Search found 320 matches

by British_Petroleum
Thu Jun 01, 2017 6:10 am
Forum: General discussion
Topic: Botting in Factorio
Replies: 3
Views: 1769

Re: Botting in Factorio

Factorie wrote:Seeing a TAS run of this game would be pretty insane
as insane as this? :mrgreen:

https://www.youtube.com/watch?v=W9gxFkOz2_4
by British_Petroleum
Wed May 31, 2017 2:43 pm
Forum: Technical Help
Topic: Performance increase tips [slow fps]
Replies: 18
Views: 18393

Re: Performance increase tips [slow fps]

fewer machines also helps; so use speed modules and beacons everywhere if you're not already.

Someone also said bots+barrelling is better than using pipes, although i haven't tested that myself
by British_Petroleum
Wed May 31, 2017 2:21 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21864

Re: What should I do with science packs?

bronze is convenient, because i usually have tin and copper on the same belt for making white circuits, which are also used in blue science
by British_Petroleum
Wed May 31, 2017 2:09 pm
Forum: Off topic
Topic: How long have you played factorio??
Replies: 5
Views: 2329

Re: How long have you played factorio??

The first version I played was 0.11.4, before the game was on steam ;) No idea how many hours :D i've reinstalled my os several times since then
by British_Petroleum
Tue May 30, 2017 12:20 pm
Forum: General discussion
Topic: Reward for killing biters
Replies: 37
Views: 13854

Re: Reward for killing biters

I agree with all points. Biters were fun in the first few games I played, but since then they've just been annoying. I like the idea of alien modules. You could also go in the rpg direction and give the player experience for killing biters, which is used to gain levels and learn/improve skills
by British_Petroleum
Tue May 30, 2017 12:09 pm
Forum: Ideas and Suggestions
Topic: Make Aliens desireable again
Replies: 4
Views: 1474

Re: Make Aliens desireable again

DemRat wrote:DyTech has biter corpses that can be tourned into bones, which in turn can be burned to bone ash which is a fuel.

As a logical consequence, our base ran entirely on corpses from spawners surrounded by turrets.
Yeah this was a cool feature. You could also use the alien chitin to make walls.
by British_Petroleum
Mon May 29, 2017 6:43 am
Forum: Technical Help
Topic: UPS problems in large base.
Replies: 13
Views: 6529

Re: UPS problems in large base.

I switched from belts to boxing+bots, and minimised production buildings using bobs modules, saved a ton of ups. Some people think boxing is cheating, but its better than playing a super slow game
by British_Petroleum
Mon May 29, 2017 6:32 am
Forum: Mods
Topic: [Mod 0.15] AAI Vehicles: Warden
Replies: 2
Views: 5593

Re: [Mod 0.15] AAI Vehicles: Warden

Nice :)
by British_Petroleum
Sun May 28, 2017 5:50 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

Yeah I think sniper turrets are op. Imo they should be a late game tech, requiring blue+military science or even high tech science I completely disagree. First, sniper turrets have already been moved back in the tech tree. They used to be available right away, but Bob moved 'em back a ways. Second,...
by British_Petroleum
Sun May 28, 2017 3:29 am
Forum: Not a bug
Topic: [0.15.x] Massive biter armies tanking UPS
Replies: 8
Views: 3643

Re: [0.15.x] Massive biter armies tanking UPS

Yes, thank you. I was going to report the same thing. I go from 19 to 60 ups when I use the kill all enemies command

edit: just updated to 0.15.16. Getting a consistent 60 ups now on the same save :D
by British_Petroleum
Sun May 28, 2017 2:20 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

Yeah I think sniper turrets are op. Imo they should be a late game tech, requiring blue+military science or even high tech science
by British_Petroleum
Fri May 26, 2017 9:28 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26312

Re: Logistics net: Less research needed

Requester chests aren't even that good. You can win the game faster without building any robots, so i think people should be able to have them earlier on if they want. Maybe "easier logistics network research" should be a game option? Or make it require gold science only if expensive recip...
by British_Petroleum
Thu May 25, 2017 3:13 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126392

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

StanFear wrote:
Cyber_Garret wrote:Any update to 0.15?
I am working on it, along with a complete refactoring of the current code ( that started about 9 month ago but that I never finished because of an idiot bug...)

Anyways, I won't give an ETA but it should happen soon-ish (1 or 2 weeks)
Looking forward to this :D
by British_Petroleum
Thu May 25, 2017 2:34 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

Have you considered swapping silver and lithium batteries? ie make silver the tier 2 battery. I think they're easier to produce, and more importantly, they're a nice sodium hydroxide sink, so it'd be good to have them used in high tech science. At the moment, producing enough chlorine for one of eac...
by British_Petroleum
Thu May 25, 2017 1:15 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

can you allow productivity modules for heat tiles? they work with all other rocket parts
by British_Petroleum
Wed May 24, 2017 4:07 am
Forum: Bob's mods
Topic: Nuclear ideas (Thorium and others)
Replies: 69
Views: 35566

Re: Thorium ideas

Some interesting things from the thorium wikipedia page: "Many applications of thorium use, rather than the metal, its dioxide, commonly called thoria" "When added to glass, thoria helps increase refractive index and decrease dispersion. Such glass finds application in high-quality le...
by British_Petroleum
Wed May 24, 2017 3:45 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

An idea for pipes: what if certain pipes would react with certain fluids. For example an iron pipe carrying acids would slowly dissolve and lose hit points.
by British_Petroleum
Wed May 24, 2017 12:57 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 39165

Re: Underground belt lane splitting, anyone else hate it?

You can play and win the game without ever splitting belt lanes. One of the nice thing about factorio is trying to solve logistic problems with the small number of tools available. Many players don't even know that underground belts work this way, it's like an easter egg ;) a way to impress others w...
by British_Petroleum
Tue May 23, 2017 3:53 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 357324

Re: [0.15.x] Bob's Mods: General Discussion

Iron pipes have always done the job for me, occasionally I'll use tungsten for the long underground distance. In terms of throughput, the best solution by far is to not use pipes at all ;) and instead use barrels/bottles + bots
by British_Petroleum
Tue May 23, 2017 3:45 pm
Forum: Ideas and Suggestions
Topic: [0.15.x] Need U235 progress indicator for centrifuge
Replies: 3
Views: 1487

Re: [0.15.x] Need U235 progress indicator for centrifuge

yes it's completely random; so you could get 3 in a row if you're super lucky :mrgreen:

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