+1 for the capsule overhaul! Bob style combat robots would be really cool.
I also like the idea of alien alloys.
Search found 320 matches
- Sun May 03, 2015 11:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175334
- Thu Mar 26, 2015 1:35 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373115
Re: [0.11.x][v0.6.5] Bob's Ore Mod.
Hey bob, I've been playing factorio with mods for several months now and your mods are my favourite :D I especially like the electronics override, the modular roboports, and the tungsten and nickel production lines. I also like how the last robots require lithium batteries, I'm just working on makin...
- Thu Mar 26, 2015 1:13 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289152
Re: [0.11.x][v0.7.8] Bob's Metals, Chemicals and Intermediates
hey bob, suggestion for your mod. how about a valve to release gasses into the air, (like O2) since i'm just beginning to use your mod. i have some elektrolysers to make solid fuel from H2, and that's about it. but now i have too many O2 that needs to go somewhere. If i could have something just re...
- Thu Mar 26, 2015 12:38 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 58758
Re: [0.11.x - TreeFarm - Addon] AlienPlant
Hey thanks for making this mod I really like it. I found having to repeatedly go out and destroy spawners/queens to get the later techs was one of the most annoying/tedious things about this game. This is a really nice alternative. Trees could still grow a bit slower though imo.
- Thu Mar 26, 2015 12:32 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Alien Temple
- Replies: 16
- Views: 18216
Re: [MOD 0.11.x] Alien Temple
Hey thanks a lot for making this mod I really like it. Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters an...
- Thu Mar 19, 2015 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Conveyorbelt slopes up into container + cranes
- Replies: 1
- Views: 950
Conveyorbelt slopes up into container + cranes
My idea is a conveyor belt tile which slopes upwards so that objects can then "fall" off the end into a container such as a chest. Seeing as this would be far better than using inserters, perhaps a special container is needed. My other idea was to then make cranes which could lift these co...
- Thu Mar 05, 2015 9:48 am
- Forum: Ideas and Suggestions
- Topic: game replayer with more control
- Replies: 5
- Views: 2290
game replayer with more control
Hi I really like the replay game feature but it would be much better if you could zoom in and out, or even look around the map, not just where the player is. What would also be nice is if there was a slider bar so you could jump to certain parts of the replay. Apologies if this has been suggested be...
- Thu Mar 05, 2015 9:41 am
- Forum: Gameplay Help
- Topic: How do I find out the seed of the map I'm playing?
- Replies: 8
- Views: 56306
Re: How do I find out the seed of the map I'm playing?
hey thanks works great
- Thu Mar 05, 2015 8:52 am
- Forum: Gameplay Help
- Topic: How do I find out the seed of the map I'm playing?
- Replies: 8
- Views: 56306
How do I find out the seed of the map I'm playing?
I really like this seed and I'd like to play it again with a few different parameters/mods, but I can't find out what the seed is. Any help appreciated
- Thu Feb 26, 2015 11:48 pm
- Forum: Releases
- Topic: Version 0.11.16
- Replies: 69
- Views: 64617
Re: Version 0.11.16
hey guys this is my first update since 11.8, but my game won't start now it says it requires windows 7 sp1 :( is there anyway around this or do I have to get sp1? If you don't want to install SP1(don't know why you wouldn't) then you can run the game in compatibility mode, any of the Windows Vista ...
- Sat Feb 21, 2015 10:48 am
- Forum: Releases
- Topic: Version 0.11.16
- Replies: 69
- Views: 64617
Re: Version 0.11.16
hey guys this is my first update since 11.8, but my game won't start now it says it requires windows 7 sp1 is there anyway around this or do I have to get sp1?
- Sat Dec 27, 2014 2:06 pm
- Forum: Ideas and Suggestions
- Topic: robots connect two points automatically
- Replies: 1
- Views: 962
robots connect two points automatically
Would be really nice if you could specify two locations to the robots, and then they automatically connect the two points with a specified medium; either power lines, conveyor belts, pipes or rail.
- Thu Dec 25, 2014 3:40 am
- Forum: Ideas and Suggestions
- Topic: smart inserters can take out ingredients
- Replies: 2
- Views: 970
Re: smart inserters can take out ingredients
thanks i will have a read, i figure a lot of my ideas people have suggested already but some of them are hard to find
- Thu Dec 25, 2014 3:28 am
- Forum: Ideas and Suggestions
- Topic: Sources of rotational energy / Two forms of energy
- Replies: 7
- Views: 3266
Sources of rotational energy / Two forms of energy
Idea is to split up steam generators into steam engines and generators. Output of the steam engine would be a spinning axle which could be used to drive a generator or other things such as conveyor belts. When rivers are added, hydro/dams could also be a source of rotational energy. This could lead ...
- Thu Dec 25, 2014 3:11 am
- Forum: Ideas and Suggestions
- Topic: Ammunition requires gunpowder
- Replies: 0
- Views: 812
Ammunition requires gunpowder
Gunpowder would be a new thing to the manufactured. Perhaps the earlier ammunition would not require gunpowder so the player can still defend himself early game. Ammunition should also be more efficient than laser towers, in terms of energy used to manufacture them and damage dealt. Also a balance i...
- Wed Dec 24, 2014 5:02 pm
- Forum: Ideas and Suggestions
- Topic: smart inserters can take out ingredients
- Replies: 2
- Views: 970
smart inserters can take out ingredients
Rather than just products, from assembler, chemical plant etc. Will allow for more options and creativity when designing factories.
- Wed Dec 24, 2014 4:58 pm
- Forum: Ideas and Suggestions
- Topic: cable controlled conveyor belts
- Replies: 4
- Views: 13662
cable controlled conveyor belts
Ability to use red/green wires to control conveyor belts - stop, start, change direction
- Wed Dec 24, 2014 4:49 pm
- Forum: Implemented Suggestions
- Topic: adjust trees amount when generating maps
- Replies: 0
- Views: 574
adjust trees amount when generating maps
Should be quick and easy to add this feature
- Tue Dec 23, 2014 8:17 am
- Forum: Ideas and Suggestions
- Topic: Walking robots
- Replies: 4
- Views: 2602
Re: Walking robots
This is a cool idea that i was thinking of as well. Mass producing an army of infantry bots late game and watching them take on the alien swarms would be epic =D
- Tue Dec 23, 2014 7:30 am
- Forum: Gameplay Help
- Topic: Relocating Robots
- Replies: 3
- Views: 2014
Relocating Robots
Hi guys first post here. Is there some way of requesting a certain number of robots in each roboport? For example i have built a long link of robots ports to a place far away and i want to send 200 construction bots there so they are there ready to construct things there quickly when needed. I was t...