Search found 320 matches

by British_Petroleum
Tue Jun 28, 2016 12:30 pm
Forum: Not a bug
Topic: [0.13.0] Alarms sound long after biter attacks
Replies: 6
Views: 2950

Re: [0.13.0] Alarms sound long after biter attacks

It's on the list of changes. But I agree, it should at least be configurable
by British_Petroleum
Tue Jun 28, 2016 4:46 am
Forum: Not a bug
Topic: [0.13.0] Alarms sound long after biter attacks
Replies: 6
Views: 2950

Re: [0.13.0] Alarms sound long after biter attacks

You should still get the visual alert when something is attacked, like you do when turrets fire, just not the sound until something is destroyed
by British_Petroleum
Tue Jun 28, 2016 4:03 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 195994

Re: Version 0.13.0

Stone Rock can now be mined and deconstructed by robots. It gives some stone as resource.
omg thank you so much. So many unexpected changes/features.
by British_Petroleum
Mon Jun 27, 2016 12:21 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 139545

Re: Version 0.12.35

it's 8:20pm here in western Australia.. I could stay up until the release, or I could try and get to sleep now and play in the morning before work
by British_Petroleum
Tue Jun 21, 2016 11:50 am
Forum: Bob's mods
Topic: Suggestion for Bob's Mods
Replies: 0
Views: 701

Suggestion for Bob's Mods

Hi Bob, Your gas vents are great but it'd be good to have a way of disposing of liquids too. I suggest a pipe outlet that you can build on the water edge to dump liquids, which creates more pollution the more you dump. Sodium hydroxide dissolves well in water, so you could also add a new recipe to m...
by British_Petroleum
Tue Jun 21, 2016 11:39 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 291733

Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

Hey bob,

I thought you'd be happy to hear that I was short on sodium hydroxide in my current game :P
by British_Petroleum
Tue Jun 21, 2016 5:15 am
Forum: Show your Creations
Topic: fairly new, need advice
Replies: 11
Views: 4536

Re: fairly new, need advice

Hi, Factory looks great. I am liking all that extra space. I would suggest storing any excess iron in a chest so your smelters/drills are always working, you need loads of iron later on so it's nice to have lots stored away. Also I would automate ammo production and make a conveyor feeding it into t...
by British_Petroleum
Fri Jun 17, 2016 2:17 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 152732

Re: RTS direction

There should be an ultimate giant battle robot that you can build late game and control, with long range rockets, multiple lazers, fusion reactor & shield equipment
by British_Petroleum
Fri Jun 17, 2016 1:59 pm
Forum: Ideas and Suggestions
Topic: Orbital roboports
Replies: 3
Views: 2549

Re: Orbital roboports

I like the idea of the command centre allowing you to scroll around the map and place ghost buildings, this was suggested by the devs to take the game in the rts direction. The other suggestion by the devs was land bots you could control from the command centre. These could be sent far away to setup...
by British_Petroleum
Fri Jun 17, 2016 4:48 am
Forum: General discussion
Topic: Information what is on a transport belt
Replies: 7
Views: 2475

Re: Information what is on a transport belt

I also played with bobs to begin with, but i never had this problem. You can stand on the belt and press F and you will pick up what in on the belt.
by British_Petroleum
Fri Jun 17, 2016 4:27 am
Forum: General discussion
Topic: What is your most anticipated feature in Factorio 0.13?
Replies: 17
Views: 6265

Re: What is your most anticipated feature in Factorio 0.13?

Very excited about the blueprint book, electric switch, & connecting more things to the circuit network :D
by British_Petroleum
Thu Jun 16, 2016 4:05 am
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 24054

Re: [MOD 0.12.X] Belt Overflow

wow this will really change factory designs. I think if i played this I would only use circular belts :P
by British_Petroleum
Wed Jun 15, 2016 3:21 pm
Forum: Gameplay Help
Topic: Can't get alien artifacts
Replies: 15
Views: 4602

Re: Can't get alien artifacts

Installing factorio mods is really simple...just download and copy into the mods folder. There's one zip file for each mod. Why would anyone need a mod manager?
by British_Petroleum
Wed Jun 15, 2016 3:09 pm
Forum: Gameplay Help
Topic: How to place mining drills where there is no ore?
Replies: 7
Views: 5612

Re: How to place mining drills where there is no ore?

Yes those were my thoughts also
by British_Petroleum
Wed Jun 15, 2016 5:00 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 49176

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Yessss this is exactly what i was wanting :D Hopefully the core game will have a similar feature in future.
by British_Petroleum
Wed Jun 15, 2016 4:36 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 40098

Re: [MOD 0.12.33+]Recycling Machines

ah great, finally a way to get rid of those old burner drills.
by British_Petroleum
Wed Jun 15, 2016 4:18 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 288970

Re: [MOD 0.12.35] Robot Soldiers. 0.1.4 Released!

Can you adjust the squad size & search radius in game? Last time i tried this mod it needed adjusting in the config file
by British_Petroleum
Tue Jun 14, 2016 4:48 am
Forum: Mods
Topic: [MOD 0.12.X] Artifact Hatch
Replies: 7
Views: 4342

Re: [MOD 0.12.X] Artifact Hatch

What happens with artifacts on belts? Can they hatch?
by British_Petroleum
Tue Jun 14, 2016 4:42 am
Forum: Mods
Topic: [MOD 0.17x] Flare
Replies: 26
Views: 10514

Re: [MOD 0.12.x] Flare

Cool, i think other players will like this, but i don't like the night so i usually disable night time in console.

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