Search found 83 matches

by neoc
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...
by neoc
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?

Frightning wrote:Fluid costs are also 10x'd as is fluid income afaik.
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.
by neoc
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...
by neoc
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.
by neoc
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
by neoc
Mon Feb 06, 2017 9:19 am
Forum: 5dim's mod
Topic: Dead
Replies: 1
Views: 4611

Re: Dead

Seems so
by neoc
Fri Feb 03, 2017 3:43 pm
Forum: General discussion
Topic: Mods help
Replies: 2
Views: 1154

Re: Mods help

Bob's mods
by neoc
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...
by neoc
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

Mendel wrote:Actually I am hoping it gets delayed so I can finish my mod run of 0.14 before .15 hits :)
Now that someone would find a delay useful it will probably hit tomorrow. Thanks :D
by neoc
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
by neoc
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!
by neoc
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?
by neoc
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 ...
by neoc
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

bobingabout wrote:A few days? I thought 0.13 was still several weeks away.
https://www.factorio.com/blog/post/fff-137 says
the 1st of June, which is the goal of the 0.13 release is starting to feel uncomfortably close
by neoc
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...
by neoc
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.
by neoc
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!
by neoc
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...
by neoc
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.
by neoc
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 ?

orzelek wrote:You can try using Big Bags mod as alternative.
It increases stack sizes so you can fit more in same space.
Yeah, that would work too. On the other hand that would be cheating regarding chest size ;)
I like to store a lot in chests, it would actually matter for me.

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