Search found 320 matches
- 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
- Tue Jun 28, 2016 10:56 am
- Forum: This Forum
- Topic: [Solved] Screwed up the forum account name
- Replies: 7
- Views: 1692
- 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
- Tue Jun 28, 2016 4:03 am
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 195994
Re: Version 0.13.0
omg thank you so much. So many unexpected changes/features.Stone Rock can now be mined and deconstructed by robots. It gives some stone as resource.
- 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
- 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...
- 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
I thought you'd be happy to hear that I was short on sodium hydroxide in my current game
- 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...
- 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
- 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...
- 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.
- 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
- 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
- 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?
- 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
- 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 Hopefully the core game will have a similar feature in future.
- 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.
- 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
- 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?
- 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.