Search found 129 matches
- Tue Mar 22, 2016 6:15 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109467
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Any news about fixing the over bloated save issue? thanks!
- Sun Mar 20, 2016 6:30 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109467
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
About how biter % evolves, when I mean that over a full cycle it decreases (for me) I mean over the full peaceful+normal+passive expansion, it decreases. I tend to take pollution into account when developing myself (for example I won't exploit an ore patch at maximum speed by having drills everywher...
- Sat Mar 19, 2016 6:06 am
- Forum: Fentus Challenge & Tool Mods
- Topic: [0.13.x] SpeedControl [1.0.4]
- Replies: 11
- Views: 8671
Re: [0.12.x] SpeedControl [1.0.3]
I'm also using it, with slight modifications to your code because I like to play slow sometime, a kind of semi-pausing.
What is missing now is shortcuts, like + and - to alter speed, instead of clicking. That said, a HUGE THANKS for your mod.
What is missing now is shortcuts, like + and - to alter speed, instead of clicking. That said, a HUGE THANKS for your mod.
- Sat Mar 19, 2016 6:04 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109467
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Oh ok, that would explain if over a full cycle from peaceful>normal>expansion, if I don't kill any hive, then % globally decrease?
- Fri Mar 18, 2016 3:21 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109467
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Is the mod working right regarding evolution progression? How can I end up with almost the same % at the start and then at the end of 900 seconds of 'peace' with a 0.40% increase per minute? Evolution should have gain 6% if my maths are right. But it is increasing by perhaps 0.5% over the whole peri...
- Fri Mar 18, 2016 8:46 am
- Forum: General discussion
- Topic: Should my robotports overlap?
- Replies: 5
- Views: 2260
Re: Should my robotports overlap?
But the larger the area, the less control you have on particular aspects. You have to trust the robots will leap frog correctly from A to B to C and not do A to C, which will be terribly long. If I have 2 separate areas, I can have robots moving stuff from A to B while at the same time robots moving...
- Fri Mar 18, 2016 8:11 am
- Forum: General discussion
- Topic: Should my robotports overlap?
- Replies: 5
- Views: 2260
Should my robotports overlap?
I see several arguments to not make them overlaps*, but what is the consensus?
It does not mean there is a single robotport every 50 squares, it can be a 'hub'. Two hubs are separated by a small 'no man's land' not serviced but with conveyor belts relaying stockpiles.
It does not mean there is a single robotport every 50 squares, it can be a 'hub'. Two hubs are separated by a small 'no man's land' not serviced but with conveyor belts relaying stockpiles.
- Wed Mar 16, 2016 8:13 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370913
Re: [0.12.x][v0.12.7] Bob's Ore Mod.
About the iron crunch I have a dire iron crunch, always, from the start. It might be because of the settings I use, a modified RSO mod. But perhaps others are also facing the issue. For me the only mineral of importance that drives my expansion is iron, the rest is much more present that I'll ever ...
- Mon Mar 14, 2016 12:09 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 561733
Re: Yuoki Industries - Informations, Suggestions, Questions
Questions must have been asked zillions of times, but after reading the 3 last pages, I see no reference about it.
Can we play both Yuoki and Bob's mods at the same time?
Can we play both Yuoki and Bob's mods at the same time?
- Mon Mar 14, 2016 11:14 am
- Forum: General discussion
- Topic: How to increase difficulty beyond world generator options?
- Replies: 5
- Views: 2318
Re: How to increase difficulty beyond world generator options?
I definitively recommend Misanthrope Mod. https://forums.factorio.com/viewtopic.php?f=97&t=17291&p=135080#p135080 Why? Because with Misanthrope, even if you are clearing biters nests and none are contaminated by your pollution, they will come after you, sometime over long distance, and liter...
- Mon Mar 14, 2016 11:12 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109467
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Just reporting that your mod is increasing greatly my interest in Factorio. Now biters come to bite you, even if your pollution don't spill over their bases. That's just great. I had no particular trouble protecting my supply lines. Yes, it needs more resources, defenses and prudence, but I find tha...
- Mon Mar 14, 2016 6:56 am
- Forum: Mods
- Topic: [MOD 0.12.24]Combat Trains
- Replies: 6
- Views: 12432
Re: [MOD 0.12.24]Combat Trains
It seems a very nice mod. I admit though that not having the turrets on a tiny plausible wagon detracts me from the mod.
- Sun Mar 13, 2016 6:28 am
- Forum: General discussion
- Topic: Earthlike planet, is that it
- Replies: 0
- Views: 793
Earthlike planet, is that it
Hey,
I'm wondering if there is a plan, somewhere, sometime to have alternate planets styles (it could affect gameplay optionally). Like a red planet (Mars type), lava planet, frozen planet, jungle, etc. With more different biomes also... And there is no mod that propose that, AFAIK...
cheers
I'm wondering if there is a plan, somewhere, sometime to have alternate planets styles (it could affect gameplay optionally). Like a red planet (Mars type), lava planet, frozen planet, jungle, etc. With more different biomes also... And there is no mod that propose that, AFAIK...
cheers
- Sat Mar 12, 2016 4:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Planting (wild) trees
- Replies: 4
- Views: 2785
Re: Planting (wild) trees
I'm using Bob's series of mods, is 5Dim compatible, it will be redundant I guess...
- Sat Mar 12, 2016 5:17 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181032
Re: [0.12.x] RSO Discussion thread
I don't get it, with RSO added and settings minerals to low availability, I have patches of 14k minerals per squares (total perhaps 250-500k minerals per spot) something like 3 chunks from my base. That's insane... If I wanted to play with unlimited minerals, I would not use RSO. I have not modded o...
- Sat Mar 12, 2016 5:02 am
- Forum: Ideas and Requests For Mods
- Topic: Planting (wild) trees
- Replies: 4
- Views: 2785
Planting (wild) trees
Hey,
I would like to plant back trees, the natural ones, not treefarms. Mostly for embellishing my base. Does a mod do that?
On the same trend, any mod adding 'cultural objects', i.e they are just there to be cool, like a statue?
I would like to plant back trees, the natural ones, not treefarms. Mostly for embellishing my base. Does a mod do that?
On the same trend, any mod adding 'cultural objects', i.e they are just there to be cool, like a statue?
- Fri Mar 11, 2016 1:39 pm
- Forum: Bob's mods
- Topic: There is a missing module in this awesome mod
- Replies: 2
- Views: 1785
Re: There is a missing module in this awesome mod
Well, if you fancy the idea of having a module about 'exploration', you can start with the spaceships wrecks of the base game and add loots into them, based on distance to spawn points, and top / surround them with biters bases... But I can understand you are not interested in this feature.
- Fri Mar 11, 2016 10:09 am
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22393
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Wanted to thank you for this mod, it makes taking notes much easier!
- Fri Mar 11, 2016 9:12 am
- Forum: Bob's mods
- Topic: There is a missing module in this awesome mod
- Replies: 2
- Views: 1785
There is a missing module in this awesome mod
That's Bob's map. With Bob's map, you would get non-Earthlike biome, like lava fields, purple toxic plants. When you explore, you find 'goodies huts' (that's the wording used in the Civilization series for surprises-in-a-chest bonus). The farther away, the better the finding. Near the spawn point, i...
- Fri Mar 11, 2016 9:05 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174205
Re: [0.12.x][v0.12.9] Bob's Warfare mod
Ok, if I reach this point, which is not obvious given the very hard difficulty settings I set, I'll tell you. I think they can be used as last ditch defense though. i.e picture a walled rectangle with exits being replaced by turrets. If turrets are destroyed, then the robots there are free to go. So...