Search found 27 matches

by madtulip
Mon Jul 18, 2016 7:47 pm
Forum: Ideas and Suggestions
Topic: Enemies need improovements
Replies: 6
Views: 2251

Re: Enemies need improovements

I wanted to suggest to move the enemies into focus for 0.14 or later as i realy think it is the one thing the game would benefit from most. Im sure there are lots and detailed ideas how to improove them in particular and might give that a read later. Still i believe that its a very general game desi...
by madtulip
Mon Jul 18, 2016 7:37 pm
Forum: Ideas and Suggestions
Topic: Enemies need improovements
Replies: 6
Views: 2251

Enemies need improovements

Factorio is a great game. Somehow though, there is no challenge. Compare the game to Dont Starve. In DS there is constant time pressure to get your stuff together before winter hits. I miss this component in Factorio. All the automation is realy great but the negative rewards or hindrances to overco...
by madtulip
Sun Jul 17, 2016 5:07 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153447

Re: [0.13.x] Bob's Mods: General Discussion

Hey bob. I would have 2 requests - if possible. We play with RSO and more enemies. One of the restrictions is that patches of ore and oil (apart from the starting position) are only to be connected to the base by trains. In order to facilitate that kind of game it would be very nice if.: - poles att...
by madtulip
Sat Jul 16, 2016 12:36 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175611

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Would somebody be so nice to shed some light regarding the different attack sidekicks in bobs mod? There is - "robotic attack drone" and - "defender capsule", "distractor capsule", "destroyer capsule", "laser robot capsule". Do they all count against...
by madtulip
Sat Jul 16, 2016 7:50 am
Forum: Not a bug
Topic: Minimal size fully loaded circular belt stops rotating
Replies: 4
Views: 1847

Re: Minimal size fully loaded circular belt stops rotating

"The belt doesnt need to loop" - well that might be the case if each side of the belt only holds one type of item. However this is not the case in a scenario where i encountered the behavior. In my case each side of the belt was loaded with a random type of up to 20 different items. 20 dif...
by madtulip
Fri Jul 15, 2016 8:01 pm
Forum: Not a bug
Topic: Minimal size fully loaded circular belt stops rotating
Replies: 4
Views: 1847

Minimal size fully loaded circular belt stops rotating

The title basically says it and im not sure if its a bug - its unintuitive and "wrong" somehow anyway. If you create the smallest possible belt circle (2x2 positions) and load that from the side with some other belt until its full the whole thing will stop rotating. Even if you disconnect ...
by madtulip
Wed Jul 13, 2016 8:54 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 137529

Re: [MOD 0.12.11+] Blueprint String

same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.

could you reproduce it yet?
by madtulip
Tue Jul 12, 2016 7:45 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 137529

Re: [MOD 0.12.11+] Blueprint String

sorry. i thought it would reproduce at once. i reproduced it again and it seams quite .. messed up. maybe the game engine itself? Here is the sagegame and my mods folder: https://www.dropbox.com/s/nxrlo1z4br30jpq/BugInserterNetwork.rar?dl=0 - load the save, create a blueprint from the 1x1 space you ...
by madtulip
Tue Jul 12, 2016 9:46 am
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 137529

Re: [MOD 0.12.11+] Blueprint String

Bug: Logistic Network Conditions of Inserters do not traverse through Serialization/Deserialization. Reproduce: Saving an Inserter (using bobs logistic mod and probably custom inserter types) with enabled logistic network conditions (properties -> logistic network -> tick "connected" check...
by madtulip
Sun Jul 10, 2016 1:41 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 137529

Re: [MOD 0.12.11+] Blueprint String

got it. had to delete "blueprint-string" subfolder of script-output/.
by madtulip
Sun Jul 10, 2016 1:38 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 137529

Re: [MOD 0.12.11+] Blueprint String

- holding bluepirnt - clicking blue disk icon - entering "123" -> 123.txt saved to 'script-output/blueprint-string'. However no file is created in that location. That was working before - ive got some old blueprints in there. The folder is flaged read only (like appdata and all subfolders)...
by madtulip
Tue Jul 05, 2016 12:17 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175611

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Yes, but very interesting anyway. I was talking about the damage and range gun turrets and sniper turrets would do with the most basic type of ammo. Atm. sniper turrets are just the better choice. They have a lot more range but their drop in DPS is not significant vs. gun turrets. So we never build ...
by madtulip
Tue Jul 05, 2016 9:16 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175611

Re: [0.12.x][v0.12.11] Bob's Warfare mod

very convenient. thank you very much! one thing regarding balance.: the sniper turrets seam superior in most aspects to the normal gun turrets. locally we reduced theire DPS. i imagine the gun turrets as higher DPS shorter range and the sniper turrets to pick of worms and spitters from the distance....
by madtulip
Tue Jul 05, 2016 8:09 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175611

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Recently you added upgradeable versions if the combat robots. I would like to know if they will appear in my current game which was started with your 0.13 initial commits. Do i have to reload the tech tree after updating the warfare module? will that reset the already researched techs? or what are t...
by madtulip
Mon Jul 04, 2016 1:02 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78996

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

That seams to be a good solution to me. Without fertilizer energy should be effectively lost by producing wood via the greenhouse and using it as fuel. With fertilizer the direct use of petroleum gas to solid fuel should yield more energy. Ontop of the energy requirement to produce wood being larger...
by madtulip
Mon Jul 04, 2016 11:26 am
Forum: Bob's mods
Topic: How do I produce Lithia water?
Replies: 31
Views: 19396

Re: How do I produce Lithia water?

I have a similar problem in my current map. RSO is installed and the game was created shortly after bobs released initial versions for 0.13. I thought about spawning lithium to my current map using something along the lines.: /c game.player.surface.create_entity{name="crude-oil", position=...
by madtulip
Mon Jul 04, 2016 10:29 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153447

Re: [0.13.x] Bob's Mods: General Discussion

I used Foreman ( https://bitbucket.org/Nicksaurus/foreman) to visualize production flowcharts. For some reason recently some Items like to Construction Robot or the Construction robot brain show wrong or no subcomponents at all. I guess this is related to values depending on the configuration script...
by madtulip
Mon Jul 04, 2016 10:21 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78996

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

I have the impression that the Greenhouse is an extremely strong Factory putting Oil Coal and thus energy management out of balance. In an earlier game (0.12) with all of Bobs mods apart from the Greenhouse (not developed at that point), Oil was a critical always short resource for Resin and Synthet...
by madtulip
Mon Jun 27, 2016 9:43 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 314352

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Great work and thanks a lot for investing the time bob! I`ll wait to play 0.13 until your stuff is updated.
by madtulip
Mon Jun 20, 2016 2:40 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138334

Re: Version 0.12.35

Oh i saw my post referencing nuclear bombs and a related Virus https://en.wikipedia.org/wiki/Stuxnet was deleted probably because i accidentally linked a site which my virus scanner reports as attacking. Im sorry, that was not my intention.

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