Search found 320 matches
- Fri Jul 14, 2017 1:51 am
- Forum: General discussion
- Topic: Late late game biter clearing
- Replies: 12
- Views: 9440
Re: Late late game biter clearing
you can blueprint a turret creep; building a new front line, deconstructing the old one, rinse and repeat. I'm not sure if this is faster than nukes..however, with the recursive blueprint mod you can automate it
- Thu Jul 13, 2017 2:08 am
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 8643
Re: Improvements to the Dropper tool (Q)
i use the pipette tool religiously. It was one of my favourite mods, was happy to see it in vanilla. I like these suggestions. The devs talked about being able to ghost place items that aren't in your inventory in a recent friday fun facts, so i suspect they'll implement this soon.
- Wed Jul 12, 2017 1:44 pm
- Forum: General discussion
- Topic: The fastest way for closing lake ?
- Replies: 17
- Views: 8041
Re: The fastest way for closing lake ?
I think it's the alien biomes or waterfix mods that allow you to blueprint landfill. The former depends on the latter.
Having deeper water that can't be landfilled is a neat idea
Having deeper water that can't be landfilled is a neat idea
- Wed Jul 12, 2017 4:51 am
- Forum: Gameplay Help
- Topic: Science pack 3 automation?
- Replies: 5
- Views: 11969
Re: Science pack 3 automation?
join any mp game that's been going a few hours and you'll see a blue science layout I'd show you one of mine but i never play vanilla
- Wed Jul 12, 2017 3:16 am
- Forum: General discussion
- Topic: End game production view (Angel's + Bob's)
- Replies: 14
- Views: 7304
Re: End game production view (Angel's + Bob's)
This is the top of the list, stats for the last hour. edit: i'm playing with deathworld settings so some recipes are more expensive
- Wed Jul 12, 2017 3:03 am
- Forum: General discussion
- Topic: End game production view (Angel's + Bob's)
- Replies: 14
- Views: 7304
Re: End game production view (Angel's + Bob's)
I'm playing with all bobs but no angels. My factory is consuming 5 gigawatts :o so i'd say it's late game ;) I could post you my production stats if you'd like? It just takes some time because it doesn't all fit on one screen so i gotta take a screen shot scroll down take a screen shot scroll down e...
- Tue Jul 11, 2017 1:35 pm
- Forum: Bob's mods
- Topic: waste disposal.
- Replies: 15
- Views: 8669
Re: waste disposal.
Although venting hydrogen is okay, it would be put to better use making fuel blocks. There are other mods around like fluid void and void chest that can delete other materials, but if you were to give us specifics, we might be able to sugest what you're supposed to be doing with them (Possibly as a...
- Tue Jul 11, 2017 8:53 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 355095
Re: [0.15.x] Bob's Mods: General Discussion
Should productivity be allowed for heat tiles? It is with all the other rocket parts
- Tue Jul 11, 2017 12:04 am
- Forum: Bob's mods
- Topic: Machine speed cap?
- Replies: 13
- Views: 6632
Machine speed cap?
i noticed that at a certain point, adding more speed modules doesn't increase the speed of production. My theory is that a machine cant go faster than 1 recipe per tick. Is this what's happening?
- Mon Jul 10, 2017 6:35 am
- Forum: General discussion
- Topic: How do bots decide which storage chest to use?
- Replies: 19
- Views: 8205
Re: How do bots decide which storage chest to use?
you can setup a requester chest next to a storage chest with a circuit wire between the inserter and the storage chest, to make sure the storage chest always has at least 1 of a particular item in the storage chest, so bots will favour storing that item here
- Sat Jul 08, 2017 5:18 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 11070
Re: [MOD 0.15] Bluebuild rewritten
getting an error when i place a blueprint with modules.
mod version 0.1.8
factorio version 0.15.28
mod version 0.1.8
factorio version 0.15.28
- Fri Jul 07, 2017 6:27 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 11070
Re: [MOD 0.15] Bluebuild rewritten
One of my favourite mods.
sometimes when I placed blueprints with modules, the modules wouldn't get inserted, for anyone having this problem just do shift + K twice to disable and re-enable and they insert just fine
sometimes when I placed blueprints with modules, the modules wouldn't get inserted, for anyone having this problem just do shift + K twice to disable and re-enable and they insert just fine
- Thu Jul 06, 2017 3:14 am
- Forum: Ideas and Suggestions
- Topic: Play as biter
- Replies: 3
- Views: 1626
Re: Play as biter
I like this idea. When joining a multiplayer server you could choose to play as biters or humans. If either was too strong you could easily balance it. If nobody is playing as biters then the ai could take over. Some ideas: biter's could only attack from bases within range of pollution, and each bas...
- Wed Jul 05, 2017 1:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [mod idea] inserter beacons
- Replies: 0
- Views: 600
[mod idea] inserter beacons
simple mod idea: beacons that affect inserters. Speed modules would make the inserters move faster and efficiency modules would make them use less power. You could also have inserters with module slots. Productivity modules not allowed
- Wed Jul 05, 2017 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Split powersupply in AC/DC
- Replies: 6
- Views: 2653
Re: Split powersupply in AC/DC
I had an idea of just assuming the entire grid was AC, but introduce transformers/rectifiers as a new intermediate item. Entities that need DC power would have a transformer added to their recipe. This would be a simple mod to make.
- Sun Jul 02, 2017 9:44 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 305066
Re: You know you play Factorio too much when...
Sometimes when I'm getting food out of the fridge and putting it in the microwave my first thought is to use an inserter
- Sun Jul 02, 2017 9:34 am
- Forum: Gameplay Help
- Topic: [Bob's mods] Right ratios for green houses, furnace, boiler
- Replies: 8
- Views: 3877
Re: [Bob's mods] Right ratios for green houses, furnace, boiler
Fyi greenhouses can also be improved with beacons.
- Sat Jul 01, 2017 9:25 am
- Forum: Not a bug
- Topic: Profanity as Roboport name
- Replies: 7
- Views: 3192
Re: Profanity as Roboport name
:lol: Hi, as found out in https://www.facebook.com/groups/1722060698049682/permalink/1910801475842269/ there was a profanity choosen as roboport name. The profanity is "der Führer" which is commonly used by german nazis to refer to Hitler. I would suggest removing that name ;) with best re...
- Sat Jul 01, 2017 2:59 am
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 17679
Re: [MOD 0.15.x] Necromant
I'm really enjoying this mod.
My only suggestion is the bright coloured outlines of the corpses on the ground, they're a bit of an eye sore. I think they'd look a lot better without the bright coloured outline.
My only suggestion is the bright coloured outlines of the corpses on the ground, they're a bit of an eye sore. I think they'd look a lot better without the bright coloured outline.
- Wed Jun 28, 2017 2:29 pm
- Forum: Bob's mods
- Topic: [0.15.x] Ground water boring
- Replies: 4
- Views: 6610
Re: [0.15.x] Ground water boring
There should be water deposits on the map, they look like oil deposits except blue, some make normal water and others lithia water. Water pumpjack is placed on these ;) if you have the water from anywhere setting on, then you can place one of bob's pumps anywhere (you need to research them) and sele...