Search found 25 matches
- Fri Jan 12, 2018 8:40 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425499
Re: Friday Facts #225 - Bots versus belts (part 2)
Something that sounds great to me, given all the constraints mentioned here, would be to give logistic bots diminishing (but probably never zero) marginal returns as you have more of them. E.g., maybe all the bots become very slightly slower as the number of bots in a network increases according to ...
- Tue Nov 08, 2016 3:07 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 35182
Re: [MOD 0.12.11+] Stamina
FYI, this still works in 0.14 if you just change factorio_version in info.json to "0.14".
- Fri Apr 29, 2016 12:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
I didn't really pay attention to the "wood from algae" chain previously, but I'm looking at it now that it's easier to set up than greenhouses and... it looks like it's wood-negative (at least if you have Bob's mods)? 5 synthetic wood, which is the equivalent of 2.5 logs, requires 3 resin...
- Fri Apr 29, 2016 12:11 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 310495
Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates
Yays... First update of the new year! Plates 0.12.11: * Polishing wheel synthetic wood recipe set to 2 seconds. * Electrolysis reballance (water electrolysis and salt water electrolysis recipe) * Fixed power consumption of Electrolyser MK1 to 180kW from 144kW, bringing it to 225kJ per time 1 recipe...
- Wed Apr 27, 2016 2:46 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
I didn't really pay attention to the "wood from algae" chain previously, but I'm looking at it now that it's easier to set up than greenhouses and... it looks like it's wood-negative (at least if you have Bob's mods)? 5 synthetic wood, which is the equivalent of 2.5 logs, requires 3 resin,...
- Sun Apr 24, 2016 9:32 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623527
Re: Yuoki Industries - Informations, Suggestions, Questions
hmm, why is Download YI-Mod unclear ? and here this thread-header says - Informations ... not Download also i think no one new read this complete thread from the beginning - i can put this into archive and start a new one, but then you lost the history. so, it's also the Suggestion-thread - any ide...
- Sun Apr 24, 2016 8:19 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623527
Re: Yuoki Industries - Informations, Suggestions, Questions
I'm guessing this has been done somewhere, but I can't find it: Where can I read a high-level description (like, a few paragraphs) of the different things these mods do? The download post: https://forums.factorio.com/viewtopic.php?f=70&t=12214 only links to various videos, which, well: a wise ma...
- Sun Apr 24, 2016 8:02 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 98623
Re: [MOD 0.12.20+] Homeworld
I loved Anno 2070 and I expect I'd love this too; will definitely try it out next time I want a new game.
Until then, is there any way you could generate a production graph as a preview for us?
Until then, is there any way you could generate a production graph as a preview for us?
- Sun Apr 24, 2016 12:35 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 320828
Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack
I like this a lot, kind of silly IMO that the default textures are so low-res. Two things: 1. WaiTex doesn't seem to cooperate with ExtraChests, despite the note in 0.8 that seems to say it should. Among other things, ExtraChests adds a consistent tinting scheme to the Bobmods levelled constructs (w...
- Sat Apr 23, 2016 9:11 pm
- Forum: Technical Help
- Topic: Stuttering/choppy gameplay
- Replies: 8
- Views: 5558
Re: Stuttering/choppy gameplay
I just spent several minutes fixing this myself, so, sharing the knowledge: I added several new mods and I saw stuttering like this -- a brief freeze every several seconds (notably affecting the OS, not just Factorio). Then I tried updating to the latest full-size WaiTex (high-res textures mod) on a...
- Sat Apr 23, 2016 8:17 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 19872
Re: [MOD 0.12.x] Belt hoppers 1.0.0
Nice! This seems to work fine if I start a new game and research logistics, but the recipes don't show up in an existing game where I had logistics researched, even if I call game.player.force.reset_technologies() and game.player.force.reset_recipes().
- Sat Apr 23, 2016 5:30 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 143661
Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)
Great, very good, excellent, etc. It could be cool to detect if the user has RSO Radar installed, then scale up the RadarMk#ScanDistances if so; I went with 40, 50, 60, 70. (Pretty easy for the user to change themselves since they're already in the config.lua, but, if you're looking at that again an...
- Sun Apr 17, 2016 4:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Tried adding the refining mod, along with the newest RSO (1.5.4). On startup I get: Error in assignID, resource-category with name 'angels-fissure' does not exist. I see that the thermal extractor has `resource_categories = {"angels-fissure"}`, and it looks like RSO does mention "ange...
- Mon Apr 04, 2016 1:48 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 143661
Re: [MOD 0.12.22] ExtraChests v0.1.2
Thank you so much for this. Especially the art for the various circuit boards; I was getting really tired of looking at literal solid-color squares on my conveyor belts.
- Fri Mar 18, 2016 8:51 pm
- Forum: News
- Topic: Friday Facts #130 - Steam release side effects
- Replies: 30
- Views: 45441
Re: Friday Facts #130 - Steam release side effects
As long as we're all talking about image sizes... hosting things like this on S3 instead of your own server is likely to save you far more attention in the long run than any amount of image formatting or optimizing (though converting gifs to HTML5 video is also a good idea).
- Sun Mar 13, 2016 11:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
I love the infinite ore thing, especially with RSO -- having to completely destruct a mining outpost just feels weird, and as the most recent Friday Facts pointed out, it's a large and repetitive attention sink in the late game. I'm kind of ambivalent about the ore processing, though. It feels a bit...
- Sun Mar 13, 2016 9:48 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 35182
Re: [MOD 0.12.11+] Stamina
I like this a lot. It makes thematic sense and it provides the right amount of pressure toward "hey, you should automate this" without the rigidity of the "no crafting/manual labor at all" mods. Thanks!
- Fri Mar 11, 2016 7:01 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
- Replies: 14
- Views: 24790
Re: [MOD 0.12.x] Factorio, Directed by Michael Bay 0.1.0
Amazing. Best mod I have installed.
Feature request: explosion size should be based on size of thing.
Edit: After rocket launchering my factory for a few minutes, nah, the unpredictable variety is nice. It is perfect.
Feature request: explosion size should be based on size of thing.
Edit: After rocket launchering my factory for a few minutes, nah, the unpredictable variety is nice. It is perfect.
- Fri Mar 11, 2016 4:30 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 47436
Re: [MOD 0.12.0+] Greenhouses 0.1.0
You might want to look at https://forums.factorio.com/viewtopic.php?f=93&t=17548 . They feel less cheaty and offer more options. They're huge, like you would expect to grow trees and they need water. you can add red or green sci packs to grow more wood. Thanks! This is pretty much what I wanted...
- Thu Mar 10, 2016 2:09 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 47436
Re: [MOD 0.12.0+] Greenhouses 0.1.0
An interesting choice. Solar panels should probably be more space efficient than greenhouses, but greenhouses should probably be able to recoup their energy loss by burning their product. Mebbe your debuff is a little too "de-"? 40 wood every 600s (50 minus the 10 for the next batch) is 2...