Search found 473 matches
- Tue Jul 16, 2019 6:31 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 55700
Re: [MOD 0.17] Deadlock's Crating Machine
"More Accurate Player Size Compared to Vehicles" is a mod that does 90% of what squeak through does, as far as I can see. Seems to work by making the player BB smaller. Also, I have a bug when I use version 1.5.0 or later of crating with 0.0.4 or later of Bob's intergrations . Complains it...
- Sun Jul 07, 2019 3:58 pm
- Forum: Pending
- Topic: [0.17.52] Loading mods stops at 87%
- Replies: 4
- Views: 994
Re: [0.17.52] Loading mods stops at 87%
Downgraded my version, updated my mods, updated my version and it seems to work again.
- Sun Jun 30, 2019 4:32 pm
- Forum: Pending
- Topic: [0.17.52] Loading mods stops at 87%
- Replies: 4
- Views: 994
[0.17.52] Loading mods stops at 87%
When trying to start Factorio, the loading screen stops at 87%. I have a lot of mods installed (and things like Rampant, Bob's Enemies and NE all with their variations turned up), but since I haven't been able to load the game, I haven't been able to trim down the list to find which mod or setting (...
- Sun May 05, 2019 7:35 am
- Forum: Bob's mods
- Topic: Rails don't need bronze, but are gated behind bronze tech
- Replies: 14
- Views: 4574
Re: Rails don't need bronze, but are gated behind bronze tech
In pure Bob's it isn't too bad, since gas venting is only a couple of techs away (but storage tanks needs logistic science). In Angel's it is a much bigger annoyance, since venting is behind gas processing (tho you can get the small tanks with just red science they require steel). It changes the ea...
- Thu May 02, 2019 12:59 am
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 35481
Re: [MOD 0.16.36+] Rampant Arsenal - 0.17.12
How does this interact with Bob's Warfare?
- Mon Mar 25, 2019 9:52 pm
- Forum: Won't implement
- Topic: Allow modification of rail block connections the pathfinder sees
- Replies: 6
- Views: 2032
- Mon Mar 25, 2019 2:29 pm
- Forum: Won't implement
- Topic: Allow modification of rail block connections the pathfinder sees
- Replies: 6
- Views: 2032
Allow modification of rail block connections the pathfinder sees
This is (primarily) for the Train Tunnels mod.
It would be really useful to be able to tell the train pathfinder that two rail blocks (possibly on different surfaces) are to be treated as though they are connected, even though they're not next to each other.
It would be really useful to be able to tell the train pathfinder that two rail blocks (possibly on different surfaces) are to be treated as though they are connected, even though they're not next to each other.
- Mon Mar 25, 2019 2:16 pm
- Forum: General discussion
- Topic: Pollution on RIBBON world
- Replies: 11
- Views: 4808
- Mon Mar 04, 2019 1:48 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 542616
Re: [MOD 0.14] AAI Programmable Vehicles
I assume you've seen this mod: https://mods.factorio.com/mod/Total_Automization ?
Looks like it's a showcase for how to do what you do in 0.17.
Eagerly awaiting your release
Looks like it's a showcase for how to do what you do in 0.17.
Eagerly awaiting your release
- Fri Mar 01, 2019 12:46 am
- Forum: Duplicates
- Topic: [0.17.4] Production icon background shadow missing
- Replies: 1
- Views: 394
[0.17.4] Production icon background shadow missing
(https://imgur.com/a/IAayP4z)
Picture says a thousand words. Can you tell what the three assemblers in the middle are making?
Picture says a thousand words. Can you tell what the three assemblers in the middle are making?
- Sat Feb 09, 2019 10:50 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 6560
Re: Very few bots are utilized for construction jobs (Modded AB Game)
Are you certain that it's not just your main construction network is "owning" that ghost, and the construction bots are in-flight?
- Mon Jan 28, 2019 1:38 am
- Forum: Multiplayer
- Topic: Group Looking for possible additions!
- Replies: 8
- Views: 3699
Re: Group Looking for possible additions!
Timezone info would be useful.
- Mon Jan 28, 2019 12:20 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35908
Re: Did no one else notice massive nerf of tank in 0.17?
So how about a few ideas for technologies that boost the tank other than the damage upgrades? An infinite tech line for tank HP? A tech (and infinite upgrade tech) to give it shields? A tech to let it auto-deploy distractors (or any combat bot) from it's inventory? (And give it it's own follower cou...
- Sun Jan 27, 2019 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Science only Technologies
- Replies: 3
- Views: 1506
Logistic Science only Technologies
Since Science packs 1, 2 and 3 are getting renamed to Automation, Logistic and (I can't remember the last one), and being set up as tiered, it would be cool if there were a few techs that only needed green science, rather than only needing red science. I'm thinking Logistics 1, Automobilism, and Tra...
- Fri Sep 14, 2018 6:15 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 118865
Re: Friday Facts #260 - New fluid system
One suggestion:
Replace "straight pipes" with "pipes with only one or two connections"
Otherwise diagonal pipelines will cost heaps more than straight ones.
Replace "straight pipes" with "pipes with only one or two connections"
Otherwise diagonal pipelines will cost heaps more than straight ones.
- Mon Jul 02, 2018 5:20 pm
- Forum: General discussion
- Topic: Turret DPS and cost-effectiveness
- Replies: 6
- Views: 6103
Re: Turret DPS and cost-effectiveness
Are those numbers per shot or per second?
- Fri Jun 29, 2018 7:55 pm
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 53572
Re: [MOD 0.16] Swarm 1.2.0
Oh, ok.
I don't actually know which biter types are from what between those three. I just know that the Titans weren't splitting on death and would like them to.
I don't actually know which biter types are from what between those three. I just know that the Titans weren't splitting on death and would like them to.
- Fri Jun 29, 2018 6:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 53572
Re: [MOD 0.16] Swarm 1.2.0
Any chance of getting a compatibility patch for this to work with Rampant, Natural Evolution and Bob's enemies?
My Physical Titan's weren't swarming.
My Physical Titan's weren't swarming.
- Tue Jun 19, 2018 9:59 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 18821
Re: Whats your current game goal?
My goal is to program breakout on my combinator computer. Its super "off topic" depending on how you see it but it is quite fun (and hard). At some time i want to try to figure out if i can make an irl program to compile some code into a Blueprint string that fits into the combinator comp...
- Tue Jun 19, 2018 8:49 am
- Forum: General discussion
- Topic: Has Deathworld some hidden fixed settings regarding enemies?
- Replies: 15
- Views: 4932
Re: Has Deathworld some hidden fixed settings regarding enemies?
It also, (unless I'm getting my mods confused) has an option to turn up the max biter level. It defaults to 4 (I'd guess it goes small->medium->large->behemoth), and has a max of 10. I have the evolution speed turned down in my current game, because I'm playing angelbob, but I'd guess behemoth++++++...