Search found 100 matches

by Buggi
Tue Mar 08, 2016 6:42 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311374

Re: [0.12.x][v0.12.7] Bob's Logistics mod

I just released the first version of my Express Smart Inserters.
viewtopic.php?f=93&t=21097

Thank you Bob for showing the way to a faster factory! All inserters have a massive passive drain of 2.4 KW. Very useful for trains!
by Buggi
Tue Mar 08, 2016 6:30 am
Forum: Mods
Topic: [MOD 0.12.20+] Very Fast AND Smart Inserters
Replies: 3
Views: 4989

[MOD 0.12.20+] Very Fast AND Smart Inserters

A mod for those of you who wish there was a Smart Inserter that was also VERY fast. Playing a lot of Bob's mods and those wonderful express inserters he adds I've always wanted versions that were also smart. So I made just that. And while not dependent on Bobs mods I do credit Bob for the naming con...
by Buggi
Sun Mar 06, 2016 4:09 am
Forum: Modding discussion
Topic: Treefarms and Co-Routines
Replies: 33
Views: 31330

Re: Treefarms and Co-Routines

This has turned into a very helpful thread. Thanks everyone!
by Buggi
Sun Mar 06, 2016 3:50 am
Forum: General discussion
Topic: "WTF is..." your marketing guy doing ?
Replies: 10
Views: 5824

Re: "WTF is..." your marketing guy doing ?

A lot of popular youtubers ask for money in return for a video series. I know from talking to the FortressCraft Evolved dev that he has gotten quotes of $2-3 thousand PER EPISODE from YouTubers to play his game. It's pretty ridiculous.
by Buggi
Fri Mar 04, 2016 12:28 am
Forum: Gameplay Help
Topic: Factorio TidBits - Help for New Players
Replies: 10
Views: 5473

Re: Factorio TidBits - Help for New Players

Anyone want me to cover any other topics?

Fluid mechanics? Advanced topics?
by Buggi
Thu Feb 25, 2016 3:17 am
Forum: Gameplay Help
Topic: Factorio TidBits - Help for New Players
Replies: 10
Views: 5473

Re: Factorio TidBits - Help for New Players

Just added a video for shortcut keys:
https://youtu.be/29iJVlFrsjE
by Buggi
Wed Feb 24, 2016 1:08 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174255

Re: [0.11.22/0.12.x][v0.12.9] Bob's Warfare mod

I figured it was the poison and dire spitters... sucks there's not an easy work-around.
by Buggi
Wed Feb 24, 2016 2:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174255

Re: [0.11.22/0.12.x][v0.12.9] Bob's Warfare mod

Hey Bob, is there a way for your biters to not attack one another... it's hurting my herding efforts for my giblet farm.
by Buggi
Tue Feb 23, 2016 7:11 pm
Forum: Gameplay Help
Topic: Factorio TidBits - Help for New Players
Replies: 10
Views: 5473

Factorio TidBits - Help for New Players

I have a little series going very short videos on different topics in the game for those who need a little more explanation on one topic or another. I'm open to other areas which may need to be covered. I plan to cover short-cut keys as well as there are many that are SUPER useful but may not be obv...
by Buggi
Fri Feb 19, 2016 1:29 am
Forum: General discussion
Topic: Looking for advice on Youtube videos, and later streaming
Replies: 9
Views: 11963

Re: Looking for advice on Youtube videos, and later streaming

My YouTube channel doesn't use my name. Maybe that's not the best? I have been going by the name Buggi since the mid 1990's, though it's hard to get that name on many sites. So my channel is call Flexible Games, because I like to play games that offer open-ended or modable gameplay. I upload 720p vi...
by Buggi
Fri Feb 19, 2016 1:23 am
Forum: General discussion
Topic: Advanced awesomeness
Replies: 4
Views: 12552

Re: Advanced awesomeness

You must like a challenge. Landfill mod would be of huge use. :)
by Buggi
Sun Feb 14, 2016 2:48 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68568

Re: [MOD 0.12.x]Train position and length fix (updated 2016-2-13

Yeah, I wasn't aware of this, sorry for that.
by Buggi
Sun Feb 14, 2016 2:13 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68568

Re: [MOD 0.12.x]Train position and length fix (updated 2016-2-13

I've just noticed on Reddit you've used my channel icon as your reddit icon.

Why would you steal my art like that?
by Buggi
Mon Feb 08, 2016 6:34 am
Forum: Mods
Topic: 12.20+ TreeFarm Lite
Replies: 37
Views: 48877

Re: 12.20+ TreeFarm Lite

Done. You're welcome.
by Buggi
Mon Feb 08, 2016 6:23 am
Forum: Mods
Topic: [MOD 0.12.20+] Void Chest
Replies: 10
Views: 19841

Re: [MOD 0.12.20] Void Chest

Anything is possible. Empty on signal, on timer, etc. That just takes more scripting and only adds to the potential drain on efficiency (Game Lag).
by Buggi
Mon Feb 01, 2016 7:26 am
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45150

Re: [MOD 0.12.0+] Greenhouses 0.1.0

Electrified Trees!
by Buggi
Fri Jan 29, 2016 5:50 pm
Forum: General discussion
Topic: About the endgame - kinda frustrating today
Replies: 45
Views: 51024

Re: About the endgame - kinda frustrating today

I always thought of my character in the game not as a crash-landed survivor, but as a early settler/terraformer working to build up some infrastructure for future colonists. Making the area safe, setting up production, etc. Just a step away from making homes, cars, and biter-skin boots.
by Buggi
Fri Jan 29, 2016 5:43 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74363

Re: Friday Facts #123 - Better circuit network (Part 2)

Yeah, after reading about this I'm afraid I'm not jumping on board this bandwagon. I like the simple connect wire to a and b and set condition. I've never found a need to control assemblers, belts, or trains with conditions. Especially if I have to craft yet another box and make room for it. With th...
by Buggi
Fri Jan 29, 2016 12:20 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46123

Re: [MOD 0.12.11+] AmmoBox 0.2.1 - Fun with Turrets & Logistics

So the devs went with Objects instead of interfaces for different types of entites? Sigh... With interfaces you could have entities have the functionality of many different types of things. So like, class LogicTurret : ILogisticContainer, ITurret In LUA you could add a hook for item types and expand...
by Buggi
Mon Jan 25, 2016 12:36 pm
Forum: Bob's mods
Topic: Wood
Replies: 11
Views: 26786

Re: Wood

The queue idea I've thought of. Unfortunately some things take much less time than others, so adding to the bottom of a queue wouldn't really work. Take harvesting for example. Once the tree growth event is triggered on the tree to the max level, that tree can be immediately harvested. Even though t...

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