Search found 27 matches
- Mon Jul 18, 2016 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Enemies need improovements
- Replies: 6
- Views: 2496
Re: Enemies need improovements
I wanted to suggest to move the enemies into focus for 0.14 or later as i realy think it is the one thing the game would benefit from most. Im sure there are lots and detailed ideas how to improove them in particular and might give that a read later. Still i believe that its a very general game desi...
- Mon Jul 18, 2016 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Enemies need improovements
- Replies: 6
- Views: 2496
Enemies need improovements
Factorio is a great game. Somehow though, there is no challenge. Compare the game to Dont Starve. In DS there is constant time pressure to get your stuff together before winter hits. I miss this component in Factorio. All the automation is realy great but the negative rewards or hindrances to overco...
- Sun Jul 17, 2016 5:07 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 169252
Re: [0.13.x] Bob's Mods: General Discussion
Hey bob. I would have 2 requests - if possible. We play with RSO and more enemies. One of the restrictions is that patches of ore and oil (apart from the starting position) are only to be connected to the base by trains. In order to facilitate that kind of game it would be very nice if.: - poles att...
- Sat Jul 16, 2016 12:36 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187322
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Would somebody be so nice to shed some light regarding the different attack sidekicks in bobs mod? There is - "robotic attack drone" and - "defender capsule", "distractor capsule", "destroyer capsule", "laser robot capsule". Do they all count against...
- Sat Jul 16, 2016 7:50 am
- Forum: Not a bug
- Topic: Minimal size fully loaded circular belt stops rotating
- Replies: 4
- Views: 2064
Re: Minimal size fully loaded circular belt stops rotating
"The belt doesnt need to loop" - well that might be the case if each side of the belt only holds one type of item. However this is not the case in a scenario where i encountered the behavior. In my case each side of the belt was loaded with a random type of up to 20 different items. 20 dif...
- Fri Jul 15, 2016 8:01 pm
- Forum: Not a bug
- Topic: Minimal size fully loaded circular belt stops rotating
- Replies: 4
- Views: 2064
Minimal size fully loaded circular belt stops rotating
The title basically says it and im not sure if its a bug - its unintuitive and "wrong" somehow anyway. If you create the smallest possible belt circle (2x2 positions) and load that from the side with some other belt until its full the whole thing will stop rotating. Even if you disconnect ...
- Wed Jul 13, 2016 8:54 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 143097
Re: [MOD 0.12.11+] Blueprint String
same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.
could you reproduce it yet?
could you reproduce it yet?
- Tue Jul 12, 2016 7:45 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 143097
Re: [MOD 0.12.11+] Blueprint String
sorry. i thought it would reproduce at once. i reproduced it again and it seams quite .. messed up. maybe the game engine itself? Here is the sagegame and my mods folder: https://www.dropbox.com/s/nxrlo1z4br30jpq/BugInserterNetwork.rar?dl=0 - load the save, create a blueprint from the 1x1 space you ...
- Tue Jul 12, 2016 9:46 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 143097
Re: [MOD 0.12.11+] Blueprint String
Bug: Logistic Network Conditions of Inserters do not traverse through Serialization/Deserialization. Reproduce: Saving an Inserter (using bobs logistic mod and probably custom inserter types) with enabled logistic network conditions (properties -> logistic network -> tick "connected" check...
- Sun Jul 10, 2016 1:41 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 143097
Re: [MOD 0.12.11+] Blueprint String
got it. had to delete "blueprint-string" subfolder of script-output/.
- Sun Jul 10, 2016 1:38 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 143097
Re: [MOD 0.12.11+] Blueprint String
- holding bluepirnt - clicking blue disk icon - entering "123" -> 123.txt saved to 'script-output/blueprint-string'. However no file is created in that location. That was working before - ive got some old blueprints in there. The folder is flaged read only (like appdata and all subfolders)...
- Tue Jul 05, 2016 12:17 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187322
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Yes, but very interesting anyway. I was talking about the damage and range gun turrets and sniper turrets would do with the most basic type of ammo. Atm. sniper turrets are just the better choice. They have a lot more range but their drop in DPS is not significant vs. gun turrets. So we never build ...
- Tue Jul 05, 2016 9:16 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187322
Re: [0.12.x][v0.12.11] Bob's Warfare mod
very convenient. thank you very much! one thing regarding balance.: the sniper turrets seam superior in most aspects to the normal gun turrets. locally we reduced theire DPS. i imagine the gun turrets as higher DPS shorter range and the sniper turrets to pick of worms and spitters from the distance....
- Tue Jul 05, 2016 8:09 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187322
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Recently you added upgradeable versions if the combat robots. I would like to know if they will appear in my current game which was started with your 0.13 initial commits. Do i have to reload the tech tree after updating the warfare module? will that reset the already researched techs? or what are t...
- Mon Jul 04, 2016 1:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82595
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
That seams to be a good solution to me. Without fertilizer energy should be effectively lost by producing wood via the greenhouse and using it as fuel. With fertilizer the direct use of petroleum gas to solid fuel should yield more energy. Ontop of the energy requirement to produce wood being larger...
- Mon Jul 04, 2016 11:26 am
- Forum: Bob's mods
- Topic: How do I produce Lithia water?
- Replies: 31
- Views: 20381
Re: How do I produce Lithia water?
I have a similar problem in my current map. RSO is installed and the game was created shortly after bobs released initial versions for 0.13. I thought about spawning lithium to my current map using something along the lines.: /c game.player.surface.create_entity{name="crude-oil", position=...
- Mon Jul 04, 2016 10:29 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 169252
Re: [0.13.x] Bob's Mods: General Discussion
I used Foreman ( https://bitbucket.org/Nicksaurus/foreman) to visualize production flowcharts. For some reason recently some Items like to Construction Robot or the Construction robot brain show wrong or no subcomponents at all. I guess this is related to values depending on the configuration script...
- Mon Jul 04, 2016 10:21 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 82595
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
I have the impression that the Greenhouse is an extremely strong Factory putting Oil Coal and thus energy management out of balance. In an earlier game (0.12) with all of Bobs mods apart from the Greenhouse (not developed at that point), Oil was a critical always short resource for Resin and Synthet...
- Mon Jun 27, 2016 9:43 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339640
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Great work and thanks a lot for investing the time bob! I`ll wait to play 0.13 until your stuff is updated.
- Mon Jun 20, 2016 2:40 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 148842
Re: Version 0.12.35
Oh i saw my post referencing nuclear bombs and a related Virus https://en.wikipedia.org/wiki/Stuxnet was deleted probably because i accidentally linked a site which my virus scanner reports as attacking. Im sorry, that was not my intention.