but the devs moved my bug report over to "it's a feature." Any chance that the modding API gives you the ability to link the storage space used by robots in multiple cargo wagons on the same train? If not, then totally understand, just ...
Not sure if this is something you can do at the mod level, but the devs moved my bug report over to "it's a feature." Any chance that the modding API gives you the ability to link the storage space used by robots in multiple cargo wagons on the same train? If not, then totally understand, just ...
- Thu Jun 20, 2019 6:04 pm
- Forum: Not a bug
- Topic: [0.17.50]. Link train cars for logstics
- Replies: 4
- Views: 2369
Re: [0.17.50]. Link train cars for logstics
Thanks. Totally understand that it is considered a new feature request, but I wasn't sure if you meant that or that it was works as intended already. I will just hope that someone may get to it some day then.