Search found 347 matches

by RocketManChronicles
Sat Jan 27, 2018 2:11 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46681

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

In PvP, it would be great to have a customizable option to set the distance between players. One idea my friends and I have is to start a MP game where each of us is REALLY far from each other, say 5000+ tiles away, and once we are able to reach each other, not only is it a great feat, but then we c...
by RocketManChronicles
Thu Jan 25, 2018 2:53 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533054

Re: Update for Factorio 16 ?

Hello, Is there any update in view for Factorio 0.16.x? I'm working through the issues that people have reported with the test version, but this bug with the base game is a blocker: https://forums.factorio.com/viewtopic.php?f=23&t=56663 It's currently marked as 'not a bug', but surely killing t...
by RocketManChronicles
Thu Jan 25, 2018 2:46 pm
Forum: Bob's mods
Topic: Mid Game Play
Replies: 7
Views: 4144

Re: Mid Game Play

All, I'm playing with all of Bob's Mods, and I'm to the point of having Red and Green Science, and looking to start on Blue. My base is currently Spaghetti City! I'm assuming that most of you start building some distance away for the Late Game base, and start diverting resources to the new area. Ho...
by RocketManChronicles
Thu Jan 25, 2018 1:08 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

bobingabout wrote:removed artillery speed upgrades, there's a basegame version now.
Speaking of which, the base game has artillery range upgrades, does this affect the tank artillery range as well?
by RocketManChronicles
Thu Jan 25, 2018 1:00 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533054

Re: Update for Factorio 16 ?

Hello, Is there any update in view for Factorio 0.16.x? I'm working through the issues that people have reported with the test version, but this bug with the base game is a blocker: https://forums.factorio.com/viewtopic.php?f=23&t=56663 It's currently marked as 'not a bug', but surely killing t...
by RocketManChronicles
Mon Jan 22, 2018 12:44 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

These are welcomed changes! Although, increasing the base game artillery shell stack size to 20 seems a bit much, but I will go with it. Thanks for you dedication! I wasn't going to make it that high, but I did it based on the amount of damage it does. Tank shells stack to 100 and deal 200 damage e...
by RocketManChronicles
Mon Jan 22, 2018 12:19 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

Probably the biggest single mod update I've done since 0.16 releases. Logstics 0.16.4: Fix that Robotics 3 and Advanced Robots 2 required a Production science pack instead of Logistic. Fix that roboport was still unlockable by construction/logistic repotics when recipe was overwritten for modular. ...
by RocketManChronicles
Fri Jan 12, 2018 1:31 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50562

Re: Version 0.16.16

VFaalcatnodriiro wrote:
Koub wrote:Now it's : whatever arrives in a splitter goes one right, one left, one right, one left. That's so much more logical for a mechanical splitter.
True. What we need now are "smart"-Splitters :D
Maybe that is where they are headed? ;)
by RocketManChronicles
Thu Jan 11, 2018 7:08 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

In 0.13 I added the artillery weapon to the tank. in 0.16 the base game added the artillery wagon/turret. I've not really done any testing, but... Is the ammo compatible between the two? How do the weapons, and ammo compare? Do I need to do some balancing? Do I need to separate the two types of amm...
by RocketManChronicles
Wed Jan 10, 2018 5:10 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

As for fluid wagons, I like that vanilla has it down to 25k per wagon, it makes the logistics of the volume of fluid better. They were correct in that those trains rarely moved along the rail lines. As for your mk2 and mk3 Bob, I would make the mk2 1.5x and the mk3 2x. 37.5k and 50k seem reasonable...
by RocketManChronicles
Wed Jan 10, 2018 12:57 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

As for fluid wagons, I like that vanilla has it down to 25k per wagon, it makes the logistics of the volume of fluid better. They were correct in that those trains rarely moved along the rail lines. As for your mk2 and mk3 Bob, I would make the mk2 1.5x and the mk3 2x. 37.5k and 50k seem reasonable ...
by RocketManChronicles
Fri Jan 05, 2018 4:23 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326549

Re: [0.16.x] Bob's Mods: General Discussion

I do like the new vanilla fluid wagons, they balance the transport of fluids a lot better. Although, I do miss having multiple fluids in a single wagon for those unique deliveries. If anything, I vote to have the mkII and mkIII fluid wagons be 1.5x and 2x.
by RocketManChronicles
Fri Dec 15, 2017 3:28 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120622

Re: Feedback

Bobingabout: I love your mods. They add a great deal of complexity and playability that really enhance the vanilla game to where Factorio should be. The Electronics mod is my favorite, because it adds difficulty and a progression that is REALLY satisfying once you get to the next level (the next boa...
by RocketManChronicles
Tue Dec 12, 2017 1:34 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 352353

Re: [0.15.x] Bob's Mods: General Discussion

Chemical Furnaces Thank you for the steel version! Unlike the original furnace line, this one does not upgrade up the chain. The stone version is not in the recipe for the steel version, and the steel version in not in the recipe for the electrical version. The Electrical Chemical furnace upgrades ...
by RocketManChronicles
Tue Dec 12, 2017 1:37 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 352353

Re: [0.15.x] Bob's Mods: General Discussion

Bobingabout: I have recently reached the end-game era of your mods for 0.15, and in my endeavor nearing this milestone, I have come across some "inconsistencies." I call them that because I do not know if you had any of them planned or were simply overlooked. I already mentioned the batter...
by RocketManChronicles
Tue Dec 05, 2017 1:14 pm
Forum: Combinator Creations
Topic: Balanced Bot Train Loader
Replies: 10
Views: 13918

Re: Balanced Bot Train Loader

Now here is where I see a problem: I have 1m iron ore in my logistics network and 100k logistic robots. Each requester chest requests 2 billion iron ore. So all 100k logistic robots are dispatched to fetch iron ore. But 600 logistic bots already fill the chest to completion, then 600 more fill the ...
by RocketManChronicles
Tue Dec 05, 2017 12:47 pm
Forum: Combinator Creations
Topic: Balanced Bot Train Loader
Replies: 10
Views: 13918

Re: Balanced Bot Train Loader

Now here is where I see a problem: I have 1m iron ore in my logistics network and 100k logistic robots. Each requester chest requests 2 billion iron ore. So all 100k logistic robots are dispatched to fetch iron ore. But 600 logistic bots already fill the chest to completion, then 600 more fill the ...
by RocketManChronicles
Mon Dec 04, 2017 12:44 pm
Forum: Combinator Creations
Topic: Balanced Bot Train Loader
Replies: 10
Views: 13918

Re: Balanced Bot Train Loader

RocketManChronicles: The huge negative number is to take advantage of overflow. I think this avoids a combinator for every pair of chests.[/quote]
Ok, that makes sense. I look forward to implementing this into my base.
by RocketManChronicles
Tue Nov 21, 2017 1:02 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 352353

Re: [0.15.x] Bob's Mods: General Discussion

As I was working through them this weekend, I noticed that the production times for the Lithium-Ion and the Silver-Zinc batteries are only 0.5 seconds and the Lead batteries are 5.0 seconds. Because I once again forgot to fix this... Oh, no worries. Just thought I would point it out in case you hav...
by RocketManChronicles
Mon Nov 20, 2017 12:29 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 352353

Re: [0.15.x] Bob's Mods: General Discussion

I totally understand that. As I was working through them this weekend, I noticed that the production times for the Lithium-Ion and the Silver-Zinc batteries are only 0.5 seconds and the Lead batteries are 5.0 seconds. The Lead batteries are much easier to make with fewer ingredients and producing sa...

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