Search found 870 matches

by mexmer
Mon Jan 28, 2019 8:57 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 294616

Re: [0.17.x] Bob's Mods: General Discussion


These are my thoughts so far. what do you think?

This sounds like a remarkable pain in the ass, while also conflicting with pretty much every mod that uses many packs per lab.

Having multiple lab areas to handle a few select techs sounds like a chore and not worth building towards, especially ...
by mexmer
Fri Jan 25, 2019 5:40 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 113569

Re: Friday Facts #279 - Train GUI & Modern Spitter

train gui looks nice, but i still miss ability to name trains.
so i will be able to search for them (or filter by name), in train overview.

btw. drag and drop is quite good, no more deleting and rewriting train plans.

i'm not sure, if i like visuals of it, but concept is quite good.

also, those ...
by mexmer
Mon Jan 21, 2019 12:50 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 44727

Re: Removing fluid temperature - thoughts?



Can we have both of fluids, with and without temperature?


I think the point of removing temperature is to get rid of extra maths. Currently to calculate the energy in a unit of fluid based on it's temperature you have to use the formula (current temperature - default temperature) * energy per ...
by mexmer
Thu Jan 17, 2019 8:57 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 75597

Re: [MOD 0.16.x] SCTM

Yuoki is planned, but have not done anything with it yet.

Py in combination with other mods is hassle in general, and i don't plan to support any weird combination of py with other mods,
standalone py should be working (have not checked it after adding pyores tho')
other standalone mods, that ...
by mexmer
Tue Jan 15, 2019 8:41 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 481249

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 ...
by mexmer
Tue Jan 15, 2019 8:38 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 324256

Re: Friday Facts #266 - Cleanup of mechanics


Another item that really needs to go is the iron chest. The wood chest can be produced in surpluss because you can use the excedent as fuel when you can build steel chests, and steel chests are not only last tier, they are aslo used in logistic chests as part of the recipe. SO I avoidn iron chests ...
by mexmer
Tue Jan 15, 2019 4:37 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 481249

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

Inoom wrote: Tue Jan 15, 2019 3:16 pm So, oil burners is not more ecological?
guess you have never seen oil burner generator or diesel generator :D
by mexmer
Tue Jan 15, 2019 2:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2125797

Re: Development and Discussion

unkst4ck3r wrote: Tue Jan 15, 2019 1:38 pm I meant obsolete once you can research the regular Bobs Construction Bots. I am very happy to have Angels Bots because I havent hit Science 3 yet I am just wondering if in direct comparison between the construction bots the Angels have any advantage?
yes, they are cute :mrgreen:
by mexmer
Fri Jan 11, 2019 7:07 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1353128

Re: [0.16] Sea Block Pack 0.2.17


I need help. I have intalled SeaBlock right in the game. And now I don't have any recipe for resin. How I understood it must be allowed from beginning of the game without any ingridients or technologies, but I don't have it.


in seablock recipes some recipes are unlocked trough progression ...
by mexmer
Fri Jan 11, 2019 3:42 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 8
Views: 4739

Re: First logistic chests


The use of early logistics bot is to supply yourself with them. Provider and storage chests are fine for that. Though even then you need some of the robot speed upgrades to be practical

not just to suply yourself, you can also use them for blueprint building. at certain point (usualy still far ...
by mexmer
Tue Jan 08, 2019 9:13 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 481249

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




Why does pure water override ground water when you enable it? I think regular ground water would still be useful if you play with very low water. Though I guess it would compete with other liquids for resource generation
It seems the only way to use water pump jacks to get normal water is to ...
by mexmer
Tue Jan 08, 2019 8:44 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 481249

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


Why does pure water override ground water when you enable it? I think regular ground water would still be useful if you play with very low water. Though I guess it would compete with other liquids for resource generation
It seems the only way to use water pump jacks to get normal water is to ...
by mexmer
Sun Jan 06, 2019 2:07 pm
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 28056

Re: 0.17+ mining & smelting numbers

Avezo wrote: Sun Jan 06, 2019 1:49 pm Lowering it below 3.5s may cause problems with heavily beaconed setups - unloading products may require 2 inserters, which I wouldn't want.
that's where stack inserter can say a word :mrgreen:
by mexmer
Sun Dec 30, 2018 7:57 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 324256

Re: Friday Facts #266 - Cleanup of mechanics



Where is the sorrow at not being able to use axes in modded games?
I think everyone has made their sorrow rather clear.

Axes will still be modable, just not with a slot for them. The character still wields a pickaxe in their animation and you can tier your mining using 0.16 modding already ...
by mexmer
Fri Dec 28, 2018 6:51 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 241389

Re: Friday Facts #275 - 0.17 Science changes

while i like changes, rails are out of place in production. assembler or maybe even solar panel will make more sense. not sure if rails were put there just to make more use of stone, can't imagine other reason for rails in this particular science pack.
by mexmer
Thu Dec 27, 2018 1:57 pm
Forum: Not a bug
Topic: [0.16.5] Disparity between pickup and box content (caused by robot cargo research)
Replies: 1
Views: 889

[0.16.5] Disparity between pickup and box content (caused by robot cargo research)

i guess picture says everything.

while i understand in terms of optimisation it's most likely easier to just calculate number of bots sent * pickup stack size (yes i have robot cargo bonus researached), still it looks weird that robot wants to pick 4 items, while there is only single item in box ...
by mexmer
Sat Dec 22, 2018 5:04 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1227220

Re: Factorio Roadmap for 0.17 & 0.18

Dixi wrote: Sat Dec 22, 2018 2:06 pm So we should assume that 0.17 will be available for download around 31 of January? Or earlier? Asking, because it's about a month left, and the date might be more predictable.
soon (TM)
by mexmer
Wed Dec 19, 2018 10:43 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 481249

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

bushbaby1234 wrote: Wed Dec 19, 2018 9:52 pm does anyone know how the game handles having different tiers of bots in the network at the same time? does it prefer the faster ones?
game doesn't differentiate between bot tiers, just gets idle ones to assign them to task.
by mexmer
Wed Dec 19, 2018 12:26 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1227220

Re: Factorio Roadmap for 0.17 & 0.18



what happens to my 300h saves after switching to the new version? will i continue?


Yes, the game is always backwards-compatible for the last few versions.

if i remember correctly (either it was mentioned in post, or fff), 0.17 will support loading saves from 0.15 and 0.16 only. if someone ...
by mexmer
Sun Dec 16, 2018 9:54 am
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 45652

Re: Friday Facts #272 - Mod GUI



it'd be useful to be able to have a tab or something dedicated to a pack where the game doesn't automatically update the individual mods (as this might break the pack overall) but perhaps keep the ability to have the whole thing updated by the curator while keeping these files separate from the ...

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