Search found 7351 matches
- Sun Dec 06, 2020 10:09 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 38064
Re: [1.1] Bob's Mods: General Discussion
The 1.1.2 update run. Yeah, everything changed to 1.1.2, even though some were previously 1.1.0, I've decided its easier that when I do large runs like this, I'm going to give them all the same number, the lowest next number in the list, at least as high as the current highest mod. EG, if library wa...
- Sun Dec 06, 2020 8:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
- Replies: 2
- Views: 1966
[Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
In the middle of working on a mod, so, savegame and mods are currently not available to share. However, I can walk you through the cause of the issue. 1. Mod a spidertron to require a burner fuel source. 2. In a game, fuel a spidertron. Add logistic request for that fuel. 3. Save and exit. 4. Remove...
- Sun Dec 06, 2020 1:40 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 35502
Re: [1.1] bugs and balance issues.
I think I found a small oversight. I've tried playing with research cost multiplier, set it to 4X. I found that while all tech now cost 4X their normal amount of beakers, the "Automation" tech is still 10 beakers. I suppose this is a deliberate feature, since it is the only tech you need ...
- Fri Dec 04, 2020 2:49 pm
- Forum: Releases
- Topic: Version 1.1.5
- Replies: 8
- Views: 17358
- Wed Dec 02, 2020 3:03 am
- Forum: Bob's mods
- Topic: Modpack Bob's mods?
- Replies: 2
- Views: 1891
Re: Modpack Bob's mods?
Mod-packs in the current version of the game are basically just an empty mod that have a dependency of all the other mods. The game itself will download all the dependencies of a mod if you tell it to. Plus if you visit the download page on this subforum, there's a link to dropbox. This is important...
- Fri Nov 27, 2020 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.
- Replies: 4
- Views: 2668
Re: [1.1.x][Modded] fluid powered inserters start with energy.
Agreed.
Changing it simply so that fluid energy source inserters don't start with energy would be okay with me.
Adding a tag letting a modder choose would be better, but, that's more of an interface request than a bug fix.
Changing it simply so that fluid energy source inserters don't start with energy would be okay with me.
Adding a tag letting a modder choose would be better, but, that's more of an interface request than a bug fix.
- Fri Nov 27, 2020 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.
- Replies: 4
- Views: 2668
[Rseding91] [1.1.x][Modded] fluid powered inserters start with energy.
I know burner inserters start with energy on purpose, but Electric powered inserters do not. So, the question becomes... Should fluid-powered inserters start with energy? To answer this question, you basically have to ask if they're more like Burner inserters, or Electric inserters. Due to the fact ...
- Thu Nov 26, 2020 5:26 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 38064
Re: [1.1] Bob's Mods: General Discussion
Updates. Assembly 1.1.1: Added Steel processing prerequisite to distillery 2 technology. Changed checks for alloy-processing-1 to alloy-processing Reads and uses Expensive electrolysis option from MCI. Electronics 1.1.1: Changed checks for alloy-processing-1 to alloy-processing Enemies 1.1.1: Remove...
- Wed Nov 25, 2020 5:17 pm
- Forum: Bob's mods
- Topic: Mod versions for Factorio 1.1
- Replies: 3
- Views: 1952
Re: Mod versions for Factorio 1.1
And it's out now.
- Wed Nov 25, 2020 5:16 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 35502
[1.1] bugs and balance issues.
Version 1.1 of bob's mods are out!
As usual, post any issues here.
As usual, post any issues here.
- Wed Nov 25, 2020 5:15 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 38064
[1.1] Bob's Mods: General Discussion
Version 1.1 of bob's mods are out! as usual, discuss here. Assembling machines 1.1.0: Copy sounds of Chemical plant onto all chemical plants and Electrolysers Classes 1.1.0: miner 2 class character recipe now uses an electric furnace 2 if available. changed caption = {"entity-name." .. ent...
- Tue Nov 24, 2020 10:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.0] typos in tips-and-tricks-simulations.lua
- Replies: 1
- Views: 1646
[Klonan] [1.1.0] typos in tips-and-tricks-simulations.lua
lines 11, 15 and 19.
postiion
postiion
- Tue Nov 24, 2020 2:42 pm
- Forum: Not a bug
- Topic: [1.1] resource_autoplace isn't global anymore
- Replies: 4
- Views: 1037
Re: [1.1] resource_autoplace isn't global anymore
Well, it does seem to work with just including it.
I'll be back if I find any issues related to the change.
I'll be back if I find any issues related to the change.
- Tue Nov 24, 2020 2:07 pm
- Forum: Not a bug
- Topic: [1.1] resource_autoplace isn't global anymore
- Replies: 4
- Views: 1037
Re: [1.1] resource_autoplace isn't global anymore
The change for me was to add one line: local resource_autoplace = require("resource-autoplace") I'll give it a try include it again anyway and see if there are any issues with it. (i'm just going to include it as a global in my library, as I call it too many places to want to try and fix ...
- Tue Nov 24, 2020 2:00 pm
- Forum: Not a bug
- Topic: [1.1] resource_autoplace isn't global anymore
- Replies: 4
- Views: 1037
[1.1] resource_autoplace isn't global anymore
After the huge clusterF* when the resource_autoplace system was introduced in the first place, part of the solution was to leave resource_autoplace in resources.lua as global INTENTIONALLY, to make it easier for mods to use it. This was because when you reload it from a different mod, any locals set...
- Tue Nov 24, 2020 12:55 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 131220
Re: Version 1.1.0
Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value. I must say I also really dislike this change. This is very bad design imo. For the following reasons: Changing filters in the quickbar is an action that is ...
- Mon Nov 23, 2020 11:08 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25810
Re: [1.0] bugs and balance issues.
I'm not sure what you mean... they're all just items.factorioplayer16 wrote: ↑Sun Nov 22, 2020 2:34 amIt seems like there is a bug with electronic circuit boards and circuit boards when using the logistics network. The logistics network sees all circuit boards as electronic circuit boards.
- Mon Nov 09, 2020 12:12 am
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25810
- Sun Nov 08, 2020 1:20 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25810
Re: [1.0] bugs and balance issues.
There is no way to create a "reservoir", because it contains a "small inline storage tank " in the recipe, and its drawing is missing. How can I solve this problem? There is also no drawing for "electrolyzer". PS: Sorry for the big pictures, I can't put them in the spo...
- Tue Nov 03, 2020 1:05 pm
- Forum: Bob's mods
- Topic: Help me out with missing/wrong Prerequisites
- Replies: 37
- Views: 13810
Re: Help me out with missing/wrong Prerequisites
Technology "fluid-handling" is a weird case. It unlocks somewhat unrelated things: storage-tanks, pumps, and a lot of barreling recipes. However, this is largely inconsistent in its current form. I suggest splitting it into three separate technologies. "fluid-handling" would unl...