Search found 100 matches

by Buggi
Sun Jul 26, 2015 5:18 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1][posila] Odd bug when spitters get stuck
Replies: 3
Views: 3074

[0.12.1][posila] Odd bug when spitters get stuck

Sometimes a group of enemies get stuck on a group of trees. They're sprites start to go crazy, but that's not the bug. I noticed my base was getting attacked from something, but I have a very very large area clear with everything covered with radar and no enemies. So I followed the spitter projectil...
by Buggi
Fri Jul 24, 2015 11:08 pm
Forum: Mods
Topic: [0.12.x] Void Chest Instant
Replies: 10
Views: 23758

Re: [0.12] Void Chest Instant

Sorry about that. Basically just deletes anything placed in the chest.
by Buggi
Fri Jul 24, 2015 2:59 am
Forum: Mods
Topic: [0.12.x] Void Chest Instant
Replies: 10
Views: 23758

[0.12.x] Void Chest Instant

I love this mod so much I just had to have it for 0.12 so I updated it.

Original Author : AlyxDeLunar

Updated by me to 0.12.20 Tested and functional!

Enjoy :-)

Updated to 12.20 with a custom image! Find the newest version here:
https://forums.factorio.com/forum/viewtop ... 93&t=18880
by Buggi
Fri Jul 24, 2015 12:36 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 179917

Re: Bob mods for 0.12

bobingabout wrote:Bah, I split those 2 mods while I was tired. I've re-uploaded them again. and plates too I added a recipe for more heavy oil processing.

Where are the new versions? Are they beta still? I really need an updated bobslogistics.
by Buggi
Wed Jul 22, 2015 7:03 am
Forum: Mods
Topic: [MOD 0.14.x] Expanded Tools [1.0.3]
Replies: 27
Views: 35755

Re: Expanded Tools [1.0.0]

Stats would help. What are the comparisons between vanilla tools and your new tools?
by Buggi
Mon Jul 13, 2015 10:19 pm
Forum: General discussion
Topic: ideas for more end game content
Replies: 2
Views: 4089

Re: ideas for more end game content

I wish there was more of a reason to explore. I know there are resource deposits, but some explore-able structures would be sweet, finding rare loot or something.

People love loot.
by Buggi
Sun Jul 12, 2015 3:20 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

I just craft the top tier belts, splitters, and undergrounds and only use them. My most current game when my factory is really going fast I have something like 6 extreme belt lanes worth of copper going full-blast. Those fast belts really make life easier. One thing I would love to see but don't kno...
by Buggi
Fri Jul 10, 2015 8:49 pm
Forum: News
Topic: Friday facts #94 - No 0.12 Release today
Replies: 116
Views: 69721

Re: Friday facts #94 - No 0.12 Release today

T-Shirt ideas:

Big Biter sprite instead of "loading sprites"

You could create a "set" where it has one of a sprite of a factory, mining drill, oil refinery, research lab, furnace and boiler

One that has a row of each belt wrapped around it.


Just some ideas :)
by Buggi
Thu Jun 18, 2015 2:40 pm
Forum: Mods
Topic: [0.11.22+] Natural Evolution v3.0.1 - All things Alien! (OLD)
Replies: 16
Views: 32446

Re: [0.11.22+] Natural Evolution v2.5.0

Once the evolution factor reaches 1.0 shouldn't it stay there? Evolution isn't a process that stops. In my games, no pollution ever reaches nests. Is pollution calculated on just the amount of pollution you generate or just when it reaches a nest? I am currently using dynamic expansion, but I don't ...
by Buggi
Tue Jun 16, 2015 6:36 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

Quick question, why didn't you include "Smart" variations of the express inserters? There has been many times I needed them.
by Buggi
Sat Jun 13, 2015 1:21 pm
Forum: General discussion
Topic: Uh, moderators, please squash the spam bots
Replies: 2
Views: 3480

Uh, moderators, please squash the spam bots

Yikes, I came in here only to find a complete spam-gasm. x_x
by Buggi
Thu Jun 11, 2015 10:56 pm
Forum: General discussion
Topic: Well I finally managed to get low FPS
Replies: 3
Views: 4878

Re: Well I finally managed to get low FPS

I'd love if the dev's added an easy to use screenshot system. @bloodgiver, 13 fps? yikes. I dip occasionally into 15, but usually it's in the 20's. To be fair, the map I'm playing on is a custom map I created to learn dytech and bob's mods. So the resources are plentiful. I created a central area of...
by Buggi
Thu Jun 11, 2015 7:39 am
Forum: General discussion
Topic: Well I finally managed to get low FPS
Replies: 3
Views: 4878

Well I finally managed to get low FPS

I have an absolute beast of a computer. 6 core Intel CPU, 32 gig's of ram, and a GeForce 760 video card.

1.5 million entities total. 3101 inserters. :D
by Buggi
Thu Jun 11, 2015 7:31 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

Oh, yeah, I'm not using Dytech machines as Bob adds higher tiers already.
by Buggi
Thu Jun 11, 2015 2:57 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

I had that same brass-pipe problem. How I fixed it was thusly: In migrations\boblogistics_0.1.1.lua: -- if force.technologies["zinc-processing"] then -- if force.technologies["zinc-processing"].researched then -- force.recipes["brass-pipe"].enabled = true -- force.recip...
by Buggi
Sat Jun 06, 2015 5:58 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

I might be alone in my thinking, but I don't understand that sort of chaining of products. When products are made companies do not make a complete product, then use that to craft a better one. Sometimes they use components that are shared. Car companies often use the same basic chassis or engines in...
by Buggi
Fri Jun 05, 2015 3:59 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

There is a very minor issue with the MK4 storage tank. The tool-tip says capacity is 25000, but it only holds 10,000.

Like I said, very minor issue. :-)
by Buggi
Fri May 29, 2015 7:39 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

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

I love all the different types of inserters, it allows me to really control my factory. There was one specific set that I was finding my self needing but unable to find. Fast and express long armed near handed inserters. I hope I got that description right. Basically a long-armed inserter that would...
by Buggi
Wed May 27, 2015 9:15 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

Re: [0.11.x][v0.1.6] Bob's Logistics mod

I added Dytech (for no concrete reason other than to complicate my game) and I now get an error that I now know comes from this mod.

The error "Error in assignID, 'brass-pipe' was not recognized id of recipe"
It seems to originate from your boblogistics mod now that Dytech is installed.
by Buggi
Wed May 27, 2015 6:27 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311304

Re: [0.11.x][v0.1.6] Bob's Logistics mod

There seems to be a bug with the green and purple versions of the underground belts. Most of the time neither worked. Sometimes they allowed one lane of items through. I managed to find they worked when going horizontal from left to right, although this wasn't 100% either. I haven't looked into the ...

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