Search found 7351 matches

by bobingabout
Tue Nov 03, 2020 2:21 am
Forum: Bob's mods
Topic: Help me out with missing/wrong Prerequisites
Replies: 37
Views: 13642

Re: Help me out with missing/wrong Prerequisites

The Issues, Part 1: Steam Science, Automation Science, Transport Science Technology "lab" is the only technology that requires both steam science and automation science. All other early game technologies require either one or the other. What is the rationale behind making "lab" ...
by bobingabout
Mon Nov 02, 2020 1:01 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

I did a few experiments, and it seems I stumbled on the issue where mixing production modules with too many speed modules causes problems. Yes, a game engine issue. Everything is calculated on a tick per tick bases, and you can only ever have 2 production runs complete per tick (one for normal prod...
by bobingabout
Fri Oct 30, 2020 9:58 pm
Forum: Bob's mods
Topic: [1.0.x] Bob's Mods: General Discussion
Replies: 34
Views: 17952

Re: [1.0.x] Bob's Mods: General Discussion

You have to uncheck the "Color Update" setting under one of Bob's mods. Thanks a lot, I found it! For others: its "Bob's Metals, Chemicals and Intermediates mod" in settings. Actually, it appears under the header for whatever mod loads last that includes the option, several mods...
by bobingabout
Fri Oct 30, 2020 2:47 pm
Forum: Bob's mods
Topic: [1.0.x] Bob's Mods: General Discussion
Replies: 34
Views: 17952

Re: [1.0.x] Bob's Mods: General Discussion

H_Sage wrote:
Fri Oct 30, 2020 1:34 pm
Image
I think the last time I used these graphics was back in 0.16
by bobingabout
Fri Oct 30, 2020 1:04 pm
Forum: Bob's mods
Topic: [1.0.x] Bob's Mods: General Discussion
Replies: 34
Views: 17952

Re: [1.0.x] Bob's Mods: General Discussion

0.18 https://image.prntscr.com/image/kTLxPBxkT3Ku1zaeZ8bvrw.png 1.0 https://image.prntscr.com/image/XCKqi6F1RxO63vDMpvjQ8A.png Did I do something wrong? Why icons changed? I realy like the first one. Maybe some mod changed it? But which one? Tell me please! https://twemoji.maxcdn.com/2/72x72/1f914....
by bobingabout
Wed Oct 28, 2020 2:16 am
Forum: Bob's mods
Topic: Logistics Network Interface
Replies: 4
Views: 6371

Re: Logisti Network Interface

valneq wrote:
Wed Oct 28, 2020 12:22 am
Tiny correction: Construction zone is green and large. Logistic zone is smaller and orange.
But as bobingabout wrote: the artifacts need to be in the larger, the construction zone.
I derped, you're right.
by bobingabout
Wed Oct 28, 2020 12:03 am
Forum: Bob's mods
Topic: Logistics Network Interface
Replies: 4
Views: 6371

Re: Logisti Network Interface

Set signals to give inactive robot special job in the network. Setting raw wood etc etc. See documentation for example (where is this documentation?) I'm not sure what this message is about to be honest, it's not something I've written. Anyway, what is the Logistics Zone Interface? Basically, The R...
by bobingabout
Tue Oct 27, 2020 3:37 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.18.x] Heat pipe covers don't seem to work consistent across different entity types.
Replies: 3
Views: 3522

Re: [0.18.x] Heat pipe covers don't seem to work consistent across different entity types.

Can you provide a simple mod with the definitions so we can test it more easily? Sorry for not responding sooner, I've not really been paying much attention to Factorio since the 1.0 release. I quickly whipped up this mod, using pieces of a much larger testing mod. To keep it simple, it uses as muc...
by bobingabout
Tue Oct 27, 2020 3:16 pm
Forum: Pending
Topic: [kovarex] [0.18.27] Table spacing issue
Replies: 5
Views: 1723

Re: [0.18.27] Table spacing issue

Can you provide a simpler snippet to reproduce the problem? like a small 1 line console command that we can paste in? Your mod is defining styles in prototypes and it makes it a pain to try to reproduce the issue In the base game, we no longer use the 'draw_horizontal_lines' features, I would sugge...
by bobingabout
Mon Oct 26, 2020 12:36 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

Hi, don't you answer something to me? If no, this is a incompleteness of Bob's mods, I will use 3rd party mod to dispose of junk but I think it is not cool. https://forums.factorio.com/viewtopic.php?p=514448#p514448 I'm not actively modding right now, so, that might be why I've not done anything ab...
by bobingabout
Fri Oct 09, 2020 11:30 am
Forum: Not a bug
Topic: [1.0.0] Byproducts don't appear in statistics
Replies: 12
Views: 3353

Re: [1.0.0] Byproducts don't appear in statistics

I don't use Catalyst all that much, but in most cases, when I do, it's for a byproduct, Something that you don't usually want, something that you don't want a second helping to when the productivity progress bar completes. If a second tag was added for this specific purpose, I wouldn't mind reworkin...
by bobingabout
Thu Oct 08, 2020 11:49 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

Some errors appear in log for "Bob's Logistics" (with only "Bob's Functions Library mod" installed)... 1.268 Script @__boblibrary__/technology-functions.lua:540: stack traceback: __boblibrary__/technology-functions.lua:540: in function 'add_prerequisite' __boblogistics__/prototy...
by bobingabout
Thu Oct 08, 2020 11:39 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

I didn't know well about deep game system. My issue may be just catalysts don't appear at statistics ( in & out ), is that right? As limestone recipe, statistics gap appear whether I use productivity bonus or not. I think it is not cool that statistics gap appear, it should be completely balanc...
by bobingabout
Wed Oct 07, 2020 12:03 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

Hi again. I have a issue about statistics. Please see below. https://forums.factorio.com/viewtopic.php?f=23&t=90157 The recommendation is that you just don't use productivity modules at all on cyclic chains. This is NOT because you end up with more of one product than the other, it is because p...
by bobingabout
Mon Oct 05, 2020 12:03 pm
Forum: Bob's mods
Topic: Stuck- how di I get brine? -SOLVED
Replies: 1
Views: 1514

Re: Stuck- how di I get brine? -SOLVED

Figured it out- Salt Water Electrolysis. Put the salt and pure water into an electrolyzer. Started a new game. Need to make Chlorine for plastic production. FNEI says I can make brine in a chemical plant from salt and pure water, but the recipe doesn't come up. What do I need to unlock? Brine is an...
by bobingabout
Tue Sep 29, 2020 11:52 am
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

wait … does that imply that "inserter overhaul" from Bob's Logistics and the mod "Adjustable Inserters" is redundant, and we don't need Adjustable inserters at all? The functions in Logistics only lets you toggle the reach of an inserter, to make any inserter long handed. Adjust...
by bobingabout
Mon Sep 28, 2020 7:02 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

Hi, I've tried Bob's mode without Bob's Adjustable Inserters and in such case long inserters are not available at all. That's quite a bummer and it's difficult to build a factory without them. Would it be problem to allow vanilla long inserters when Adjustable inserters are not installed? This isn'...
by bobingabout
Fri Sep 25, 2020 5:20 pm
Forum: Bob's mods
Topic: When should Bob's enemies starting to appear?
Replies: 2
Views: 2222

Re: When should Bob's enemies starting to appear?

So I'm playing a vanilla deathworld w/ Bob's enemies, I'm at 0.38 evo factor, however everything is the same as vanilla. BTW I'v also enabled the large enemy should spawn sooner option. When (on what evolution or time) are biters/spitters supposed to be spawning w/ different properties than vanilla...
by bobingabout
Thu Sep 17, 2020 2:35 pm
Forum: Bob's mods
Topic: [1.0.x] Bob's Mods: General Discussion
Replies: 34
Views: 17952

Re: [1.0.x] Bob's Mods: General Discussion

Not sure if this should go here or if it's more of a general modding question but. does mod order matter for duplicate files entities. I am attempting to "tone down" the insane plasma weapons on turrets and vehicles. I notice both, Bobs warfare and bobs vehicle equipment has a projectiles...
by bobingabout
Thu Sep 17, 2020 2:10 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 25525

Re: [1.0] bugs and balance issues.

any way to tone down Plasma cannons, they seem a bit too powerful. esp the first one, you get with Basic electronics. it does about 600 damage aoe at long range. I think this even beats the single target dps of the endgame Mk 3 sniper. I feel like it removed all progression. I was on mk1 laser, mk1...

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