Does anyone actually use/need synthetic wood? If so, why?
As bob said, the plan is to remove it entirely, so you random syntetic wood lover, now is your time to stand up and defend it if you dont want it gone (I never use them so they might as well be gone if you ask me)
Search found 266 matches
- Tue Jan 31, 2017 5:47 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161745
- Mon Jan 30, 2017 7:35 pm
- Forum: Balancing
- Topic: Actual victory pole
- Replies: 8
- Views: 3720
Re: Actual victory pole
It is called a laser turret
- Mon Jan 30, 2017 4:10 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161745
Re: [0.14.x] Bob's Mods: General Discussion
Any comment please with regards to what I asked previously? (as I quote myself below) I posted the same thing twice so maybe third time is the charm https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSTI5QUWroQGOjlSTGDCqxsP3be3WsZPRoc7M-AvuuL3895TQyW In the same spirit, would you please consider ...
- Mon Jan 30, 2017 4:07 pm
- Forum: Technical Help
- Topic: Graphical issues with GeForce Game Ready Driver 378.49
- Replies: 13
- Views: 31221
Re: Graphical issues with GeForce Game Ready Driver 378.49
So basically
Game Ready - Beta
Tomato - Tomato
Game Ready - Beta
Tomato - Tomato
- Sun Jan 29, 2017 7:58 am
- Forum: Ideas and Suggestions
- Topic: Concrete and bots
- Replies: 34
- Views: 10874
Re: Concrete and bots
I would always just place concrete by hand. This is relatively fast when using increased brush size (with numpad +) and exoskeletons to run around placing stuff fast.
I guess I just haven´t encountered a real convincing situation where I should place concrete by robots.
I guess I just haven´t encountered a real convincing situation where I should place concrete by robots.
- Sun Jan 29, 2017 7:42 am
- Forum: Ideas and Suggestions
- Topic: Hand Crafting Speed Module
- Replies: 17
- Views: 7069
Re: Hand Crafting Speed Module
So i was walking around setting up my science factory realized that crafting by hand is really slow, especially when you are making a bunch of underground belts and splitters by hand. They are actually not slow to handcraft if you have the ingredients but they can be slow to hand craft because they...
- Wed Jan 25, 2017 12:33 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1005235
Re: Factorio Roadmap for 0.15 + 0.16
What´s the big deal about 0.15? Look at the game right now. It´s far beyond awesome already and I cant believe they dont call it complete right now. If the base game 0.14 at the moment is not enough for you, make sure you have tried bob´s and angel mods. Those bring such unbelievable amounts of extr...
- Wed Jan 25, 2017 8:52 am
- Forum: Off topic
- Topic: crowdfunding for an inserter! (of sorts)
- Replies: 1
- Views: 1363
crowdfunding for an inserter! (of sorts)
disclaimer: I am not involved in this project in any way whatsoever. Well I dont usually advertize stuff on forums but this seems appropriate and might actually be of some interest to some factorio players: There´s a crowdfunding for a personal robotic assistant that seems to be basically an inserte...
- Tue Jan 24, 2017 7:23 pm
- Forum: Show your Creations
- Topic: Resources from water and electricity.
- Replies: 2
- Views: 2123
Re: Resources from water and electricity.
just spotted from the angel mods help thread that there is a hard limit of 255(?) factorissimos before running out of layers and crashing the game. So in that case the maximum feasible amount of these units would be something along the lines of 20 (because I need to save some factorissimos for use o...
- Tue Jan 24, 2017 10:03 am
- Forum: Show your Creations
- Topic: Resources from water and electricity.
- Replies: 2
- Views: 2123
Resources from water and electricity.
This is done using factorissimo with bobs & angel mods. So basically, I am using dirt water electrolysis to get slag and convert that to resources. Here is my basic water into ore converter facility. The four factorissimos on the right each make some slag from water and electricity. http://image...
- Sun Jan 08, 2017 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Repair pack mk2
- Replies: 2
- Views: 787
Re: Repair pack mk2
I don´t usually bump my posts but it would be nice to hear other people´s thoughts about this.
Maybe there´s a mod for this that I missed?
Maybe there´s a mod for this that I missed?
- Sun Jan 08, 2017 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Towards Sophisticated Train Loading
- Replies: 10
- Views: 6284
Re: Towards Sophisticated Train Loading
instead of buffer chests, use a buffer wagon. (on piece of track that isnt connected anywhere, no locomotive obviously)
It balances perfectly. If you need more buffer, use multiple wagons on a row above your main train track.
warehouse mod might also give you the same effect.
It balances perfectly. If you need more buffer, use multiple wagons on a row above your main train track.
warehouse mod might also give you the same effect.
- Sun Jan 08, 2017 8:54 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161745
Re: [0.14.x] Bob's Mods: General Discussion
Advanced copper processing recipe has cobalt-oxide as a by-product.
see https://youtu.be/-EI2jGpk__A?t=951 for a tutorial of sorts
see https://youtu.be/-EI2jGpk__A?t=951 for a tutorial of sorts
- Sun Jan 08, 2017 7:08 pm
- Forum: Balancing
- Topic: Remove/nerf stack size bonus from the basic yellow inserter
- Replies: 11
- Views: 3544
Re: Remove/nerf stack size bonus from the basic yellow inserter
in many cases the regular inserter is just waiting for the assembler to do its thing before feeding it more stuff. So then the peak energy consumption of fast inserter is basically 3 times that of the regular inserter. Fast inserter isnt any faster at waiting. And the stack size bonus adds to the si...
- Sun Jan 08, 2017 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Why Combat is Clunky
- Replies: 7
- Views: 2784
Re: Why Combat is Clunky
Game lacks a really expensive, really effective weapon of mass destruction.
We already have a rocket launch pad. Why not put a nuke in it?
Target an area. Boom! Biters be there no more (but pollution aplenty so expect their friends to come roaming back.)
We already have a rocket launch pad. Why not put a nuke in it?
Target an area. Boom! Biters be there no more (but pollution aplenty so expect their friends to come roaming back.)
- Sun Jan 08, 2017 2:35 pm
- Forum: Modding discussion
- Topic: Angel Mods?
- Replies: 10
- Views: 2682
Re: Angel Mods?
Okay so Im using modpack called arumbaangelbobs now with rso since I could not find farlands. Problem: I cant seem to automate making stone. I do have *a lot* of crushed stone but I cant figure out how to make stone out of crushed stone or out of anything except hand crafting stone from crushed sto...
- Sun Jan 08, 2017 3:40 am
- Forum: Modding discussion
- Topic: Angel Mods?
- Replies: 10
- Views: 2682
Re: Angel Mods?
Okay so Im using modpack called arumbaangelbobs now with rso since I could not find farlands. Problem: I cant seem to automate making stone. I do have *a lot* of crushed stone but I cant figure out how to make stone out of crushed stone or out of anything except hand crafting stone from crushed ston...
- Wed Jan 04, 2017 6:24 pm
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 6611
Re: How to make turret creep less powerful but keep it fun
There are literally 2 ways you EVER kill nests - early-midgame you creep up with turrets, because you have nowhere near enough HP to tank anything, 2 shots from a worm and you are more or less dead. Also you have nowhere the firepower to damage alien buildings AND shoot the constantly spawning crit...
- Tue Jan 03, 2017 8:30 pm
- Forum: Modding discussion
- Topic: Angel Mods?
- Replies: 10
- Views: 2682
Re: Angel Mods?
okay, so all of angel mods together with all of bobs mods should work well together? I think I will try that, add rso and also I like to use factorissimo. RSO seems interesting because I have already tried to make very rich resources spread very far away but I havent quite had things spread far away...
- Tue Jan 03, 2017 7:09 pm
- Forum: Modding discussion
- Topic: Angel Mods?
- Replies: 10
- Views: 2682
Re: Angel Mods?
I was looking for a thread about Angel mods specifically. I have played quite a bit of Bob´s but was considering to start a new game with some other mod, maybe Angel´s. Looks like I cant find much about it though. Or maybe I should mix both Bob´s and Angel´s mods? Please let me know what would be a ...