Search found 320 matches

by British_Petroleum
Fri Jul 14, 2017 1:51 am
Forum: General discussion
Topic: Late late game biter clearing
Replies: 12
Views: 9340

Re: Late late game biter clearing

you can blueprint a turret creep; building a new front line, deconstructing the old one, rinse and repeat. I'm not sure if this is faster than nukes..however, with the recursive blueprint mod you can automate it ;)
by British_Petroleum
Thu Jul 13, 2017 2:08 am
Forum: Ideas and Suggestions
Topic: Improvements to the Dropper aka Pipette tool (Q)
Replies: 15
Views: 8508

Re: Improvements to the Dropper tool (Q)

i use the pipette tool religiously. It was one of my favourite mods, was happy to see it in vanilla. I like these suggestions. The devs talked about being able to ghost place items that aren't in your inventory in a recent friday fun facts, so i suspect they'll implement this soon.
by British_Petroleum
Wed Jul 12, 2017 1:44 pm
Forum: General discussion
Topic: The fastest way for closing lake ?
Replies: 17
Views: 7941

Re: The fastest way for closing lake ?

I think it's the alien biomes or waterfix mods that allow you to blueprint landfill. The former depends on the latter.

Having deeper water that can't be landfilled is a neat idea
by British_Petroleum
Wed Jul 12, 2017 4:51 am
Forum: Gameplay Help
Topic: Science pack 3 automation?
Replies: 5
Views: 11927

Re: Science pack 3 automation?

join any mp game that's been going a few hours and you'll see a blue science layout ;) I'd show you one of mine but i never play vanilla
by British_Petroleum
Wed Jul 12, 2017 3:16 am
Forum: General discussion
Topic: End game production view (Angel's + Bob's)
Replies: 14
Views: 7215

Re: End game production view (Angel's + Bob's)

This is the top of the list, stats for the last hour. edit: i'm playing with deathworld settings so some recipes are more expensive
by British_Petroleum
Wed Jul 12, 2017 3:03 am
Forum: General discussion
Topic: End game production view (Angel's + Bob's)
Replies: 14
Views: 7215

Re: End game production view (Angel's + Bob's)

I'm playing with all bobs but no angels. My factory is consuming 5 gigawatts :o so i'd say it's late game ;) I could post you my production stats if you'd like? It just takes some time because it doesn't all fit on one screen so i gotta take a screen shot scroll down take a screen shot scroll down e...
by British_Petroleum
Tue Jul 11, 2017 1:35 pm
Forum: Bob's mods
Topic: waste disposal.
Replies: 15
Views: 8534

Re: waste disposal.

Although venting hydrogen is okay, it would be put to better use making fuel blocks. There are other mods around like fluid void and void chest that can delete other materials, but if you were to give us specifics, we might be able to sugest what you're supposed to be doing with them (Possibly as a...
by British_Petroleum
Tue Jul 11, 2017 8:53 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350997

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

Should productivity be allowed for heat tiles? It is with all the other rocket parts
by British_Petroleum
Tue Jul 11, 2017 12:04 am
Forum: Bob's mods
Topic: Machine speed cap?
Replies: 13
Views: 6552

Machine speed cap?

i noticed that at a certain point, adding more speed modules doesn't increase the speed of production. My theory is that a machine cant go faster than 1 recipe per tick. Is this what's happening?
by British_Petroleum
Mon Jul 10, 2017 6:35 am
Forum: General discussion
Topic: How do bots decide which storage chest to use?
Replies: 19
Views: 8090

Re: How do bots decide which storage chest to use?

you can setup a requester chest next to a storage chest with a circuit wire between the inserter and the storage chest, to make sure the storage chest always has at least 1 of a particular item in the storage chest, so bots will favour storing that item here
by British_Petroleum
Sat Jul 08, 2017 5:18 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10905

Re: [MOD 0.15] Bluebuild rewritten

getting an error when i place a blueprint with modules.

mod version 0.1.8
factorio version 0.15.28
by British_Petroleum
Fri Jul 07, 2017 6:27 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10905

Re: [MOD 0.15] Bluebuild rewritten

One of my favourite mods.

sometimes when I placed blueprints with modules, the modules wouldn't get inserted, for anyone having this problem just do shift + K twice to disable and re-enable and they insert just fine
by British_Petroleum
Thu Jul 06, 2017 3:14 am
Forum: Ideas and Suggestions
Topic: Play as biter
Replies: 3
Views: 1608

Re: Play as biter

I like this idea. When joining a multiplayer server you could choose to play as biters or humans. If either was too strong you could easily balance it. If nobody is playing as biters then the ai could take over. Some ideas: biter's could only attack from bases within range of pollution, and each bas...
by British_Petroleum
Wed Jul 05, 2017 1:42 pm
Forum: Ideas and Requests For Mods
Topic: [mod idea] inserter beacons
Replies: 0
Views: 593

[mod idea] inserter beacons

simple mod idea: beacons that affect inserters. Speed modules would make the inserters move faster and efficiency modules would make them use less power. You could also have inserters with module slots. Productivity modules not allowed ;)
by British_Petroleum
Wed Jul 05, 2017 12:29 pm
Forum: Ideas and Suggestions
Topic: Split powersupply in AC/DC
Replies: 6
Views: 2608

Re: Split powersupply in AC/DC

I had an idea of just assuming the entire grid was AC, but introduce transformers/rectifiers as a new intermediate item. Entities that need DC power would have a transformer added to their recipe. This would be a simple mod to make.
by British_Petroleum
Sun Jul 02, 2017 9:44 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 301982

Re: You know you play Factorio too much when...

Sometimes when I'm getting food out of the fridge and putting it in the microwave my first thought is to use an inserter
by British_Petroleum
Sun Jul 02, 2017 9:34 am
Forum: Gameplay Help
Topic: [Bob's mods] Right ratios for green houses, furnace, boiler
Replies: 8
Views: 3848

Re: [Bob's mods] Right ratios for green houses, furnace, boiler

Fyi greenhouses can also be improved with beacons.
by British_Petroleum
Sat Jul 01, 2017 9:25 am
Forum: Not a bug
Topic: Profanity as Roboport name
Replies: 7
Views: 3145

Re: Profanity as Roboport name

:lol: Hi, as found out in https://www.facebook.com/groups/1722060698049682/permalink/1910801475842269/ there was a profanity choosen as roboport name. The profanity is "der Führer" which is commonly used by german nazis to refer to Hitler. I would suggest removing that name ;) with best re...
by British_Petroleum
Sat Jul 01, 2017 2:59 am
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 35
Views: 17505

Re: [MOD 0.15.x] Necromant

I'm really enjoying this mod.

My only suggestion is the bright coloured outlines of the corpses on the ground, they're a bit of an eye sore. I think they'd look a lot better without the bright coloured outline.
by British_Petroleum
Wed Jun 28, 2017 2:29 pm
Forum: Bob's mods
Topic: [0.15.x] Ground water boring
Replies: 4
Views: 6582

Re: [0.15.x] Ground water boring

There should be water deposits on the map, they look like oil deposits except blue, some make normal water and others lithia water. Water pumpjack is placed on these ;) if you have the water from anywhere setting on, then you can place one of bob's pumps anywhere (you need to research them) and sele...

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