Search found 67 matches
- Tue Jun 21, 2016 9:58 am
- Forum: Videos
- Topic: Launch per second factory
- Replies: 10
- Views: 6656
Re: Launch per second factory
It hurts my brain! So many multipliers.... and then mechanical constraints like inserter limits ruining the calculations :roll: Basically, the one per second has twice the allowances of the test fire. To some extent I am just hoping that there is enough supply to keep up. You will find out very shor...
- Thu Jun 09, 2016 10:50 pm
- Forum: Videos
- Topic: Launch per second factory
- Replies: 10
- Views: 6656
Re: Launch per second factory
I have been asked to list the mods that I am running, so .... here it is. FARL 0.5.24 Foreman 0.0.9 Landfill 2.1.7 Larger Inventory 1.0.0 TheFatController 0.3.15 bobassembly 0.12.7 bobconfig 0.12.2 bobelectronics 0.12.6 bobenemies 0.12.6 boblibrary 0.12.3 boblogistics 0.12.7 bobmining 0.12.3 bobmodu...
- Wed Jun 01, 2016 12:52 pm
- Forum: Mods
- Topic: {WIP}[0.12.19+]Space Extension Mod
- Replies: 10
- Views: 6623
Re: {WIP}{0.12.19+]Space Extension Mod
Actually, I would say most of the icons should be made to fit in with the rest of Factorio, too many sore thumbs sticking out. Still an awesome mod mechanic-wise :) You are probably right. I am not really an artist... I would be more than happy for any actual artist to step in and create appropriat...
- Sun May 22, 2016 12:42 am
- Forum: Mods
- Topic: {WIP}[0.12.19+]Space Extension Mod
- Replies: 10
- Views: 6623
{WIP}[0.12.19+]Space Extension Mod
Name: Space Extension Mod Version: 0.1.7 Factorio-Version: 0.12.19 Description: Greatly extend the end game requiring multiple launches and massively increased science License: MIT Release: 05/22/2016 Download-Url: SpaceMod_0.1.7.zip Long Description: If you are like me, and have been playing factor...
- Fri May 20, 2016 3:08 am
- Forum: Videos
- Topic: Launch per second factory
- Replies: 10
- Views: 6656
Launch per second factory
Yes that is not a misprint. Launch per second as in 60 launches per minute or 3600 launches per hour. See it evolve here :
https://www.youtube.com/watch?v=tKwHPqyAwls
https://www.youtube.com/watch?v=tKwHPqyAwls
- Tue Jul 21, 2015 9:41 pm
- Forum: General discussion
- Topic: Combat robots useless?
- Replies: 48
- Views: 23598
Re: Combat robots useless?
Destroyer bots were never supposed to be used with a low follower count. The new patch has exacerbated this problem, so that even higher follower counts are required. But, they still work, and work brilliantly. Note from follower count 10 - 20 the number of fieldable destroyers goes up in 10s up to ...
- Tue Jul 21, 2015 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Game crash after rotating blueprint (reproducable)
- Replies: 4
- Views: 4968
Re: [0.12.0] Game crash after rotating blueprint (reproducable)
I have the same issue - totally different things int he blueprint, totally reproduce-able. _ Mine was splitters, underground belt, belt and a substation.