Search found 247 matches

by Takezu
Sat Jun 06, 2015 10:28 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111345

Re: [0.11.x][v0.1.3]Electronics Overide

Woulden'T i in the end rely on MCI? or are you planning to move the materials as well? because that would in my eyes make no sense. I don'T know but for me it looks like only a new name for the same child. If you see any benefit from it i'd sa go for it, but when in the end its almost, if not exactl...
by Takezu
Sat Jun 06, 2015 10:09 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311562

Re: [0.11.x][v0.1.7] Bob's Logistics mod

The upgrading thing is somthing that getz me myself often... i'd prefer to disassemble the older machines rather then chaining 6 assemblers just to make the thing that i want. I don't know much about LUA or modding, so writing a mod myself for that purpose is out of question, honestly i think the ba...
by Takezu
Sat Jun 06, 2015 10:51 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311562

Re: [0.11.x][v0.1.7] Bob's Logistics mod

Tungsten is used in both Multi-purpose Furnaces. When that issn't high end use... i don't know what is.
by Takezu
Thu Jun 04, 2015 2:49 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 41907

Re: Feedback

Could be a problem, because The Peacemod ads some similar ore, if not the exact same thing.
And Peacmods Alienore is supported.

Edit: Almost forgot. Congratz for the Big Mods section.
by Takezu
Thu Jun 04, 2015 3:18 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: Resource Spawner Overhaul - Discussion thread

Yeah Silver is in Bob Ores. Mostly used for Solarpanels MK2 and 3.
At least as far as i know but ther might be other uses.
by Takezu
Sun May 31, 2015 11:50 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: [MOD 0.11.*] Resource Spawner Overhaul

Well it isn't gone really. Factorio just dicided it donsen't want to load it anymore ... i'll try a fresh clean install of facto ... messed around to much with it i think.

Edit: yupp seams i messed too much. after re-installing factorio everything works as intendet again.
by Takezu
Sun May 31, 2015 11:30 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: [MOD 0.11.*] Resource Spawner Overhaul

Well that's a funny one. Played yesterday base with RSO withou any problems ... startedthe game today rso gone from the modlist.
I didn't change anything, i didn't even touched the modfolder in the time between. RSO is still in the mod folder.

Anyone an idea what's going on?
by Takezu
Fri May 29, 2015 7:59 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311562

Re: [0.11.x][v0.1.7] Bob's Logistics mod

The long-handed near inserters are the Far Handed inserters iirc.
by Takezu
Thu May 28, 2015 4:09 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: [MOD 0.11.*] Resource Spawner Overhaul

My question to this where. Is it possible that the straight-worldgen then only as a configoption works?

I can't speak for others but, with that kind of Tetrisworld i'd go nuts.

Edit: Wow almost forgot, thanks for the Nickelbuff. Now i found something worth driving for.
by Takezu
Wed May 27, 2015 9:40 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371434

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

Yes there both greenish, nickel is slightly paler then zinc. The thing is, you can tell them apart if there relativ close to each other. But i've you have one here the other there ... the difference is to small. Would really be nice if you could make them further apart colour wise. Especially in an ...
by Takezu
Wed May 27, 2015 9:29 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287292

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Hmm well the fluid problem where an easy one to solve. Just make a fuelCylinder sor something like that.

But if there is noway to say, this item has this fuelvalue but only in this "Assembler/Boiler/whatever" true then it's worth nothing.
by Takezu
Wed May 27, 2015 4:13 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: [MOD 0.11.*] Resource Spawner Overhaul

Hi orzelek. I've run into a, small problem oder big problem. While Nickel of bob ores generates without a problem, it's (at least in my opinion) al little to rare. Either that ore the RNG-Troll had a bad day. I've run a chart from -4096 to +4096 an all i can find are uncommen small patches of Nickel...
by Takezu
Wed May 27, 2015 4:01 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 287292

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

Maybe that belongs more into the power mod, but i've had a sudden idea regarding the Excess Hydrogen. I thougt refining it into Deuterium and powering a nice clean Fusionreactor with it would be a better solution then making Fuelblocks (that looks more like Carbonblocks then anything else to begin w...
by Takezu
Wed May 27, 2015 3:54 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371434

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

Would it be hard to change the map colour of nickel to something that doesn't looks like zinc.

Most times i drive out to a nice "Nickel"-field i only drive to find out that it's only an other Zinc-field.
On the map the two are really hard to tell apart.
by Takezu
Mon May 25, 2015 6:34 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176331

Re: [MOD 0.11.*] Resource Spawner Overhaul

Well nickel only spawns if its enabled in the Bobores config. Else it's coming from Galena. Can't say that it was that rare, but it was quit a treck to it- Cobaltite and Sufure are also ores that must be enabled inte Bob Ores config. I'm not sure how to define rare here, in my Dytech game i've found...
by Takezu
Fri May 22, 2015 11:47 pm
Forum: Bob's mods
Topic: Bugs Report ?
Replies: 16
Views: 12983

Re: Bugs Report ?

There are two Recips for the Woodboards. One with wood one with synthetic. You can Craft the Woodboards from wood normaly, and pre Plasticsresearch the autocrafting does also. But after Plastics autocrafting prefears the Synthetic Wood Recipe wich you can't autocraft the Synthetic Wood for. Ergo aft...
by Takezu
Fri May 22, 2015 11:35 pm
Forum: Bob's mods
Topic: Bugs Report ?
Replies: 16
Views: 12983

Re: Bugs Report ?

You can't use fluids in auto crafting.
Synthetic Wood is made from Heavy Oil, so you can't auto craft it. You can carry it around and it will be used,
but you can't creat it in your inventory.
by Takezu
Fri May 22, 2015 11:24 pm
Forum: Bob's mods
Topic: Bugs Report ?
Replies: 16
Views: 12983

Re: Bugs Report ?

on top of my head i think it comse with oilprocessing. could be wrong. Anyways it's Heavy Oil in a Chemicalplant. After the Research is done the recipes switch from the Wood to the Synthetics. You can see it in your screenshot at the bottom under total Raw, the recipe expects Synthetic Wood instead ...
by Takezu
Fri May 22, 2015 11:08 pm
Forum: Bob's mods
Topic: Bugs Report ?
Replies: 16
Views: 12983

Re: Bugs Report ?

Adressing the First Bug. You do have the Research for Sythetic Wood. That overrides the Recips that use both Synthetic and normal Wood to default use of Synthetic Wood. It's a bit of a hazzel but ih you had Synthetic wood you'vo could auto craft start to finish. Seems not to be a bug as mor a feature.
by Takezu
Fri May 22, 2015 8:15 pm
Forum: Mods
Topic: Rusty's Transportation mod 0.0.8 [0.11.22]
Replies: 18
Views: 26873

Re: Rusty's Transportation mod 0.0.7 [0.11.22]

So i Fiddelt a bit around with your Steamtrains. there looking really nice. But there are somethings thats bugging me. It's hard to tell if the Lokomotiv got Water in it, and impossible to tell how much Water it has left. Without a compare run to a Lokomotiv if run knowingly dry, i coulden't tell. A...

Go to advanced search