Hi,
I have been play testing the changes with a mod. While it may be minor I found that with the removal of the 2 inputs for a tier 1 assembler there is now a lack of progression for automating the Logistics Science Pack.
I honestly don't really care about the input restriction for assemblers ...
Search found 44 matches
- Wed Jan 09, 2019 3:48 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 190450
- Wed Jun 20, 2018 5:39 am
- Forum: Implemented Suggestions
- Topic: Update selected Mods
- Replies: 4
- Views: 2539
Re: Update selected Mods
Might be overkill, but :
1) DL the zip version from Factorio's website
2) Unzip it in 3 different folders
3) Now you have 3 independant Factorio versions, with independant settings, mods, saves, ...
4) Enjoy
There might be a more elegant way, but if not, this should work.
Yeah not very ...
1) DL the zip version from Factorio's website
2) Unzip it in 3 different folders
3) Now you have 3 independant Factorio versions, with independant settings, mods, saves, ...
4) Enjoy
There might be a more elegant way, but if not, this should work.
Yeah not very ...
- Wed Jun 20, 2018 4:34 am
- Forum: Implemented Suggestions
- Topic: Update selected Mods
- Replies: 4
- Views: 2539
Update selected Mods
Hi,
I would like to control which mods get updated when updating them within the game.
At the moment I have 3 active maps that I play: (Lazy bastard (no mods), Seablock (specific mods and versions) and Pitchblack).
I like to keep my QoL Mods up to date all the time (RSO, SqueakThru, Nanobots etc ...
I would like to control which mods get updated when updating them within the game.
At the moment I have 3 active maps that I play: (Lazy bastard (no mods), Seablock (specific mods and versions) and Pitchblack).
I like to keep my QoL Mods up to date all the time (RSO, SqueakThru, Nanobots etc ...
- Wed Jun 20, 2018 4:16 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72657
Re: Friday Facts #247 - Pricing and its exploits
Pffft Satisfactory..... I think you guys have all missed the true competitor for Factorio.......
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share :P :P :P :P
I broke the economy in that game using the ...
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share :P :P :P :P
I broke the economy in that game using the ...
- Tue Jun 19, 2018 11:54 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72657
Re: Friday Facts #247 - Pricing and its exploits
Pffft Satisfactory..... I think you guys have all missed the true competitor for Factorio.......
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share
![Razz :P](./images/smilies/icon_razz.gif)
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share
![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Tue Jun 19, 2018 5:44 am
- Forum: Show your Creations
- Topic: Hint on how to discover map in early game not using console
- Replies: 3
- Views: 4157
Re: Hint on how to discover map in early game not using console
I'm interested in how much gets revealed how fast. The campaign alludes to the idea more radars = faster radar coverage.
Each radar has it's own timer and reveals one chunk every period (33 seconds at full power according to the wiki)
So you will need 33 radars to reveal a 7x7 chunk every second ...
Each radar has it's own timer and reveals one chunk every period (33 seconds at full power according to the wiki)
So you will need 33 radars to reveal a 7x7 chunk every second ...
- Mon Jun 18, 2018 11:20 pm
- Forum: Mod portal Discussion
- Topic: Mod portal wishlist Mk XIV
- Replies: 4
- Views: 2693
Re: Mod portal wishlist Mk XIV
- In the game client, we need more granular control over which mods get updated. Furthermore, it would be a lot better if we could see the change log of an impending update before it's downloaded and then use that to make the decision to update individual mods. For example, the battery icon just ...
- Thu May 24, 2018 2:44 am
- Forum: General discussion
- Topic: Death world biter problem
- Replies: 24
- Views: 12209
Re: Death world biter problem
It's also possible that the performance hit is not solely caused by the biters. When you started shooting the artillery, any new areas uncovered were likely not generated previously. The act of shooting the artillery could have significantly expanded the number of generated chunks and size of the ...
- Wed May 23, 2018 6:45 am
- Forum: Maps and Scenarios
- Topic: Settings for an Island start
- Replies: 0
- Views: 3053
Settings for an Island start
Hi guys i'm looking for and island start.
I'm playing on the latest experimental release, all attempts I have made result in land pock marked with lakes everywhere.
Regards
Poth
I'm playing on the latest experimental release, all attempts I have made result in land pock marked with lakes everywhere.
Regards
Poth
- Wed May 23, 2018 6:38 am
- Forum: Maps and Scenarios
- Topic: Crazy Island Seed for 0.16.36
- Replies: 1
- Views: 8024
Re: Crazy Island Seed for 0.16.36
Could you post the terrain settings?
- Wed May 09, 2018 11:28 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 22048
Re: Whats your current game goal?
My current goal is to beat the Space X mod, with no other mods except SqueakThru.
Considering I've never really completed a lvl 3 module build and or beacon setup, this will be something new for me.
Considering I've never really completed a lvl 3 module build and or beacon setup, this will be something new for me.
- Fri Apr 20, 2018 4:43 am
- Forum: Releases
- Topic: Version 0.16.36
- Replies: 17
- Views: 23744
Re: Version 0.16.36
There is something oddly sinister about Bob in particular saying this.bobingabout wrote:I was talking to someone recently, and they're sticking on 0.15.x for now, because one of the mods they like to use hasn't been updated yet.
- Tue Apr 10, 2018 6:43 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 17849
Re: Any performance reason for blue belt to be at 40/s?
I think you guys are way off, blue belts so you can run from one end to other quicker.
.... yeah .... my family doesn't let me out much ....
.... yeah .... my family doesn't let me out much ....
- Mon Apr 02, 2018 2:19 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386019
Re: [0.16.x] Bob's Mods: General Discussion
Hi Bob,
There is a conflict in Bob's Revamp with Bob's Power:
The only mods enabled are Library, Power and Revamp.
Regards
Poth
There is a conflict in Bob's Revamp with Bob's Power:
The only mods enabled are Library, Power and Revamp.
Regards
Poth
- Sat Mar 31, 2018 9:54 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148019
Re: [0.16] Sea Block Pack 0.2.5
@cruentus or anyone else.
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that ...
I attempted to rename black-transport-belt to basic-transport-belt and I end up with the exact same error except it now says item with name 'basic-transport-belt' does not exist instead.
Something else appears to have changed between bobs logistics 16.17 and 16.18 that ...
- Sat Mar 31, 2018 7:44 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386019
Re: [0.16.x] Bob's Mods: General Discussion
Hey Bob,
The Logistics 0.16.18 broke Seablock but I'm not sure how to fix it. The issue is with the current configuration it doesn't define basic-transport-belt unless the belt overhaul option is enabled. Unless there is a way to configure that option within the Lua scripting?
Anyway after ...
The Logistics 0.16.18 broke Seablock but I'm not sure how to fix it. The issue is with the current configuration it doesn't define basic-transport-belt unless the belt overhaul option is enabled. Unless there is a way to configure that option within the Lua scripting?
Anyway after ...
- Sat Mar 31, 2018 2:48 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386019
Re: [0.16.x] Bob's Mods: General Discussion
Sorry Bob,
It's all Seablock, fixed it up thanks.
This is like, my worst release ever when you think about it. Just one patch has killed.... ShineyBobGFX, Miniloaders, Loaders Redux, Upgrade planner, Seablock, and MAYBE one of angels too, I'm not sure about that, I think it was just broke anyway ...
It's all Seablock, fixed it up thanks.
This is like, my worst release ever when you think about it. Just one patch has killed.... ShineyBobGFX, Miniloaders, Loaders Redux, Upgrade planner, Seablock, and MAYBE one of angels too, I'm not sure about that, I think it was just broke anyway ...
- Sat Mar 31, 2018 1:37 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386019
Re: [0.16.x] Bob's Mods: General Discussion
Sorry Bob,
It's all Seablock, fixed it up thanks.
It's all Seablock, fixed it up thanks.
- Sat Mar 31, 2018 1:07 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 386019
Re: [0.16.x] Bob's Mods: General Discussion
HI Guys,
Still having an issue with Bob's Logistics 0.16.17.
Getting this error:
This is my Mod Folder if it matters, everything is enabled:
Still having an issue with Bob's Logistics 0.16.17.
Getting this error:
This is my Mod Folder if it matters, everything is enabled:
- Sun Mar 25, 2018 11:39 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for Crafting Screen Mod
- Replies: 1
- Views: 1400
Looking for Crafting Screen Mod
Hi Guys,
Is there a mod that exists already that allows me to configure the layout of my crafting screen tabs?
Playing Seablock and I would like to setup all my tabs.
If it doesn't exist is it possible to override the order through construction of my own mod?
Is there a mod that exists already that allows me to configure the layout of my crafting screen tabs?
Playing Seablock and I would like to setup all my tabs.
If it doesn't exist is it possible to override the order through construction of my own mod?