Search found 152 matches

by CMH
Thu May 26, 2016 6:20 am
Forum: Bob's mods
Topic: Wood Requirement
Replies: 15
Views: 6600

Re: Wood Requirement

Not sure if that was sarcasm. I had a good run with using wood in my production line when I got bots. Just put down a roboport and a chest, and get construction bots (don't even need that many) to chop down a forest for you. Much farther down the tech tree than oil is, but much cheaper than using oil.
by CMH
Wed May 25, 2016 11:37 pm
Forum: Bob's mods
Topic: Wood Requirement
Replies: 15
Views: 6600

Re: Wood Requirement

I thought it was ingenious: you have to manually harvest wood from trees until you can set up synthetic wood production. Which really isn't too far up the tech tree anyway.

I don't feel as if there's any changes required.
by CMH
Wed May 25, 2016 4:11 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 52271

Re: [0.12.x][v0.12.2] Bob's Config mod

Thanks for the reply. I've actually just decided to re-do the whole recipe instead of using the smart "if this, then that" method. So its all good, I get what I want :D Features Ti and Al low density structure, satellites requiring the biggest accumulator and solar panels (all mk3 of cours...
by CMH
Wed May 25, 2016 10:35 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 52271

Re: [0.12.x][v0.12.2] Bob's Config mod

Good to hear. Looking forward to it. I'm trying to incorporate the script written above in a mod, but when I place it in a new mod folder in a data.lua file, it doesn't do anything... (has info.json, pops up on mod list, restarted game, etc) Anyone can point me the direction I can get help, or just ...
by CMH
Tue May 24, 2016 5:30 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 52271

Re: [0.12.x][v0.12.2] Bob's Config mod

Not tempted to add a line to your config mod to enable this?

If not, let me know how (which file and where) I can edit the mod with the code above so at least I can do it myself :D
by CMH
Sun May 22, 2016 8:38 am
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 56497

Re: Best. Start. Ever. (sarcasm)

How is this the best start ever? I don't see any iron or coal. You'd want those nearby to be considered the best start.

/sarcasm
by CMH
Sun May 22, 2016 8:35 am
Forum: General discussion
Topic: Belt vs Bot computing
Replies: 23
Views: 7999

Re: Belt vs Bot computing

Well, the problems with a belt-based factory is that at a certain point your computer can't handle the calculations and the game slows to a crawl and becomes unplayable. The good news is that the vast majority of people will not build a factory big enough. This thread is regarding a factory that rea...
by CMH
Sun May 22, 2016 8:30 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 52271

Re: [0.12.x][v0.12.2] Bob's Config mod

Would you have any interest in putting an option called something like, "Expensive Space Travel"? Here were a few ideas I was toying with: *) Add Titanium to the recipe for "Low Density Structure" *) "Rocket Control Unit" requires a "Speed 3 Module" *) Satell...
by CMH
Sat May 07, 2016 7:25 am
Forum: General discussion
Topic: Discussing the (missing?) 4th type of transport!
Replies: 163
Views: 67101

Re: The Game is The best But, needs a new vehicle

Would love some new tanks, maybe an easier way to switch between explosive and the other type of ammo. Also different cars. You have the basic car, but would like a truck (maybe the same speed as the basic car with larger inventory. Great for setting up outposts/etc), a fast-car (I know there's a mo...
by CMH
Sat May 07, 2016 7:20 am
Forum: General discussion
Topic: Belt vs Bot computing
Replies: 23
Views: 7999

Re: Belt vs Bot computing

I did think of that.

But then I thought about the headache which is how to ensure all the different mini factories get their needed plates without starving the rest...

I suppose that's logistics for you, and part of the fun of factorio :D
by CMH
Sat May 07, 2016 7:18 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Non-throughput-limited 8+ belt balancers?
Replies: 65
Views: 73350

Re: Non-throughput-limited 8+ belt balancers?

I've used 32 belt balancer systems, and earlier in the game when I didn't need so many inputs/outputs I just staggered the inputs/outputs 1-3-5-7 etc. Easiest way to fix it, especially if you're expecting to use up all 32 lanes in the future. No need to reinvent the wheel. Don't forget, you only run...
by CMH
Sat May 07, 2016 7:10 am
Forum: General discussion
Topic: Belt vs Bot computing
Replies: 23
Views: 7999

Belt vs Bot computing

Just trying to build a megabase, and wondering how to optimize it at the end game. Full belt would be quite disastrous CPU wise. Full bot works much better, that much I know. Because megabases tend to be, well, big, I was wondering if I had some belts bringing stuff closer (I'm thinking plates) this...

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