Search found 7351 matches
- Thu Aug 20, 2015 1:13 am
- Forum: Implemented mod requests
- Topic: Player/character Crafting/Mining speed
- Replies: 1
- Views: 3255
Re: Player/character Crafting/Mining speed
Since research is currently force bound, it makes sense that these things are all force bound. If and when they implement a per-player research/skill tree system, this is when certain things, like max robots, mining speed etc can be moved to a specific player. Other than that, the only thing you can...
- Thu Aug 20, 2015 1:10 am
- Forum: Implemented mod requests
- Topic: Normal value for resources
- Replies: 4
- Views: 4842
Re: Normal value for resources
I think that's what the maximum tag is for. it doesn't actually set a maximum, thats just the upper limit for the calculation. %age = current value/maximum, so if the maximum was 100, but there was 200 left, you'd have 200%.
- Wed Aug 19, 2015 1:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129153
Re: [0.11.22/0.12.x][v0.12.2] Bob's Power mod
This is a case of them changing the way the boiler works between versions. there were no pipe graphics required previously because when they weren't connected to anything, there were no pipes to cover.
- Wed Aug 19, 2015 12:56 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I think that Lead is the only ore you can do that with though, well, and Copper, since I add a second recipe for that.
- Tue Aug 18, 2015 2:18 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
its still an issue that you need the ass2 to automate green science, and that to make a ass2 you need several green techs (lead processing + prereqs for solder, 150 green potions) or am i missing something? Lead Processing unlocks the advanced chemical process of refining lead, where you get a sulp...
- Tue Aug 18, 2015 2:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
It would be interesting to add a variant mod where only various stone fields exist on the surface, and each presents a differing variety of ores within I think Cartmen's mod was based on doing something like this. Anyway, thanks for the mods - they're great! Is there a way to show appreciation for ...
- Mon Aug 17, 2015 11:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Bob's Mining is one of the mods that has not been updated for new recipes based on the electronics mod, I do plan to look at this in the future. Also, the Basic Electronics Board shouldn't require Transistors, it requires Resistors, or "Basic Electronics", I can however look into costs, bu...
- Mon Aug 17, 2015 6:20 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
I personally just run from the extracted folders. the mod zip files are stored in a completely different folder, in my case, my drop box/factorio folder. Gems... Gems were changed to this method because of future plans, and to make it more DyTech compatable. And I think the reason it doesn't throw a...
- Mon Aug 17, 2015 1:48 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
Have you tried to see what happens if you turn off Waitex? perhaps have you tried Bob's Mining mod to see if it works with my own mining machines? Yes, I did, still the same result. I figured WaiTex is just a bunch of alternate .PNG's anyhow, I didn't realize it also messes with miner slot appendin...
- Mon Aug 17, 2015 1:47 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174317
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
I have considered flat out removing the sniper rifle... but don't forget that although it may do a lot of damage up front (This was recently reduced) the delay between shots brings the DPS pretty close to the other weapons.
- Mon Aug 17, 2015 1:45 pm
- Forum: Bob's mods
- Topic: My personal experience with bobs mods.
- Replies: 7
- Views: 16744
Re: My personal experience with bobs mods.
I do plan to do stuff with biters. Behemoth biters make my new ones seem like wimps. They're also pretty small. I was thinking of doing an overide to make the behemoth biters/spitters bigger, then adding another tier of my own that are on par with them. And perhaps increasing the resistances of thos...
- Mon Aug 17, 2015 2:45 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
Bob, i think i see the problem here... if you have GalenaGivesNickel enabled, you define "nickel-ore". however, your looking for no definition of nickle ore to populate lead ore You are confusing my creation of the nickel-ore ITEM with my check for nickel-ore RESOURCE, they are 2 seperate...
- Mon Aug 17, 2015 12:30 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
You have another mod there, WaiTex by the look of things, that has modified the Burner Mining drill... it is possible that it has set the mining limitations to 2 ores. By default in base game these machines have no items per cycle tag, and therefore the limit is 1 ore per field with machines (There ...
- Sun Aug 16, 2015 5:09 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371408
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
if bobmods.ores.NickelGivesCobalt == true then if not data.raw.item["cobalt-ore"] then data:extend( { { type = "item", name = "cobalt-ore", icon = "__bobores__/graphics/icons/cobalt-ore.png", flags = {"goes-to-main-inventory"}, subgroup = "bob-...
- Sun Aug 16, 2015 4:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Ah, I didn't consider all the possible routes when you don't have bob's plates mod installed... I'm not sure what to do about that... Since you need water, it means you can't make it in assembly machine 1. I'd say the next apropirate item would be a stone furnace, but you can't use a fuel item as an...
- Sun Aug 16, 2015 1:50 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
So, a peice of insulated wire to craft, thats it, so you can just run around with insulated cable in your bag, and make a red/green as desired? That's actually a good idea in my opinion, because it gives insulated cable more of a use too.
- Sun Aug 16, 2015 1:47 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124595
Re: [0.11.22/0.12.x][v0.12.3] Bob's Modules.
If you end up entering a variable for every line in a definition, you might as well just define it. but if you look at a lot of my new machines code, EG, assembly machines, there's a whole block of code that is the same for each machine, with the name, the icon, the graphics and 3 variables, changed...
- Sun Aug 16, 2015 2:17 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111341
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Can red and green wires use the basic circuit board rather than basic electronic boards please? Since you often don't get the red/green wires back when you're wiring a network, and since they're literally only carrying signal, it feels a bit expensive to be spending an electronic board per wire. Yo...
- Sun Aug 16, 2015 2:11 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124595
Re: [0.11.22/0.12.x][v0.12.3] Bob's Modules.
I've actually written quite a lot of functions for defining entites and such. if you look at the warfare turrets file, it's pretty much a file full of functions, then 11 lines at the bottom, each one being a function call that actually create the code for the 11 turrets I add. Then I also added func...
- Sat Aug 15, 2015 10:58 pm
- Forum: Not a bug
- Topic: [0.12.6] [kovarex] Burner Inserter Issues
- Replies: 9
- Views: 10062
Re: [0.12.3]Burner Inserter Issues
I think it should stick with current refueling behaviour, in that if there is no fuel item in it's slot, it should put one in there. However, that should be it's priority action, so it should do this with the first available peice of fuel, from a belt, or box, if it would otherwise pick it up or not.