Bots are getting nerfed? Be still my heart, maybe there will be some interesting mega-bases soon instead of big, boring bot farms.
Also the splitter improvements make me very happy.
YES!
really can't wait to get to a place where stamping down requesters/providers is not so infinitely better ...
Search found 14 matches
- Fri Jan 12, 2018 6:36 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 481761
- Fri Jan 12, 2018 6:31 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 481761
Re: Friday Facts #225 - Bots versus belts (part 2)
i love everything about this week's FFF so much
so much thoughtful consideration
and couldn't agree more on the considerations about game design (fun === optimal, so choices mean more than one thing can be viably optimal)
so much thoughtful consideration
and couldn't agree more on the considerations about game design (fun === optimal, so choices mean more than one thing can be viably optimal)
- Fri Jan 05, 2018 7:30 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
I would vote to remove logistics bots as well -- they never appealed to me like you say "win win win". I say swiss army knife solution. I only use them for player supply currently and that is a valuable role. If you have played modded minecraft I have the same opinion of the easy item, fluid ...
- Fri Jan 05, 2018 7:27 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
> A universe where Factorio never had this feature. Construction bots were eventually added, and using bots to move items freely is nothing more than an idea that pops up from time to time but it's quickly discarded due to it breaking the game.
I wholeheartedly agree with the rant about logistics ...
I wholeheartedly agree with the rant about logistics ...
- Wed Dec 27, 2017 10:28 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 12996
Re: [MOD 0.15] Quality of Life research
i really dig what this mod adds, early-ish game toolbelts + a bit extra inventory is so great
been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade
i end up having toolbelts/inventory reset to ...
been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade
i end up having toolbelts/inventory reset to ...
- Sat Dec 23, 2017 3:20 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 66674
Re: Friday Facts #222 - Christmas avalanche
What do you mean with that inserters will compress?
I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run.
I think belts shouldn't be automatically be compressed but be something you after playing for while see and think ...
I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run.
I think belts shouldn't be automatically be compressed but be something you after playing for while see and think ...
- Sat Dec 23, 2017 3:18 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 66674
Re: Friday Facts #222 - Christmas avalanche
I'd be so sad if in the end inserters end up compressing a belt by default
at least make it require undergrounds, or splitters, or sideloading... something
having it be slightly more complicated to compress would be a forcing factor towards less boring smelter columns and probably create some ...
at least make it require undergrounds, or splitters, or sideloading... something
having it be slightly more complicated to compress would be a forcing factor towards less boring smelter columns and probably create some ...
- Fri Dec 22, 2017 4:49 pm
- Forum: General discussion
- Topic: Belt compression in 0.16
- Replies: 22
- Views: 25734
Re: Belt compression in 0.16
this is awesome, i'm actually loving that belts are harder to compress now... undergrounds always felt too cheaty
hoping devs don't ever fully "fix" it so we get to keep seeing cool stuff like this instead
hoping devs don't ever fully "fix" it so we get to keep seeing cool stuff like this instead
- Tue Dec 19, 2017 6:30 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 364975
Re: Thank you (Make the dev-team happy today!)
big thanks for all the amazing work you all have put into this
i have almost 2k hours of factorio now (started late on 0.14), loved it throughout
just completed my first 0.16 vanilla playthrough, all default except cranked water and cliffs to the max.... it was almost impossible to build a bus or ...
i have almost 2k hours of factorio now (started late on 0.14), loved it throughout
just completed my first 0.16 vanilla playthrough, all default except cranked water and cliffs to the max.... it was almost impossible to build a bus or ...
- Tue Dec 19, 2017 6:20 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 184639
Re: How-to: Two-way rails
great read
i've just done a lot of single track train setups in 0.16 since i was playing in a world with ridiculous amounts of water and cliffs (and forcing myself to not build _any_ cliff explosives nor landfill... so pretty much impossible to have multiple lines)
just sad i didn't read some of ...
i've just done a lot of single track train setups in 0.16 since i was playing in a world with ridiculous amounts of water and cliffs (and forcing myself to not build _any_ cliff explosives nor landfill... so pretty much impossible to have multiple lines)
just sad i didn't read some of ...
- Wed May 03, 2017 6:32 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 251298
Re: ModMyFactory - mod manager and more
Artentus wrote:Fixed.mozair wrote:I'm currently getting this error
hats off to you good sir
i can confirm it works on my setup as well
thanks for all the great work
- Tue May 02, 2017 7:24 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 251298
Re: ModMyFactory - mod manager and more
hi, I'm currently getting this error when using ModMyFactory (v1.5.6, factorio 0.15, tried with both the standalone version from the factorio website and the steam version)
System.NullReferenceException: Object reference not set to an instance of an object.
at ModMyFactory.ViewModels ...
System.NullReferenceException: Object reference not set to an instance of an object.
at ModMyFactory.ViewModels ...
- Mon Apr 03, 2017 5:26 pm
- Forum: Bob's mods
- Topic: Bob's Science Pack 4 ?????
- Replies: 6
- Views: 5225
Re: Bob's Science Pack 4 ?????
awesome, thanks for the suggestions.
looking forward to see what you'll do with 0.15 : )
looking forward to see what you'll do with 0.15 : )
- Sun Apr 02, 2017 9:18 pm
- Forum: Bob's mods
- Topic: Bob's Science Pack 4 ?????
- Replies: 6
- Views: 5225
Re: Bob's Science Pack 4 ?????
Hi, I have a very similar issue, but haven't yet found the solution for it yet.
I'm playing a heavily modded campaign, so I don't believe this is a Bob's mod specific issue, but I suppose it is worth a shot:
I got one research (missile shooting speed 5) that requires MK1 and MK2 science packs ...
I'm playing a heavily modded campaign, so I don't believe this is a Bob's mod specific issue, but I suppose it is worth a shot:
I got one research (missile shooting speed 5) that requires MK1 and MK2 science packs ...