Search found 126 matches
- Wed Aug 12, 2015 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance
- Replies: 11
- Views: 3325
Re: Maintenance
I would prefer the maintenance only for the solar panels. Since they are now drop and forget and way too overpowered. If you need to keep them fine by cleaning them every few days, you have some disanvantages to them. You need to produce the cleaning material and they need to be covered by roboports.
- Tue Aug 11, 2015 5:29 pm
- Forum: Modding help
- Topic: What's the meaning of the autoplace_controls?
- Replies: 5
- Views: 3670
Re: What's the meaning of the autoplace_controls?
i don't yet get it all: i'm trying to make a new tile, mountain, with the same properties as waters. So i copied the tile settings of water, but now i'm stuck with the autoplace = water_autoplace_settings(250), layer = 45, If i copy from grass i get autoplace = ("grass", {{{35, 0.8}, {0, 0...
- Thu Jul 30, 2015 8:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 376055
Re: [0.11.x][v0.6.7] Bob's Ore Mod.
i'm getting only lead from galena, 0.12 with fresh start. Did something change?
I think the post above me has the same problem, like the chance only calculated 1 time or so?
I think the post above me has the same problem, like the chance only calculated 1 time or so?
- Wed Jul 29, 2015 4:43 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14283
Re: Updating the Wiki for combinators
What about a lamp that goes on when a chest is almost full/empty. Something simple that can be useful.
- Sat Jul 25, 2015 2:31 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 434758
Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!
in the 3.0.10 there is still a crash when i destroy a base
- Sat Jul 18, 2015 6:15 am
- Forum: General discussion
- Topic: Things to watch out when loading a 0.11 game in 0.12
- Replies: 6
- Views: 8093
Re: Things to watch out when loading a 0.11 game in 0.12
Any idea how to convert to the new guns? I have multiple outposts that are under constant attacks so i can't visit them all before the first attack
- Thu Jul 16, 2015 3:53 pm
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70876
Re: Friday facts #94 - No 0.12 Release today
i'm hopeful since if they already knew they couldn't make it, it would have been 'leaked'
- Mon Jul 06, 2015 8:04 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 44871
- Sun Jul 05, 2015 7:13 am
- Forum: Questions, reviews and ratings
- Topic: Splitting up Mods Board
- Replies: 19
- Views: 23547
Re: Splitting up Mods Board
One of the bigger troubles with the former mod forum is, that good but tiny mods that don't need much updating get lost quite quickly. They don't deserve a own subforum, but should be quickly available for interested people (natural evolution, more logistic slots, scalar, endless research, ...)
- Sat Jul 04, 2015 7:37 am
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 44871
Re: Friday Facts #93 - Furious Finish
Just count on playing a week or three on a new vanilla map until the bigger bugs are solved and the modders had time to adapt.
If there are maps you want to keep, take a lot of backups before loading them in 12
Good idea on expanding on the PR side
If there are maps you want to keep, take a lot of backups before loading them in 12
Good idea on expanding on the PR side
- Sun Apr 12, 2015 6:11 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 316767
Re: [0.11.x][v0.1.6] Bob's Logistics mod
regular cargo wagons already have 30 slots in 0.11.18+. there went my 80 invar. I wish they'd stop messing around with that x3 This is the second time they've increased the cargo capacity of the cargo wagon. I'll make a note of it for next update. May i suggest different tiers of cargo wagons, and ...
- Sun Apr 12, 2015 5:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 376055
Re: [0.11.x][v0.6.7] Bob's Ore Mod.
Thanks for the good work. I have a question about RSO mod. Do the gems need a extra line in the rso config file, or is it just a extra drop? So we have to set up a sorter system to make sure the gems don't clutter the main lines?
- Mon Apr 06, 2015 12:03 pm
- Forum: General discussion
- Topic: Challenge Modes
- Replies: 2
- Views: 3229
Re: Challenge Modes
I think you are ready to explore mods :) Some recommandments: RSO adjusts the mapgeneration so the resources are rarer and further away. You will need to master trains to keep your factory running Scalar increases the cost and time for research, so you will need a bigger factory with more throughput...
- Mon Apr 06, 2015 7:39 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 574088
Re: Yuoki Industries 0.2.26 (11.17+)
and now onto the own subforum
since this mod has so many features and building possibilities, it would be easier to manage all the information
since this mod has so many features and building possibilities, it would be easier to manage all the information
- Thu Feb 05, 2015 6:43 am
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 45406
Re: Friday Facts #71 To the stars
posted in another thread: produce food, move it to space station, make sure the ship or space elevator works, it goes into space, you get credits, or trade for some material that doesn't exist on your planet, the ship lands again, move it to the right factory, make something hitech of it, move it ba...
- Wed Feb 04, 2015 6:31 pm
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 45406
Re: Friday Facts #71 To the stars
i realy don't get the people that want colonists and people: for me factorio is a empty planet, an empire of robots and machines under your control. You can decide what to build and when to build. Why would you ever want colonists there? They won't work and just start complaining about food and poll...
- Thu Jan 15, 2015 2:32 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 70458
Re: Friday Facts #64 The plans
i don't like the colonist ideas: i mean you have 1000 colonist and they don't work? So they are all lawyers and politicans? I have an empire of my own, i don't want anyone there complaining about pollution or lack of alcoholic drinks. It should focus more and more on automatisation: produce food, mo...
- Fri Jan 09, 2015 7:50 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 41193
Re: Friday Facts #68 The trains
ooh smart signals like in "only let the train leave the copper mining outpost if the main base has less then 1000 copper ore" I'm absolutely waiting for something that will automate these trains but presignals are already a good start @developers: you can already see the difference on enth...
- Tue Jan 06, 2015 6:43 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 316767
Re: [0.11.x][v0.1.1] Bob's Logistics mod
there seems to be a problem with 11.10 and the fast-far-inserter. I can't get past loading mods in the game startup
- Fri Jan 02, 2015 2:04 pm
- Forum: Gameplay Help
- Topic: Early game defence tips wanted
- Replies: 18
- Views: 11637
Re: Early game defence tips wanted
Maybe part of what provoked the early attack, given the Large starting area I had chosen, was that I had all those extra Miners running? And also 36 Furnaces. 12 on Iron Ore that were all running, making a lot more Iron Plates than I needed, and 12 on Copper Ore not all of which were running, but p...