Search found 186 matches
- Tue Apr 25, 2017 11:33 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24679
Re: 0.15 - plans?
Just checking release notes. Tiers can stay in at least for mining. * Added infinite mining productivity research, each tier increases mining productivity by 2%. 2% is nice, and if it explodes fast enough in cost it is a good "after last tier" addendum, bit it will not change the world ;) ...
- Mon Apr 24, 2017 12:41 pm
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 24679
0.15 - plans?
I think with the changes coming (new entities, revamp of the science packs and the endless research)... any words on the ideas how Bobs mod will move to accomodate this?
- Sat Dec 17, 2016 9:21 pm
- Forum: General discussion
- Topic: Fusion Power
- Replies: 15
- Views: 3908
Re: Fusion Power
So, you want to play a game about building more and more complicated supply chains but complain about an ambundat end game power providing technology being complicated to design? Do I point out the funny side clear enough?
- Sat Dec 17, 2016 9:19 pm
- Forum: General discussion
- Topic: Are the developers geniuses?
- Replies: 15
- Views: 5084
Re: Are the developers geniuses?
You know what they say about geniuses? It is 99% hard work. Talent helps to go through it, but you still mostly need 10000 hours to be proficient in something. So, get your lazy ass up. If you think they are good - it is more likely you just are worse than average. You sort of say so yourself. And y...
- Mon Nov 28, 2016 3:55 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63737
Re: Friday Facts #166 - Combat Revisit
Combat at one points needs to be significantly harder. Seriously. No. This game isn't CoD, we're not fighting generic baddies for the challenge, we're doing it out of necessity as a SMALL part of a greater game. Mods exist for this reason, if you want harder combat you can have it without messing u...
- Mon Nov 28, 2016 9:22 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63737
Re: Friday Facts #166 - Combat Revisit
Combat at one points needs to be significantly harder. Seriously. I am walling off my ressource based with one wall. No laser because I want the armor challenge. It rarely looses a turret. Permanent installations get a double wall. The first is NEVER breached. Even the ammo consumption is not really...
- Sun Nov 20, 2016 8:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 124554
Re: [0.12.x][v0.12.10] Bob's Modules.
What I do is not using modules actively. Actively means: I never put them anywhere. I still do have quite a pproduction going - because the endgame mod (not by bob) requries quite a lot of them for rocket starts ;) They also are used in a lot of armor equipment. I try to make a mega factory, and pro...
- Mon Nov 14, 2016 7:43 pm
- Forum: General discussion
- Topic: City Blocks instead of Main Bus
- Replies: 21
- Views: 104932
Re: City Blocks instead of Main Bus
This is similar to what I do, except ;) I am bigger. A block is 5 cells x 5 cells. Originally that is quit a lot of roboports, later it gets down to 4 (bob mod tier 4 roboports) plus possible quite a lot of recharging stations. In case you do not know - a cell is 32x32 little rectangles. Thanks to s...
- Sun Nov 06, 2016 8:58 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 159719
Re: [0.14.x] Bob's Mods: General Discussion
THe problem with power is that the OP statement is not reall good to start... > Power seems too easy. I built ~15 steam gen 1s early on and I haven't had to tweak it in a long while. There is a point coming soon you will start pushing for a lot more energy. Then the pain starts. Energy management re...
- Thu Nov 03, 2016 12:46 pm
- Forum: Mods
- Topic: [mod 0.12.20] Transformer
- Replies: 11
- Views: 12413
Re: [mod 0.12.20] Transformer
Personally - I love them, but I have a couple of ideas: * Rename the size (s, m, l, xl) to numbers (1,2,3,4) in line with all other mods that do this. * Make the larger element take one or more of the smaller ones PLUS more material. This is in line with how this is generally handled in factorio. An...
- Mon Oct 31, 2016 6:22 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50261
Re: Friday Facts #161 - Infinite Research and Blueprint Library
When it comes to resource sinks, is the rocket not a large one? I've not yet managed to construct one, so I don't know exactly how demanding it is, or do people just want to give their labs something to do as well? On the topic of potential research, perhaps add a boost to radar range, it would bot...
- Tue Oct 25, 2016 11:46 am
- Forum: Ideas and Suggestions
- Topic: Low Ammo Notification
- Replies: 10
- Views: 4134
Re: Low Ammo Notification
Not half as complex. Just define an arbitrary number below 50%. 1/3rd would be a good compromise. It means "slowly coming to an end" - and seriously, this normally means either I am in the field (and dropping turrest) - or my feed mechanism is not working/ammy supply chest is empty.
- Tue Oct 25, 2016 11:44 am
- Forum: Implemented Suggestions
- Topic: Filter Inserters: INVERT filter.
- Replies: 23
- Views: 10332
Filter Inserters: INVERT filter.
That one should be quite trivial to implement. Allow me to research (or implement on higher inservers) a little checkbox that INVERTS a filter. Instead of "take X as per definition" this turns into "take everything EXCEPT X", which can be useful to remove "crap" (like a...
- Sat Oct 15, 2016 8:02 am
- Forum: Releases
- Topic: Version 0.14.14
- Replies: 17
- Views: 22531
Re: Version 0.14.14
Further performance improvements to the trains GUI. Can you please put train management back to the backlog? Performance is nice, but we need at least: * A way to name trains. I Know the names are early contributoes, but they are hard to keep track. * A way to GROUP trains - with this grouping show...
- Tue Oct 11, 2016 1:05 pm
- Forum: Releases
- Topic: Version 0.14.13
- Replies: 34
- Views: 28374
Re: Version 0.14.13
At least from my experience it is stable (single player). No problems. Not sure when they will promote it.
THe plan IIRC for 0.15 was November - until then this one should be stable.
THe plan IIRC for 0.15 was November - until then this one should be stable.
- Mon Oct 10, 2016 5:33 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287196
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
The acid requires water, which many refinery recipes also require, so a refinery area should have some decent water supply.
- Mon Oct 10, 2016 10:48 am
- Forum: Releases
- Topic: Version 0.14.13
- Replies: 34
- Views: 28374
Re: Version 0.14.13
You, sr, like in a f****d place. 50ms is a ridiculous large ping latency - misconfigured DSL (without fastpath) is in this range (but yes, this is generally assumed a misconfiguration - it does error handling, which IP and TCP etc. do anyay). 1 tick every 5 seconds screams error. If I were you - ren...
- Sun Oct 09, 2016 8:11 am
- Forum: Releases
- Topic: Version 0.14.13
- Replies: 34
- Views: 28374
Re: Version 0.14.13
The obvious solution for that is not to use a server that is hundreds of milliseconds away. Particularly given that a decent connection on both ends you can reach any point in the USA from pretty much any point in europe with 150ms. Hundreds of milliseconds speaks for bad hardware or a funny intern...
- Fri Oct 07, 2016 7:30 am
- Forum: Releases
- Topic: Version 0.14.13
- Replies: 34
- Views: 28374
Re: Version 0.14.13
The obvious solution for that is not to use a server that is hundreds of milliseconds away. Particularly given that a decent connection on both ends you can reach any point in the USA from pretty much any point in europe with 150ms. Hundreds of milliseconds speaks for bad hardware or a funny interne...
- Sun Oct 02, 2016 6:45 pm
- Forum: Releases
- Topic: Version 0.14.12
- Replies: 15
- Views: 18706
Re: Version 0.14.12
Asking for password for the version checK?
Can you fix that? Up to .14.10 it did not happen. NOw I have to reenter the password every time I start - which is not nice.
Can you fix that? Up to .14.10 it did not happen. NOw I have to reenter the password every time I start - which is not nice.