Search found 15 matches
- Tue Jul 26, 2022 7:22 pm
- Forum: Gameplay Help
- Topic: Custom alerts icon
- Replies: 1
- Views: 1229
Re: Custom alerts icon
A quick search of the mod portal brought up this: https://mods.factorio.com/mod/AlertsList2 Not exactly what u asked for, but it seems to do what u need. Also there are a lot of mods that add more signal icons and sounds and such stuff, for example: https://mods.factorio.com/mod/speaker-signals-expa...
- Wed Nov 06, 2019 7:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 409747
Re: [MOD 0.17] Industrial Revolution
Sry if this has been mentioned before, but I didn't find it in the last two pages. You recently introduced miniguns with the respective ammo. It deals the same damage as titanium bullets, but with double the shooting speed. The problem I see, is that you can upgrade the normal bullets to uranium-enr...
- Thu Sep 19, 2019 4:25 pm
- Forum: Technical Help
- Topic: Mods management for different savegames???
- Replies: 9
- Views: 8336
Re: Mods management for different savegames???
I do it as following: The mods are stored in: C:\Users\<user>\AppData\Roaming\Factorio\mods I make sure that all mods for a savegame are installed, activated and configured (all files are in this mod folder automaticly). Then I pack the mod folder into a rar and delete all files inside. Then I confi...
- Tue Mar 26, 2019 10:06 pm
- Forum: General discussion
- Topic: Owner of Factorio looking for 0.17.1 to use Bobs Ores Mod with Bobs other mods (Solved)
- Replies: 6
- Views: 2668
Re: Owner of Factorio looking for 0.17.1 to use Bobs Ores Mod with Bobs other mods
Ok, some questions to clear the situation : Do you already have a higher version of factorio than 17.1 (the newest is 17.21 I think)? If no, then you need to get the experimental releases. If yes, then you want to get access to an older version. (But a save from a higher version is not compatible wi...
- Mon Mar 25, 2019 11:58 am
- Forum: Ideas and Suggestions
- Topic: Let the player configure target prioritization on turrets
- Replies: 10
- Views: 3639
Target Priorization of Turrets
Is it possible to set a specific turret (type) to only target a specific enemy? I'm playing a modded game with a friend. The two relevant (for this) mods are swarm and one that introduces rocket turrets. With the swarm mod, killed enemys spawn the smaller versions of themselves, so one behemoth bite...
- Mon Aug 20, 2018 6:02 pm
- Forum: General discussion
- Topic: add infinite ore
- Replies: 9
- Views: 5238
Re: add infinite ore
There is a mod that removes all enemys when enabled. I saw it yesterday when searching the modlist for something.
https://mods.factorio.com/mod/BitersBegone
I hope it's what your looking for.
https://mods.factorio.com/mod/BitersBegone
I hope it's what your looking for.
- Wed Jul 25, 2018 7:05 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 44629
Re: [MOD 0.16.x] Whistle Stop Factories
First thing: I like your mod very much, it's a nice idea to force using rails early in the game! I want to propose one thing that would it improve it imo. What I have noticed: Yesterday I set up my first Whistlestop-only green circuit production chain. (5 smelters, 2 assemblers) I noticed the follow...
- Tue Jun 19, 2018 9:34 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 364414
Re: [0.16.x] Bob's Mods: General Discussion
I would add two points here: 1. Ore patches not running out is also connected to the mining prod technology. If this is (really late game) in the hundreds, you reach the point where you get x3 or x10 the actual ressources from a patch. To avoid this, just don't research it, I guess. 2. And this lead...
- Tue Apr 03, 2018 11:35 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 364414
Re: [0.16.x] Bob's Mods: General Discussion
I have an idea for the new belt overhaul: Make the belt speed part of the config. You have done it for all the modules: in the ingame menu, it is possible to set every value for the module bonuses (speed per level, productivity per level, etc.) It would be nice if the same would be possible for the ...
- Thu Mar 22, 2018 10:14 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 364414
Re: [0.16.x] Bob's Mods: General Discussion
One argument for the black undergrounds and splitter: The yellow belts now cost tin (or steel with seablock), and thats very nasty, especially when playing with seablock! So you have the easiest undergrounds and splitter locked behind a pretty huge wall (and they are definitely not reachable in minu...
- Sun Mar 18, 2018 8:15 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 364414
Re: [0.16.x] Bob's Mods: General Discussion
Yeah, I checked and you are right. Sorry for the question, I could have figured that myself!Cardoyle wrote:Karlito15 wrote:
Are you using the Seablock mod? Trainwreck just recently did this change to Bobs belts
- Sun Mar 18, 2018 11:34 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 364414
Re: [0.16.x] Bob's Mods: General Discussion
if data.raw.item["tin-plate"] then bobmods.lib.recipe.replace_ingredient("transport-belt", "iron-plate", "tin-plate") bobmods.lib.recipe.replace_ingredient("underground-belt", "iron-plate", "tin-plate") bobmods.lib.recipe.replace...
- Sun Jan 07, 2018 7:46 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 51202
Re: Belts vs Bots - A response to the latest FFF
the hypothesis is that robots are overpowered and take away from some of the fun and complexity of the game that using belts encourages. Let's step back for a minute. The game's primary goal is to build a rocket. Do bots vs belts work have a good balance inside this domain? In my opinion, yes. The ...
- Tue Dec 19, 2017 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][16.6] Wrong Copying of Assembler Recipe to Requester Chest
- Replies: 3
- Views: 3109
Re: [16.6] Wrong Copying of Assembler Recipe to Requester Chest
Interesting.
Doesn't seem to be intended for me. Because what is point? 30 seconds worth of crafting is a nice number, 15 would be ok for most bot networks, but 5 is definitely not enough. Especially if two assembler feed from one chest.
So I call it a bug, and if it's a feature, please change it!
Doesn't seem to be intended for me. Because what is point? 30 seconds worth of crafting is a nice number, 15 would be ok for most bot networks, but 5 is definitely not enough. Especially if two assembler feed from one chest.
So I call it a bug, and if it's a feature, please change it!
- Mon Dec 18, 2017 10:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][16.6] Wrong Copying of Assembler Recipe to Requester Chest
- Replies: 3
- Views: 3109
[Twinsen][16.6] Wrong Copying of Assembler Recipe to Requester Chest
If you copy and paste from an assembler (with a recipe) to a requester chest, it requests the materials needed for 30 seconds worth of crafting. (nice feature by the way!) This takes the crafting speed of the assembler into accout (in the following the crafting speed is always 5.5, yellow assembler,...