I´d like to have a more expensive repair pack that repairs things faster.
It´s just a little bit tedious sometimes to repair laser turrets and walls before bots... and bots have their own downsides.
Search found 266 matches
- Wed Nov 16, 2016 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Repair pack mk2
- Replies: 2
- Views: 813
- Fri Nov 11, 2016 2:57 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 110226
Re: Friday Facts #164 - Nuclear power
Two questions:
Will there be a new ore? (like uranium maybe?)
February 2017 is for the first experimental release of 0.15?
Will there be a new ore? (like uranium maybe?)
February 2017 is for the first experimental release of 0.15?
- Tue Nov 08, 2016 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Better motion: Helicopters
- Replies: 3
- Views: 2082
Re: Better motion
0.14 has already added support for vehicle equipment grids. Some mods are already adding stuff to that grid. (think of it like power armor for vehicles) I suppose eventually base game might also have some equipment for vehicles. Meanwhile, I heartily recommend Bob´s mods. That said: +1 for some kind...
- Tue Nov 08, 2016 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 44133
Re: Little Quirks
When mousing over or selecting a piece of a belt, it would be nice if somewhere on the gui it was told what exactly is on that piece of belt. Would be mostly useful with mods that add new, unfamiliar ores and stuff.
- Mon Nov 07, 2016 9:14 pm
- Forum: Implemented Suggestions
- Topic: add support for enablign and disabling mods based on save
- Replies: 7
- Views: 2326
Re: add support for enablign and disabling mods based on save
Which button? (as in why not just load the game as normal but do whatever necessary to load the game, including restart of client if necessary)
- Mon Nov 07, 2016 3:00 pm
- Forum: Implemented Suggestions
- Topic: Change of running power pole placement
- Replies: 4
- Views: 4526
Change of running power pole placement
If I run in straight line and hold lmb to place power poles How it works currently: places power poles on maximum distance away from closest power pole. sometimes does not place a power pole at all if running close enough to another line of power poles. Problem: this makes it cumbersome to place pow...
- Mon Nov 07, 2016 2:44 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 164321
Re: [0.14.x] Bob's Mods: General Discussion
Couild you maybe make the rocket launch harder to achieve, requiring more of your high tech ingredients? I´ve pretty much been bypassing the whole rocket thing altogether on your mod so far, as I have been concentrating on getting everything else first :D But a cursory look to the requirements of th...
- Mon Nov 07, 2016 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Achievements in multi-player
- Replies: 6
- Views: 4112
Re: Achievements in multi-player
Thank you!
- Sun Oct 30, 2016 5:07 am
- Forum: Implemented Suggestions
- Topic: Search function for inventory - especially containers and chests
- Replies: 7
- Views: 3314
Re: Search function for inventory
This would certainly be helpful. So +1
- Sat Oct 29, 2016 9:45 am
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 65629
Re: Friday Facts #162 - Theme Art Again
With bob´s mods set it is already possible to automate artifacts farming. In that mod all the biter enemies drop small artifacts and 25 small artifacts can be crafted/manufactured into regular artifacts. The mod also adds different colored artifacts. Method of automation: 1) Surround a nest (or two)...
- Thu Oct 27, 2016 7:11 pm
- Forum: Gameplay Help
- Topic: number of refineries?
- Replies: 7
- Views: 14343
Re: number of refineries?
He wants to be efficient. So, just to build plenty is not perhaps the most efficient way. Then again, he is just starting to produce oil based stuff so assuming his oils are depleted is a bit silly as well. We don´t know the amount of oil pools and we don´t know their yields. So... my advice: Initia...
- Wed Oct 26, 2016 9:31 pm
- Forum: Gameplay Help
- Topic: How to solve main belt running into water?
- Replies: 10
- Views: 4726
Re: How to solve main belt running into water?
Please upload your save :) Not sure if you really want it but I dont see the harm in posting it so here goes :) bobsmods13.zip even though its named like that, it is actually a game save file, does not include the mods. (I use the name of the mod Im running as basis for my save game names because.....
- Tue Oct 25, 2016 4:59 pm
- Forum: Gameplay Help
- Topic: How to solve main belt running into water?
- Replies: 10
- Views: 4726
How to solve main belt running into water?
So I have a few options in mind but just for fun I thought I´d run a poll about this. Maybe someone will find an option I didnt think of?
![Image](http://images.akamai.steamusercontent.com/ugc/258221429226631467/6DAD9FBE40748594675B3E77B79FEE44AF2E7E37/)
edit: sorry if this is in wrong section
edit: sorry if this is in wrong section
- Tue Oct 25, 2016 1:43 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 164321
Re: [0.14.x] Bob's Mods: General Discussion
I propose a workaround. detach synthetic wood from the plastic research and make a separate research entry for synthetic wood. This way, the player could choose not to research synthetic wood at all and would avoid all problems with regards to manually crafting wood related stuff. Something like 20 ...
- Mon Oct 24, 2016 10:52 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 164321
Re: [0.14.x] Bob's Mods: General Discussion
Started using bobs mod pack something like a 100 hours ago http://images.akamai.steamusercontent.com/ugc/258221429226631467/6DAD9FBE40748594675B3E77B79FEE44AF2E7E37/ Gradually, my "main belt" is getting rather fat :D Yea it got a bit out of hand. I still dont even have all ores on it (miss...
- Sat Oct 08, 2016 7:37 pm
- Forum: Technical Help
- Topic: Minimize Factorio
- Replies: 7
- Views: 2550
Re: Minimize Factorio
also try windows key + d
- Sat Oct 08, 2016 2:24 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 107414
Re: Friday Facts #159 - Research revolution
And what happens to all the science pack resources? They just vanish... These copper plates and gear wheels have helped me discover laser turrets and now they will pop out of existence. I think it would make sense if the science packs would turn into energy. So maybe labs should give out small amou...
- Thu Oct 06, 2016 9:39 pm
- Forum: Releases
- Topic: Version 0.14.13
- Replies: 34
- Views: 28770
Re: Version 0.14.13
no such lag when Im hosting. if I join a game, there has been such lag on every 0.14 version if I joined a server with high ping to me. I guess when I press f to pick something up, the game makes me first tell the server that hey Im picking this up and the server then checks if Im allowed to pick it...
- Tue Oct 04, 2016 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Capped Wells.
- Replies: 10
- Views: 2539
Re: Capped Wells.
Im not saying you havent found out about this yet but I only recently found out about this so maybe worth a mention. In late game you can still very much use "depleted" oil fields at the expense of increased use of electricity and get large amounts of oil from them, especially from fields ...
- Tue Oct 04, 2016 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Personal transponder - Avoid getting run over by trains
- Replies: 5
- Views: 2329
Re: Personal transponder - Avoid getting run over by trains
I think you can do this already with circuit network