Search found 9 matches

by bam13302
Tue Nov 19, 2024 2:58 pm
Forum: Releases
Topic: Version 2.0.20
Replies: 40
Views: 8674

Re: Version 2.0.20

Anyone know when any of the last five versions will make it to steam? Last version on steam is 2.0.15 They have all gone to steam in the experimental branch (in the steam UI under betas). However they have all had various bugs and weren't considered suitable to mark as stable. woo! 2.0.20 got promo...
by bam13302
Tue Nov 19, 2024 12:10 pm
Forum: Releases
Topic: Version 2.0.20
Replies: 40
Views: 8674

Re: Version 2.0.20

Anyone know when any of the last five versions will make it to stable.
by bam13302
Thu Nov 14, 2024 11:55 am
Forum: Ideas and Suggestions
Topic: Put the recycle to result in the Factoriopedia
Replies: 4
Views: 286

Put the recycle to result in the Factoriopedia

Please put the recycle results in the Factoriopedia and add them to the item page. Some of the recipes are obvious or clearly explained there but there are a decent handful that recycle into themselves with no in-game reason I can find (or recycle properly unexpectedly). The weirdest one I was blind...
by bam13302
Wed Nov 13, 2024 11:45 am
Forum: Minor issues
Topic: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
Replies: 3
Views: 259

Re: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view

Thanks for the report, I'm moving this to minor issues. What is your use case? I was trying to remotely remove all the non quality construction robots from my roboports on aquilo as with the increased energy drain they were more hindrance than help, got most of them before this bug became obvious. ...
by bam13302
Tue Nov 05, 2024 3:16 pm
Forum: Minor issues
Topic: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
Replies: 3
Views: 259

[2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view

Reproduction Steps: 1. Setup a roboport network that includes at least 1 construction robot and a storage chest at a minimum. (1 construction robot will have a 100% chance of reproducing) 2. Open a roboport's inventory that has some construction robots using remote view. 3. Note the number of constr...
by bam13302
Thu Apr 28, 2016 6:33 pm
Forum: Mods
Topic: [MOD 0.12.x] Solar Modules
Replies: 3
Views: 6900

Re: [MOD 0.12.x] Solar Modules

Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW) That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor ...
by bam13302
Mon Apr 25, 2016 4:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38171

Re: [MOD 0.12.x] Rescaled Evolution Factor

Bug, the actual in game evolution factor caps out at 95% with this mod (20/25/50), looks like the % from destroying bases is only 25% not 30%
by bam13302
Tue Apr 05, 2016 4:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38171

Re: [MOD 0.12.x] Rescaled Evolution Factor

Been doing some more thinking. Im not sure limiting each section of the evolution is the best idea. Perhaps have all of them be capable of increasing the evolution to 100% but slow as they approach it (similar to base game) so if time evolution was 30%, destruction evolution was 80%, and pollution e...
by bam13302
Mon Mar 28, 2016 5:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 38171

Re: [MOD 0.12.x] Rescaled Evolution Factor

As far as balance goes, I agree this seems to hit hardest mid game, perhaps put more weight on time and bases killed and less on pollution (especially since pollution already causes them to attack). Story: Mid game was trying to get my first expansion and was at about 60% evolution factor, didn't ha...

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