Search found 83 matches
- Sun Apr 30, 2017 2:14 pm
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 22231
Re: Version 0.15.4
Sandbox mode is neat for testing things, however I've found a problem (and I apologize if this has been mentioned already): You can't effectively use vehicles. Yes, you can get into them, however since you don't have any form of weapon UI, you can't switch weapons or even fire. While I get that San...
- Sat Apr 29, 2017 6:04 am
- Forum: General discussion
- Topic: Did they silently increase tank capacity massivly?
- Replies: 6
- Views: 2325
Re: Did they silently increase tank capacity massivly?
Ah right, they adjusted the recipes accordingly. 2x plastic now cost 20 petroleum gas (up from 3; still only 1 coal though). Now it makes sense when people say that pipes may become a real bottleneck.Frightning wrote:Fluid costs are also 10x'd as is fluid income afaik.
- Sat Apr 29, 2017 5:42 am
- Forum: General discussion
- Topic: Did they silently increase tank capacity massivly?
- Replies: 6
- Views: 2325
Did they silently increase tank capacity massivly?
My storage tanks can hold 25k fluid now - ten times the value before according to the wiki (2500). Cost remained the same - a bit OP maybe, fluid storage was quite a bit of a problem in 0.14 so you had to use barrels. Also oil fields seem to last a lot longer now (which was in the patch notes, but t...
- Tue Apr 25, 2017 6:16 am
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 140936
Re: Version 0.15.0
To anyone having issues with Steam / GOG / whatever: Get an account on factorio.com and download from there.
- Mon Apr 24, 2017 5:34 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 140936
Re: Version 0.15.0
omg finally, I'm so burnt out on Minecraft XD
- Mon Feb 06, 2017 9:19 am
- Forum: 5dim's mod
- Topic: Dead
- Replies: 1
- Views: 4611
Re: Dead
Seems so
- Fri Feb 03, 2017 3:43 pm
- Forum: General discussion
- Topic: Mods help
- Replies: 2
- Views: 1154
Re: Mods help
Bob's mods
- Thu Feb 02, 2017 7:42 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 998343
Re: Factorio Roadmap for 0.15 + 0.16
So are you planning on adding more ores? Also I think you guys should add some amount of customization like placeable decorations and stuff like that. It's an addicting game and I wish I bought it sooner than I did. There are many mods which add ores to the game, like Bob's mods for example. Not sa...
- Wed Feb 01, 2017 8:22 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 998343
Re: Factorio Roadmap for 0.15 + 0.16
Now that someone would find a delay useful it will probably hit tomorrow. ThanksMendel wrote:Actually I am hoping it gets delayed so I can finish my mod run of 0.14 before .15 hits
- Mon Jan 30, 2017 9:10 am
- Forum: Ideas and Suggestions
- Topic: Smarter autosaving (ie: Not in combat)
- Replies: 18
- Views: 5446
Re: Autosave in battle
Autosave in general should be postponed if the player is doing stuff at the moment, up to a configurable time span.
Not doing anything = not building, not shooting, not being attacked
Not doing anything = not building, not shooting, not being attacked
- Sat Jan 28, 2017 8:51 am
- Forum: Bob's mods
- Topic: Large vs normal solar panels
- Replies: 3
- Views: 3483
Re: Large vs normal solar panels
I didn't think about MK2+ so far, just wanted to know if normal or large panels are better in the long run (since you can't craft normal panels in large panels later). I guess I will just go normal then. Thanks for clearing this up!
- Fri Jan 27, 2017 8:02 pm
- Forum: Bob's mods
- Topic: Large vs normal solar panels
- Replies: 3
- Views: 3483
Large vs normal solar panels
Considering resources spent per power output, from a rough estimate I had the impression that it's not worth it going Large solar panels instead of normal. Also you get Large ones later in the tech tree. Am I missing something?
- Sun Aug 14, 2016 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Close GUI with mouse
- Replies: 1
- Views: 1571
Close GUI with mouse
Not sure if there is already a thread about this, a quick search gave no results. I find it inconsistent that you can open the GUI of objects with left click (when bound to left click), but you can't close it with your mouse unless you have bound the "close window" action to your mouse. A ...
- Thu May 26, 2016 8:08 am
- Forum: Bob's mods
- Topic: Suggestion: Radar MK2 - MK4
- Replies: 7
- Views: 3636
Re: Suggestion: Radar MK2 - MK4
https://www.factorio.com/blog/post/fff-137 saysbobingabout wrote:A few days? I thought 0.13 was still several weeks away.
the 1st of June, which is the goal of the 0.13 release is starting to feel uncomfortably close
- Thu May 26, 2016 4:46 am
- Forum: Bob's mods
- Topic: Suggestion: Radar MK2 - MK4
- Replies: 7
- Views: 3636
Re: Suggestion: Radar MK2 - MK4
Anyway, great mod collection, really keeps me playing the game when I was already bored by it because it gets stale in the end once you get everything set up. Cannot imagine how difficult it may be to integrate significant changes in the base game we might get in a few days...
- Wed May 25, 2016 6:02 pm
- Forum: Bob's mods
- Topic: Suggestion: Radar MK2 - MK4
- Replies: 7
- Views: 3636
Suggestion: Radar MK2 - MK4
I'm pretty sure someone already suggested this, but I couldn't find anything when using the search function.
Since Roboport zone size increases significantly with each new tier, having more radar tiers seems only logical to me. But maybe that would make things too easy, I don't know.
Since Roboport zone size increases significantly with each new tier, having more radar tiers seems only logical to me. But maybe that would make things too easy, I don't know.
- Thu May 05, 2016 1:53 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 180006
Re: Bob mods for 0.12 General Topic.
I only played 2 hours with all of the mods and already know: I will never again play without them. Great work!
- Wed May 04, 2016 10:25 am
- Forum: Modding help
- Topic: Turret kill count / damage dealt
- Replies: 2
- Views: 1121
Re: Turret kill count / damage dealt
Not until 0.13. HYPED Bummer. As a workaround for resetting I'm just rebuilding the turret, but it would be nice to be able to sum up kill counts of a group of turrets. Tower defense without just spamming towers can be quite interesting: Investigating from where enemies come and what influences the...
- Wed May 04, 2016 6:47 am
- Forum: Modding help
- Topic: Turret kill count / damage dealt
- Replies: 2
- Views: 1121
Turret kill count / damage dealt
Is there any way to obtain or even change (reset) kill count / damage dealt for towers? Searched for quite a while, didn't find anything.
- Sat Apr 30, 2016 1:29 pm
- Forum: Modding help
- Topic: Increase god mode's inventory size ?
- Replies: 10
- Views: 4137
Re: Increase god mode's inventory size ?
Yeah, that would work too. On the other hand that would be cheating regarding chest sizeorzelek wrote:You can try using Big Bags mod as alternative.
It increases stack sizes so you can fit more in same space.
I like to store a lot in chests, it would actually matter for me.