Search found 233 matches
- Sat Jan 19, 2019 8:27 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325954
Re: [0.16.x] Bob's Mods: General Discussion
So, oil burners is not more ecological? It's more of opening up options to the player. don't forget that I also wrote into the game emissions multipliers. different fuels will pollute more than others. If you burn Hydrogen for example, it produces very little pollution. Burning hydrogen? Don’t you ...
- Sat Jan 19, 2019 8:21 am
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 54682
Re: Show me yours...
Ah! Someone inspired by Nilaus' own Angel/Bob base series?SuperSandro2000 wrote: ↑Tue Jan 08, 2019 10:03 pmjust gonna drop that here
https://imgur.com/a/QSEAR4O
- Fri Jan 18, 2019 8:30 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65790
Re: Friday Facts #278 - The new quickbar
So I gather that the Tech that needs to be researched for the bigger Quickbar got nuked too?
- Fri Jan 04, 2019 4:46 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64137
Re: Friday Facts #276 - Belt item spacing & Script rendering
As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
- Thu Dec 06, 2018 5:28 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
- Thu Dec 06, 2018 4:04 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
It would be great if you just set everything in the base game to 100% efficiency, and omitted the info from the tooltip if it's 100%. So anyone playing vanilla would not see the info at all, but if a mod adds something with, say, 70% efficiency, or 120% efficiency, it would show up as part of the t...
- Sun Nov 25, 2018 9:44 am
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39009
Re: Friday Facts #270 - HR Substation & Save/Load overview
The save file is more than a quarter decoratives? Most games don't even save those, just re-generate them on load, or when you re-enter an unloaded area. I don't see why you can't do the same. Is there any reason these need to remain perfectly in sync? My biggest save is less than 40 MiB on disk (g...
- Fri Nov 09, 2018 7:51 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 46999
Re: Friday Facts #268 - The modern Biter
Uh oh. Guys? Factorio planet already has an in-game file. It was found by modders who looked at the game code. The planet is called Nauvis which literally means 'New'.
- Sun Nov 04, 2018 12:07 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
It seems a bit odd to then meet the criticism with being defensive ("Well, if we can't change anything any more we could just ship it now") I was specificaly responding to Ferlonas saying (I am paraphrazing) "Bob and Angel will have to modify their mods because of your change, so it'...
- Sat Nov 03, 2018 9:44 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
Thanks, guys, and gals for all the fun I had while it lasted! I am moving over to Satisfactory once it comes out.
- Fri Nov 02, 2018 3:53 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
Those changes proposed in the FFF seem like they either will require the game engine to be effectively forked/code butchery by modders/mod butchery There's a simple answer to that: mods can't do that. So they're forced to just not use pickaxes in any way because they no longer exist in the game eng...
- Fri Oct 26, 2018 5:06 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
@bilka Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods. As the FFF states [W]e completely removed mining tools from the game. [...]...
- Fri Oct 26, 2018 4:41 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 210300
Re: Friday Facts #266 - Cleanup of mechanics
@bilka
Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods.
Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods.
- Fri Oct 12, 2018 6:50 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 44396
Re: Friday Facts #264 - Texture streaming
https://www.factorio.com/blog/post/fff-264 No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Maybe we should do something about that... FUCK YES MR. OBVIOUS YOU SHOULD HAVE DONE SOMETHING ABOUT THAT!!! We have been screaming at you for the last two years to do something abou...
- Fri Oct 12, 2018 3:13 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 44396
Re: Friday Facts #264 - Texture streaming
https://www.factorio.com/blog/post/fff-264 No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Maybe we should do something about that... FUCK YES MR. OBVIOUS YOU SHOULD HAVE DONE SOMETHING ABOUT THAT!!! We have been screaming at you for the last two years to do something abou...
- Mon Oct 08, 2018 11:38 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38937
Re: Friday Facts #263 - Trains in blueprints
There is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons and disable the ability of inserters to pull things directly out of wagons. Done! Yeah, but this req...
- Sun Oct 07, 2018 11:58 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38937
Re: Friday Facts #263 - Trains in blueprints
>blueprintable cargo trains are you trying to make the belts obsolete? cause you're damn close to it There is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons...
- Sat Oct 06, 2018 11:30 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38937
Re: Friday Facts #263 - Trains in blueprints
I am surprised Xterminator or Nilaus haven't made a comment yet. I would have expected them to squeal from joy and go all dreamy with this update.
- Tue Oct 02, 2018 8:47 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 82161
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Pictures in your OP got corrupted when the server transferred to the newer Forum OS.
- Fri Sep 14, 2018 4:22 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116140
Re: Friday Facts #260 - New fluid system
Also. How is this system going to react to someone making a super long pipe across the map from an oil field and putting ten pumps at intervals into the pipeline? Would the entry into and exit out of a pump count as a junction? So as long as you don’t do crazy stuff like making pipe grids and keep y...