Search found 152 matches
- 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.
- 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.
I don't feel as if there's any changes required.
- 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...
- 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 ...
- 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
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
- 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
/sarcasm
- 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...
- 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...
- 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...
- 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
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
- 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...
- 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...