Search found 259 matches
- Mon Jun 25, 2018 1:14 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60724
Re: Friday Facts #245 - Campaign concept
late post to this thread, but for the tutorial, how hard would it be to separate science use, so that a research doesnt need to have all the science packs in it, but rather, separate research factories running in parallel to full a single common queue that isnt the building itself. so for instance, ...
- Mon Jun 25, 2018 12:35 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31354
Re: Aren't construction bots available too late?
i do early game a lot as i spin up worlds with mod sets to see how they play, and i have often resorted to hand feeding the first 75 blue science to unlock advanced refining so that everything can convert over to petroleum and speed up building. that said, blue science is still a slow part of the ga...
- Mon Jun 25, 2018 12:04 am
- Forum: General discussion
- Topic: Is there a shield tank mod?
- Replies: 5
- Views: 2220
Re: Is there a shield tank mod?
The tank in the game is pretty bad atm Tip: The Tank is not a battering ram. It's a mobile weapons platform with some ability to crush enemies, its weapons are unsurpassed until atomic bomb is unlocked. The two sustainable ways to use the Tank are to drive evasively while machine gunning or cannoni...
- Mon Jun 25, 2018 12:02 am
- Forum: General discussion
- Topic: Logistic Network Research
- Replies: 37
- Views: 12574
Re: Logistic Network Research
people tend to twist two concepts without realizing it. its not that you have to use bots. you dont. bases just naturally gravitate to bots because they are less impactful on updates, so as your game scales to a mega base, if you want to play at more than 1FPS, you are going to turn off some spaghet...
- Sun Jun 24, 2018 7:14 pm
- Forum: General discussion
- Topic: Closing the pollution No Spoon achievement loophole?
- Replies: 10
- Views: 8733
Re: Closing the pollution No Spoon achievement loophole?
personally its not that its a loophole, its that the achievements can be completed on a non-standard game at all. IE for certain achievements, they should require a 100% vanilla launch with no settings changes at all, while others can be independent of game mode. as they have already mentioned sever...
- Sun Jun 24, 2018 7:11 pm
- Forum: Implemented Suggestions
- Topic: Remove Mining Hardness/Power?
- Replies: 13
- Views: 6830
Re: Is Mining Hardness/Power needed?
i'd be ok with removing hardness. i never really saw any value to being able to mine some materials faster than others. ive seen some mods use hardness to make a drill do more without also speeding up the animation as much, but that could be solved other ways. (add an easy entry line for animation s...
- Sun Jun 03, 2018 12:07 am
- Forum: General discussion
- Topic: Reading Power capacity and demand
- Replies: 57
- Views: 26186
Re: Reading Power capacity and demand
i think we need slightly intelligent power entities. what i mean is, the game should allow us to assemble 1 boiler and 2 steam engines into a power unit. the game would then calculate the energy of the whole unit as 1 thing with a supply and a result. so we would see fuel level, steam level, then tu...
- Tue May 15, 2018 2:56 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16235
Re: efficiency of dragon's teeth on biters
its been my experience that dragons teeth work as they should. biters either attempt to path through, or they start chewing. in both cases, they are slowed down while my guns do their jobs. i use bob's enemies, so maybe he adjusts things, but frankly, I dont see any issues with the current way the w...
- Wed May 09, 2018 4:44 pm
- Forum: Off topic
- Topic: energy talk : thorium.
- Replies: 7
- Views: 4217
Re: energy talk : thorium.
this has more to do with the regulation of nuclear fuels than the economy and safety.Koub wrote:Yeay, that's why the "build smaller" nuclear reactors is on a roll nowadays.
again, in a game setting, where there is no government to control things, practical replaces regulated use.
- Mon May 07, 2018 5:38 pm
- Forum: Off topic
- Topic: energy talk : thorium.
- Replies: 7
- Views: 4217
Re: energy talk : thorium.
i think people really misunderstand nuclear reactors. they arent unsafe. they are completely misused. back when we first started looking into nuclear steam generation methods, no one could really afford to do the research into what "safe" looked like. but US Navy looked at it entirely diff...
- Mon May 07, 2018 4:00 pm
- Forum: General discussion
- Topic: "goldilocks" worlds
- Replies: 8
- Views: 3191
Re: "goldilocks" worlds
i currently use RSO with starting resources set to 8x.
before that, i used to make custom maps and just create starting ore fields in a ~300x300 area and delete all the normal resources that were there.
before that, i used to make custom maps and just create starting ore fields in a ~300x300 area and delete all the normal resources that were there.
- Mon May 07, 2018 3:55 pm
- Forum: Gameplay Help
- Topic: Slow oil field? Bad plumbing?
- Replies: 11
- Views: 11557
Re: Slow oil field? Bad plumbing?
what i do to maximize oil flow is have 3-4 connect into a tank, then use a pump directly off the tank to pipe directly to a tank at the rail line. each 3-4 > tank > pump > tank connection is separated so that no back flow happens and there is no flow restrictions. only at the tanks at the station ar...
- Wed May 02, 2018 6:23 pm
- Forum: Bob's mods
- Topic: [16.39][bobmining_0.16.0] additional axes not working
- Replies: 1
- Views: 1215
[16.39][bobmining_0.16.0] additional axes not working
not sure what is causing it, but i double checked that mod settings had additional axes checked and even tried toggling it. both new games and reloaded saves, none of the new axes show up.
mod list attached in case it helps.
mod list attached in case it helps.
- Tue May 01, 2018 10:05 pm
- Forum: General discussion
- Topic: Why use Beacons?
- Replies: 17
- Views: 33542
Re: Why use Beacons?
the only place i have ever used eff modules is around my rocket silos. most of the beacons were speed, with a few eff to cut the massive power use.
- Fri Apr 27, 2018 2:45 am
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 14280
Re: Bots based iron smelting
beaconing efficiency is only useful on rocket pads as far as i have seen.
- Thu Apr 26, 2018 8:23 pm
- Forum: General discussion
- Topic: Bunny shaped lake, easter egg?
- Replies: 10
- Views: 4182
Re: Bunny shaped lake, easter egg?
instructions unclear, saw a velvet elvis.
- Wed Apr 25, 2018 4:58 pm
- Forum: Gameplay Help
- Topic: Where is this feature? How do I get it?
- Replies: 8
- Views: 2199
Re: Where is this feature? How do I get it?
maybe tap alt so overlays show ?
- Tue Apr 24, 2018 9:47 pm
- Forum: Gameplay Help
- Topic: Chain Signal Confusion - Tutorials
- Replies: 8
- Views: 7337
Re: Chain Signal Confusion - Tutorials
my biggest issue was overcoming using too many main signals where i should have used chain signals. main signals allow trains to approach... chain signals make trains wait until the entire chain is clear. use the in game color coding to make sure the entire intersection is separated from the incomin...
- Mon Apr 23, 2018 3:03 pm
- Forum: General discussion
- Topic: Factorio flaws
- Replies: 48
- Views: 16541
Re: Factorio flaws
the base game is exactly that. base. the game is about the community creating content and mods to make things different for those that are bored with the base game or want something with more complexity. myself, im not yet ready for the massive spaghetti that is the full bobs mods experience, but i ...
- Thu Apr 19, 2018 3:56 pm
- Forum: General discussion
- Topic: Rotate electric pole
- Replies: 5
- Views: 3120
Re: Rotate electric pole
if your OCD is that high, look into bobs mods, bobs power includes upgraded electric poles and stuff, his substations get large enough range that you can put one on each corner of a block and they will connect and overlap, giving you a nice square wire layout.