Search found 28 matches
- Fri May 26, 2017 10:34 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 40513
Re: Friday Facts #192 - One million
I have no perspective to compare so I don't know if 1 million of sold games is a lot or not, but I can do basic math and with 20 dollars/euros per one sold game that makes more or less... 20 milion dollars/euros Even after cuts for Valve and whomnot... OH MY GOD. So, lets crunch some numbers here.....
- Fri May 26, 2017 10:11 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 40513
- Fri May 26, 2017 4:28 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 40513
Re: Friday Facts #192 - One million
Oh dammit! Praha is (one of) my favorite city(s)! Me and the missus have been there 2 times from last september till now (we are from rural Norway btw). If this had come a week and a half earlier, we would have incorporated it into our summer vocation plans. But the main one in august ended up at s...
- Mon Oct 10, 2016 12:23 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 310804
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
yea, that is actually a good point, but it makes the refinery-area cluttered, as im trying for a "robot only", but yes, turning it into sulfur (+biproducts?) is actually viable, and there should be room
The acid does require something extra iirc, but thanx for the idea(s)
The acid does require something extra iirc, but thanx for the idea(s)
- Sun Oct 09, 2016 4:35 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 310804
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Hello Bob! I were wondering ... Recently (as in: it weren't here the last time i played "bobs") you added some other recepies in the refinerey, and a few of them is sulfur dioxide gas(liquid?). But neither in the compressor or pump can i find a recepie to put it into barrels/canisters/gas ...
- Fri Sep 23, 2016 2:03 pm
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 28236
Re: Friday Facts #156 - Massive Multiplayer
Personally I am not so interested in the massive Multiplayer aspect. It feels very un-Factorio like somehow to have a horde running around stealing materials, redirecting belts and generally griefing. A few friends or a small team collaborating seems totally in tune with the idea. I hope you do not...
- Mon Aug 01, 2016 6:10 pm
- Forum: Ideas and Suggestions
- Topic: the "smart" part on an inserter: < instead of > as default
- Replies: 5
- Views: 2399
the "smart" part on an inserter: < instead of > as default
Hello Devs (I hope!) Now I can't produce any stats, and others might feel otherwise but: Mostly I use the "smart inserters" (circuit network or logistic network part of the inseters) as a "how much do i want" limiter, and thus I need to change the "more then" (>) to &qu...
- Sat Jul 23, 2016 11:00 am
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Robot Technologies
- Replies: 24
- Views: 33402
Re: [MOD 0.13.x] Expanded Robot Technologies
yes, that is an option, but some games I try to have as vanilla as possible, its just that the max robot speed is to slow
Thank you for a quick awnser anyway
Thank you for a quick awnser anyway
- Fri Jul 22, 2016 4:32 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Robot Technologies
- Replies: 24
- Views: 33402
Re: [MOD 0.13.x] Expanded Robot Technologies
Hello! Thank you for this mod, as it makes robots so much usefull in a "megafactory!" However, at your vote I voted "other", and my suggestion is this: Add a line of tech that gives the robots more charge capacity, or optionally use less power, or perhaps both? In the first case,...
- Sun Oct 25, 2015 7:53 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 134166
Re: [0.11.22/0.12.x][v0.12.6] Bob's Power mod
that my friend, sounds like an excellent idea!
- Sat Oct 24, 2015 10:01 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341000
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
that _could_ be an idea...
I guess what we _really_ need is this functinallity in the base game, and not in a mod, that mods mods
I guess what we _really_ need is this functinallity in the base game, and not in a mod, that mods mods
- Sat Oct 24, 2015 8:44 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 134166
Re: [0.11.22/0.12.x][v0.12.6] Bob's Power mod
Hi Bob! :D Thanx for an awesome mod! I got a question for a possible minor tweak. Many of the new items, but especially the power ones, have the same icon as the base game. i.e. an mk2 medium pole have the same as the mk1/standard/vanilla pole. Would it be possible to add a small 2-sign or II-sign o...
- Sat Oct 24, 2015 5:52 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 341000
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
Hello Bob! I've been playing with your mod for a while now (about 60hrs in my current game, and some 20 in the prev. one). And ive been wondering, would it be possible to attach a wire to the robochests (or even a roboport?). The reason I ask is, because on my current game I have a "supply trai...
- Sat Jan 03, 2015 4:49 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 32321
Re: Rocket Defense Assembling Facility
The mega vs giga is obvously a mistake, lets just say 1,9gigawatts instead :D One solarpanel does not produce 60kw, they produce 42kw as an average over the day, and i calculated with 40kw. But take a look at the spreadsheet i posted. All the calculations are there, with power on the top. I found a ...
- Sat Dec 27, 2014 9:16 pm
- Forum: Show your Creations
- Topic: Factorio Speedrun 9 hours 57 minutes
- Replies: 27
- Views: 19351
Re: Factorio Speedrun 9 hours 57 minutes
Yep, I certainly didArtman40 wrote:Apparently, someone now completed the game in less than 6 hours. Barely.
https://www.youtube.com/channel/UCizEAI ... X-HjXvVHFg
- Wed Dec 24, 2014 3:45 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 32321
Re: Rocket Defense Assembling Facility
I've made an calculation in a spreadsheet on what is needed to create 60 speed and produktivity modules per hour. Power 1882GigaWatts that equals 47050 Solarpanels 13.2 million tiles and assume there is needed a 1:1 ratio between panels and accus, and that accus need about 1/3rd of the space 4.4 mil...
- Tue Dec 23, 2014 12:05 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 32321
Re: Rocket Defense Assembling Facility
From my own calculations WRT trying a <5hr speedrun (from memory) you need: 10 refineries with the 'advanced' option 3 heavy to light crackers 20 light to petrol crackers 11 or 12 electrical diggers (coal) 6 chem plants makeing plastics this can power 48 yellow assemblers makeing red circuits for bl...
- Thu Dec 18, 2014 5:57 pm
- Forum: Videos
- Topic: Sub6hour speedrun
- Replies: 2
- Views: 5132
Re: Sub6hour speedrun
Here is the string: >>>AAALAAYAAgACAgYAAAAEAAAAY29hbAMFBAoAAABjb3BwZXItb3Jl AwUECQAAAGNydWRlLW9pbAMFBAoAAABlbmVteS1iYXNlBAQECAAAAGl yb24tb3JlAwUEBQAAAHN0b25lAwMEu1187HmNAABcGQAAAAAAAAAAAA AFAeRSyuk=<<< There isn't really anything special about that map i think, and tbh, abit too many trees in the we...
- Thu Dec 18, 2014 2:32 pm
- Forum: Videos
- Topic: Sub6hour speedrun
- Replies: 2
- Views: 5132
Sub6hour speedrun
Hello All. I guess not everyone follow reddit as well, so i'll crosspost here... A few days ago i finished a speedrun, clocking in at 5hr59mins Made a 'directors cut' and a '16x timelapse' that i've put on youtube. Directors cut: https://www.youtube.com/watch?v=8OrpmatXJAg Timelapse: https://www.you...
- Sat Dec 13, 2014 10:45 am
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 31411
Re: [MOD 0.10.x] Time Display - v1.0.0
I actually fixed it myself, it were merely to change the name of the folder.
Here is a working zip
Here is a working zip