Search found 75 matches

by Timeslice
Tue Sep 29, 2015 8:33 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

Big update. Library 0.12.0: * Initial release. Logistics 0.12.6: * Functions update, Now requires library mod. * Updated config structure * Added missing technology prerequisites. * Added Flying Robot Frame intermediates * Cargo wagon size increased to reflect base game changes. * Advanced Logistic...
by Timeslice
Tue Sep 29, 2015 5:41 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.4.0 - All things Alien!

That should be causing lag, not desyncs. If a mod is causing desynchronizations then it's most likely a bug in core factorio.
by Timeslice
Sun Sep 27, 2015 10:30 pm
Forum: Modding discussion
Topic: Labs with mixed slots
Replies: 1
Views: 5237

Labs with mixed slots

Assembly machines have "ingredient" slots; you can't put anything in them until a recipe is specified. Laboratories have "input" slots; each slot is restricted to one item type but can always be inserted into. What I want to do is have a lab that has both types of slots (probably...
by Timeslice
Sun Sep 27, 2015 9:44 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 67028

Re: [MOD 0.12.5] Dark Matter Replicators

Is it possible for lab-type machines to have a non-locked slot? In my ideal scenario you actually have to provide some of the item that you're researching for into the replication lab. i.e. to research iron ore replication it takes 50 tenemut and 50 iron ore. For researches with multiple effects (su...
by Timeslice
Sun Sep 27, 2015 9:21 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

So, even with the fastest belt, you can't feed components fast enough. Only bots and chests can provide the necessary throughput. I optimize for the greatest productivity at the expense of energy efficiency, so I also found myself building out large number of MARK III steam engines, converting coal...
by Timeslice
Sun Sep 27, 2015 1:35 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

You forgot to set the end time for the poll, so it's already closed.
by Timeslice
Thu Sep 24, 2015 4:36 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 340970

Re: [0.11.22/0.12.x][v0.12.5] Bob's Ore Mod.

Oooohh, the ICONS, I thought you meant the ore fields themselves. That is most likely because those are DyTech's icons... He's taking things in his own direction. I think a recent change in my mods is that I used to define an ore in plates, if it existed or not. I changed this to only define the or...
by Timeslice
Wed Sep 23, 2015 12:16 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

It was, but he's been MIA for about two weeks now. I hope he's taking a vacation or something, because redesigning all of his intermediates is going to be quite a daunting and lengthy task. That's partly why I came to you with these two issues, as working on the new metallurgy module is going to be ...
by Timeslice
Mon Sep 21, 2015 9:03 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

As for the research... my metal plates researchs should not overide anyone elses. they're built in such a way that they only create the research if it doesn't already exist. then change the research requirements to suit those of my mod, then add in my further unlocks, so although they may apear as ...
by Timeslice
Mon Sep 21, 2015 8:54 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 340970

Re: [0.11.22/0.12.x][v0.12.5] Bob's Ore Mod.

If you convert even only a portion of your copper smelting factory to this new recipe (Also requires stone, coal, and hydrogen, but processes in batchs of 7) then you end up with more cobalt oxide than you know what to do with. On that note it would be really great to see cobalt (or cobalt steel) g...
by Timeslice
Mon Sep 21, 2015 11:49 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 340970

Re: [0.11.22/0.12.x][v0.12.5] Bob's Ore Mod.

The new version of the ores mod seems to have an erroneous amount of orange in some of the ore sprites, such as tin and lead.
by Timeslice
Mon Sep 21, 2015 11:27 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 160730

Re: Bob mods for 0.12

Do I even need to wait 2 weeks for the poll to end? Everyone has voted yes so far! :D Definitely no reason to wait if you don't want to :) I was under the impression that bobtech was your core mod... Is there anything you can do about dytech duplicate plate recipes (i.e. zinc in a furnace instead o...
by Timeslice
Fri Sep 18, 2015 2:06 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I... don't think hoho understands that we were talking about Bob's Mods. @Timeslice: Even if that is the case, I'm suspecting that the 'too simple alien science packs' is a separate issue on its own. I'm not sure it's even an issue at all. They're already made from a finite expendable resource that...
by Timeslice
Wed Sep 16, 2015 3:45 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I... don't think hoho understands that we were talking about Bob's Mods.
by Timeslice
Fri Sep 11, 2015 11:17 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Reds were fine, as bob doesn't change those (dytech does, but I didn't mind that yours cost iron instead of stone, as your intermediates made a compelling argument). Greens weren't too bad, but blues were way off. Here are some flowcharts I slapped together. I didn't remember to indicate the process...
by Timeslice
Thu Sep 10, 2015 12:05 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 67028

Re: [MOD 0.12.5] Dark Matter Replicators

TempiDrachen, I'm interested in seeing some tweaks to the recipes when bob's mods is detected. Would you be interested in implementing these? To keep DMR technology in step with bob's I'd like to see the following changes made to the circuits used in replicator recipies: Replicator 1 - uses electron...
by Timeslice
Thu Sep 10, 2015 11:54 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I was thinking that using the bob's circuit intermediates in yours would be easier than trying to integrate the circuits themselves into your recipes.
by Timeslice
Thu Sep 10, 2015 11:44 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I'm not sure if the dependancy can be fixed on your side, but can you get your ["lab"] recipe to load before Dytech Core so that the iron gears in your recipe get properly replaced with stone gears? Dytech locks iron gears behind Automation 1 research, which obviously isn't possible to do...
by Timeslice
Thu Sep 10, 2015 11:26 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

Orzelek, is there anyway I can include a line like this in the control to do the update on load? I know that just game.player.force.reset_recipes() does not work, give an error about 1 player or something. I found the following code in Bob's Mods migration scripts that work really well, I've been u...
by Timeslice
Wed Sep 09, 2015 11:10 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 67028

Re: [0.12.5]Dark Matter Replicators

V 0.5.4 refuses to work for me. Any ideas? http://i.imgur.com/GnX0CkX.png Define "refuses to work". It's loading fine for me. On the other hand the research seems to be borked up. The research for "Replication 1" is (1 sec., 0 x Tenemut) x 100. I'm going to go out on a limb and ...

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