Search found 130 matches
- Sun Mar 20, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34891
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
Well that's basically how it currently works. The bots place a robot mining drill, and after 2.7 minutes it has no fuel left so the bot's automatically a "mine this drill" set for them. Once the drill is mined, it returns a normal mining drill, not a robotic one. You can now recycle this b...
- Sun Mar 20, 2016 11:06 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Bots charging priority, counting distance
- Replies: 11
- Views: 2897
Re: [Suggestion] Bots charging priority, counting distance
I think that are their plans. http://www.factorio.com/blog/post/fff-121 In that FF they're only talking about the pathfinding for the biters, not the bots (considering that the bots didn't ever need pathfinding in the first place since there is no obstacle in the air and bot's can't creash into eac...
- Sun Mar 20, 2016 10:50 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63803
Re: [MOD 0.12.26] Logistics Railway 1.0.4
Isn't that the normal behaviour even without the 8L mod? I mean when creating the entity for the logistic cargo, it has to choose one of the rails it has (or I think that's what it does). Why would you even have different settings for the rail pieces if you want to configure the same wagon? Just put...
- Sun Mar 20, 2016 10:42 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Bots charging priority, counting distance
- Replies: 11
- Views: 2897
Re: [Suggestion] Bots charging priority, counting distance
Couldn't all this be solved by making two tiered pathfinding? i.e. first is decided where the bots wants to go. Instead of just going there, not it looks at the nearest Roboport and declares this the start, and the Roboport which is nearest to the destination, and makes that the target. Now, since a...
- Sun Mar 20, 2016 7:59 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34891
Re: [MOD 0.12.20+] Logistics Mining 0.0.1 - Mining With Robots
Frankly, I changed some of the values in your mod for me because the way you had it, it felt useless to me as not only creating charged batteries take an extremely long time, but then you also need 10 of them for one single mining drill and that drill then didn't even last for 3 minutes. I changed y...
- Sun Mar 20, 2016 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Picker Frame (large-scale smart inserter)
- Replies: 4
- Views: 1869
Re: Picker Frame (large-scale smart inserter)
I don't really understand the need for that.. can't you just use several smart inserters to get the exact same effect? For example if you have Iron ore, copper ore, stone and coal coming mixed through one belt, you only need to add some smart inserters that take only one of them and put them on a di...
- Sun Mar 20, 2016 3:06 pm
- Forum: General discussion
- Topic: Mod packs with steam
- Replies: 15
- Views: 5416
Re: Mod packs with steam
well if you actually used steam, you would know it installs everything for you, including any software or API needed to run the game, it can even scan your hardware and check for driver updates if you give it permission to do so, its all automatic, and so what its keeping track of Gameplay hours, i...
- Sun Mar 20, 2016 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Easyer transportbelt line usage
- Replies: 2
- Views: 1086
Re: Easyer transportbelt line usage
This has been suggested several times and, as far as I know, there is currently no plan to implement any of that because you can already do that with the help of underground belts.
- Sun Mar 20, 2016 1:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83381
Re: [MOD 0.12.x] Force Fields - energy powered walls
Does the power usage increase/decrease depending on the settings of the emitter?
i.e. does a larger wall consume more energy than a smaller wall?
i.e. does a larger wall consume more energy than a smaller wall?
- Sun Mar 20, 2016 1:00 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40189
Re: [MOD 0.12.x] Water maze
Two things: First, you forgot to change the version number in the info.json from 0.0.3 to 0.0.4 which results in an error (at least for me after unzipping the zip into the mods folder). Secondly, do you actually need it to be version 0.12.26 for the base game? I changed that to 0.12.20 (which I'm us...
- Sun Mar 20, 2016 9:14 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22337
Re: Conveyor belts optional using electricity
we arnt saying that you would have to give energy to every single conveyor belt we are saying that you just have to power one end of the conveyor belt for it to work. (atleast i am not) Which doesn't change anything I was saying. The Problems with that have already been stated by others here, so th...
- Sun Mar 20, 2016 1:19 am
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66236
Re: Discussing the (missing?) 4th type of transport!
So, it's been some time since last something was posted here.... but since at a recent thread this thread got linked, I might as well post something. I'm suggesting teleportation. Of course, this needs to be a certain way to not be completely overpowered or something like that. The idea would be tha...
- Sun Mar 20, 2016 12:53 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22337
Re: Conveyor belts optional using electricity
My hope is that the devs understand that maximizing immersion is a very very good idea. Immersion at the cost of playability is a very very bad idea. And that is the main problem here. The miniscule amount of immersion this might give is completely outweight by the amount of playability the current...
- Fri Mar 18, 2016 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Making trains and robots more needed
- Replies: 4
- Views: 1986
Re: Making trains and robots more needed
What do you think? I think: Bad Idea. Seriously, you have to restrain yourself NOT to use Logistic Bots, because they're so much more usefull compared to just using belts. Im currently doing a Map where I only use Logistic bots for loading and unloading trains, for everything else I wanna use belts...
- Wed Mar 16, 2016 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Improved steel production
- Replies: 7
- Views: 4275
Re: Improved steel production
I don't see why it should be complicated in the vanilla game. If you want to have it more coomplicated, make it in a mod. I seriously don't understand all those people that use mods that complicate nearly all processes by adding X amount of intermediate steps in between. Another problem I see is tha...
- Wed Mar 16, 2016 5:00 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14017
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
Wonderful, thanks for the info!
- Wed Mar 16, 2016 3:54 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14017
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
How does the turbines fit into the priority use system?
Currently first Solar Energy is used, then Steam Energy and lust the energy from accumulators.
Where do the Wind Turbines fit in? Do they count as Solar, Steam or Accumulator?
Currently first Solar Energy is used, then Steam Energy and lust the energy from accumulators.
Where do the Wind Turbines fit in? Do they count as Solar, Steam or Accumulator?
- Wed Mar 16, 2016 2:15 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 162717
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Did you change the version number of the mod as well?
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work.
- Wed Mar 16, 2016 5:52 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63803
Re: [MOD 0.12.26] Logistics Railway 1.0.1
The only downside have have found so far is that you can't mix them up.
So you either need two stations, one for unloading and one for loading, or you need to do different behaviour for the different wagons and change that from station to station.
So you either need two stations, one for unloading and one for loading, or you need to do different behaviour for the different wagons and change that from station to station.
- Mon Mar 14, 2016 12:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Long Reach
- Replies: 35
- Views: 65199
Re: [MOD 0.12.x] Long Reach
Did you put the unpacked folder into the mods folder or did you put whatever was inside that unpacked folder into the mods folder?
Because you still need that folder for it to work.
Because you still need that folder for it to work.