Search found 152 matches
- Thu Jul 21, 2016 3:48 am
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 53555
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Hmm... I'll have a look. If what you said is true (looks like you're right) its an oversight on my part. edit: Yep, its a NEW problem. I'll post a hotfix soon. Making it a base tech isn't exactly what I wanted, so I'm going to create a tech that requires just science-1 to get silicon. Reason for thi...
- Thu Jul 21, 2016 3:46 am
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 20697
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Thats ok, its my mod that did it.
- Wed Jul 20, 2016 6:01 pm
- Forum: General discussion
- Topic: Whats the stance on griefing ?
- Replies: 67
- Views: 23143
Re: Whats the stance on griefing ?
I wanna bring another aspect: Wouldn't it be not the best kind of "test", how griefing-robust your factory is? I mean I hear some always crying "Oh, the biters^D^D^D, sorry, Nauvisians are too weak, not intelligent enough..." Wouldn't that be not the ultimate game to play agains...
- Wed Jul 20, 2016 5:59 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 20697
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Quartz is now made from stone
- Wed Jul 20, 2016 5:08 pm
- Forum: General discussion
- Topic: Whats the stance on griefing ?
- Replies: 67
- Views: 23143
Re: Whats the stance on griefing ?
I like the friendly fire thing activating something.... an auto-kick would be nice. But the damage has to be moderately severe: an accidental hold on the "c" key with auto-shotty shouldn't activate it. Maybe allow a certain amount of damage to be done, then a full minute of their weapons b...
- Wed Jul 20, 2016 9:44 am
- Forum: General discussion
- Topic: Whats the stance on griefing ?
- Replies: 67
- Views: 23143
Re: Whats the stance on griefing ?
I have been wrongly put on a community-curated ban list before, and I would be interested to see what sort of measures you would put in place to make sure it will not be misused. In my case it was because some kid decided that my username was too close to his, and called me out for attempting to imp...
- Tue Jul 19, 2016 6:44 am
- Forum: Bob's mods
- Topic: Bob's mods end game (rocket silo)
- Replies: 9
- Views: 4391
Re: Bob's mods end game (rocket silo)
Looks interesting, but what will happen to CMHMod if Bob will update his Bob's mods? I do my best, but I'm just a regular player with limited programming ability. On the plus side Bobingabout is very helpful when I hit any snags, so while it might take a week or so to fix any bugs, if its gamebreak...
- Mon Jul 18, 2016 6:58 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 20697
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
I re-enabled it because I liked how it forced people to separate it, and deal with both the elements produced. It made it less streamlined, more complex. When it was disabled by default in 0.13 it just became "just another element". The original use for lead was just for solder and batteri...
- Thu Jul 14, 2016 10:43 am
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 50352
Re: Factorio need IRL Stuff.
Biter fluffy bedroom slippers. With googly eyes.
- Mon Jul 11, 2016 5:38 pm
- Forum: General discussion
- Topic: To easy
- Replies: 22
- Views: 9349
Re: To easy
Like people have mentioned, mods are the way to go. Marathon mod Dytech Bob's Mods Angel's Mods Homeworld. just to name a few. Some will work with each other, others may not, but they all work on their own anyway to give the game a whole different feel. And I agree with you, vanilla is way too easy ...
- Mon Jul 11, 2016 3:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 20697
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
New Version Up Version 0.2.1 Changes: Bugfix: rocket silo should now support 4 ingredients. (I don't have a savegame that far ahead yet for 0.13 to test. Thanks to pyrolytic_tungsten for spotting this bug and the fix.) Nickel fields removed. Galena now provides lead ore and nickel ore. Ratio lead or...
- Mon Jul 11, 2016 3:47 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 53555
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Oooo, that's a big bug. I'll release a fix asap. New Version Up Version 0.2.1 Changes: Bugfix: rocket silo should now support 4 ingredients. (I don't have a savegame that far ahead yet for 0.13 to test. Thanks to pyrolytic_tungsten for spotting this bug and the fix.) Nickel fields removed. Galena no...
- Mon Jul 11, 2016 11:50 am
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 26768
Re: Version 0.13.7
Thanks for great game and updating. I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever? Forever, max size is now 2,000,000 x 2,000,000 tiles Wrap it around. Toroid is a great shape for a planet ;-) I think its a great idea to make the map wrap ar...
- Sat Jul 09, 2016 7:21 pm
- Forum: Bob's mods
- Topic: How do I produce Lithia water?
- Replies: 31
- Views: 19444
Re: How do I produce Lithia water?
I thought by installing mods you automatically cancel achievements?orzelek wrote:This will cancel achievements tho.
- Sat Jul 09, 2016 12:05 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 20697
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
0.13 update is up. New Version Up Version 0.2.0 Changes: Rocket silo requires tungsten pipe if the right bobmod is installed - not sure which mod tungsten pipe is actually in. Regardless it would work now. Download can be directly from in-game, or click the link as usual. REQUIRES EXPERIMENTAL FACTO...
- Sat Jul 09, 2016 12:04 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 53555
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
0.13 update is up. New Version Up Version 0.2.0 Changes: Rocket silo requires tungsten pipe if the right bobmod is installed - not sure which mod tungsten pipe is actually in. Regardless it would work now. Download can be directly from in-game, or click the link as usual. REQUIRES EXPERIMENTAL FACTO...
- Tue Jul 05, 2016 11:04 am
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 50352
Re: Factorio need IRL Stuff.
Plushies are an easy one. Logistic bot plushie sounds cool. Same with cute-ified biters/spitters. or just plushify everything. Maybe inserter desk-lamp? pixellated iron/copper plate mousepads Research lab nightlight lamp nightlight assembler footrest or stool laser turret laser-pointer train desk or...
- Fri Jul 01, 2016 2:59 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30792
Re: Version 0.13.2
Time to start a 0.13 game for me
- Fri Jul 01, 2016 2:58 am
- Forum: Modding help
- Topic: Recipe that changes
- Replies: 5
- Views: 1516
Re: Recipe that changes
Interesting.
Although being able to change by use would be better.
Imagine your god modules getting more expensive depending on how many you've made?
Although being able to change by use would be better.
Imagine your god modules getting more expensive depending on how many you've made?
- Thu Jun 30, 2016 2:31 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 53555
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
0.13 update might take awhile.
Been busy for a bit, and I realised I'm having trouble getting Bob's mods working, which means I can't test my mod.
I'll try and get it up before next weekend.
Been busy for a bit, and I realised I'm having trouble getting Bob's mods working, which means I can't test my mod.
I'll try and get it up before next weekend.