Search found 320 matches
- Tue May 23, 2017 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Furnace Speed Research
- Replies: 6
- Views: 2964
Re: Furnace Speed Research
firstly, electric furnaces + speed modules use less space than steel furnaces, probably even better with beacons. Secondly, the game has this amazing thing called blueprints. allowing you to double your smelting setup in a few clicks, if you need more smelting ;) Thirdly, a lot of players like to ha...
- Tue May 23, 2017 11:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 529531
Re: [MOD 0.14] AAI Programmable Vehicles
should we be able to add the mod to an existing game? When i load my game i get this error:
"Error while running the on_init: __aai-programmable-vehicles__/control.lua:2589: attempt to index local 'player' (a nil value)"
"Error while running the on_init: __aai-programmable-vehicles__/control.lua:2589: attempt to index local 'player' (a nil value)"
- Tue May 23, 2017 5:00 am
- Forum: Show your Creations
- Topic: [0.15.9] all science +-120/min/color(bluebelt & prod3)
- Replies: 22
- Views: 19821
Re: [0.15.9] all science +-120/min/color(bluebelt & prod3)
The post title is misleading; this is not all science. Space science is missing
- Tue May 23, 2017 4:34 am
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 13750
Re: Balance Barreling + Fluid Transport
Barrelling should be better because it requires a more complicated setup, and it's more expensive as previously mentioned.
- Mon May 22, 2017 1:04 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 349955
Re: [0.15.x] Bob's Mods: General Discussion
bobingabout wrote:I released an update to a few mods. Biggest one to note is revamp.
Rocket silo overhaul part 2 is out. It should be a complete overhaul to use many new resources from my mods.
Rocket silo gui is broken :/
- Sat May 20, 2017 10:46 am
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 38337
Re: Underground belt lane splitting, anyone else hate it?
It's a graphical bug imo. Underground belts don't look like they should block half the belt. There was a mod a few versions ago that fixed this
- Sat May 20, 2017 4:30 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 34952
Re: Thorium ideas
I have lots of ideas, but none of them involve thorium
- Sat May 20, 2017 4:19 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 148623
Re: Friday Facts #191 - Gui improvements
Yes! Can't wait for these changes great work Twinsen
- Fri May 19, 2017 7:24 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 349955
Re: [0.15.x] Bob's Mods: General Discussion
Bob can you add bottling for ammonia?
- Wed May 17, 2017 11:08 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 173849
Re: [0.12.x][v0.12.11] Bob's Warfare mod
You can lay belts in the areas where the aliens die to automatically collect the artifacts
- Wed May 17, 2017 10:17 am
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 21390
Re: What should I do with science packs?
tin, lead, quartz, gold, for circuits which are used in science packs, and titatium now too for logistics science. I think it's nice the way it is
- Wed May 17, 2017 6:31 am
- Forum: Ideas and Suggestions
- Topic: Turrets produce a circuit network signal
- Replies: 36
- Views: 11460
Re: circuit connection for turrets
A signal pulse each time a shot is fired would also be nice
- Tue May 16, 2017 7:36 am
- Forum: General discussion
- Topic: Does anyone even use rocket launcher or landmines?
- Replies: 19
- Views: 8076
Re: Does anyone even use rocket launcher or landmines?
landmines are nice because construction bots will rebuild them after they blow up. Someone said a while back that you could place a blueprint of landmines around a biters nest and watch it all blow up, but i've never tried it
- Tue May 16, 2017 1:02 am
- Forum: Ideas and Requests For Mods
- Topic: Nuclear waste creates giant mutated biters
- Replies: 0
- Views: 579
Nuclear waste creates giant mutated biters
Can someone make a mod, where nuclear power has a chance of mutating nearby biters, creating a giant Godzilla biter? Im thinking a biter (or spitter) the size of a rocket silo plowing through your 3 rows of laser turrets, 20 players firing weapons at it, or a giant worm firing at your factory from h...
- Tue May 16, 2017 12:39 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202270
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
I also miss this mod
- Tue May 16, 2017 12:35 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 121847
Re: Mylon's Multiple Mods
Hi,
Bluebuild is one of my favourite mods, but my game crashes every time I place a blueprint containing modules. Can you fix this?
Bluebuild is one of my favourite mods, but my game crashes every time I place a blueprint containing modules. Can you fix this?
- Mon May 15, 2017 2:09 pm
- Forum: Pending
- Topic: [0.15.10] Crash on save on: "Entity::save"
- Replies: 2
- Views: 1423
- Mon May 15, 2017 10:32 am
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 40066
Re: What programming language Factorio is written in?
"made with dedication" - does this mean they made the engine from scratch? (ie the devs were very dedicated :P ) or is dedication the name of a tool used to make engines? and yeah, it's hard to really understand how much work is required to make a game until you try and make one yourself. ...
- Mon May 15, 2017 5:02 am
- Forum: Ideas and Requests For Mods
- Topic: power drain for testing power plant setups?
- Replies: 4
- Views: 3493
- Mon May 15, 2017 3:29 am
- Forum: Ideas and Requests For Mods
- Topic: power drain for testing power plant setups?
- Replies: 4
- Views: 3493
power drain for testing power plant setups?
Is there an existing mod that adds an entity that will use a specified amount of power? for testing power plant setups.