Search found 320 matches
- Tue Oct 06, 2015 10:06 am
- Forum: Show your Creations
- Topic: Plot of stored resources over time using lamps
- Replies: 4
- Views: 10837
Plot of stored resources over time using lamps
Factorio Signal Graph.jpg This design uses a clever combination of lamps, combinators, smart inserters and smart chests to plot a signal over time on a screen using lamps as pixels. In the image, the input signal is the amount of iron ore in a chest being filled up by a mining drill. As you can see...
- Sat Oct 03, 2015 3:18 am
- Forum: Not a bug
- Topic: [12.10] Bots not repairing
- Replies: 6
- Views: 9406
Re: [12.10] Bots not repairing
I'm sure that in older versions (11.x) this wasn't a problem. I recently came back after not playing for several months. Bots would fetch repair packs from other ports to repair things, but they don't do that anymore.
- Sat Oct 03, 2015 2:33 am
- Forum: Not a bug
- Topic: [12.10] Bots not repairing
- Replies: 6
- Views: 9406
[12.10] Bots not repairing
Hi, Say you have 2 roboports connected on the same network, with construction bots in one roboport, and repair packs in the other, and something within the construction area gets damaged, then the bots won't go to the other port to get reapir packs in order to make repair, they just do nothing. Save...
- Mon Aug 31, 2015 7:32 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Galactic Trade
- Replies: 179
- Views: 123951
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
I haven't tried this yet but I really like the idea. For the dynamic market, what would be better is to have each player set the price that they're willing to buy or sell each item. The lower the selling price, the more of that item will be sold. However, as more of an item is sold the supply is inc...
- Sat May 30, 2015 6:23 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78934
Re: Friday Facts #88 - Combinators
Really cool update. It's like discrete logic. You could save a lot of space and complexity by also introducing a programmable logic/processor unit, where logic functions with memory and time delays could be programmed into one entity with the aid of a nice user interface. Then all those combinators ...
- Sat May 23, 2015 12:01 pm
- Forum: Ideas and Suggestions
- Topic: trees grow, random new seedlings, replanting
- Replies: 1
- Views: 646
trees grow, random new seedlings, replanting
It would be very nice if trees and plants grew slowly over time, and new seedlings randomly popped up here and there. Being able to replant seedlings where you wanted trees to grow would also be very nice, and add another element of design to your factory. old trees have a chance of falling over
- Sat May 23, 2015 11:50 am
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 35447
Re: Friday Facts #87 - Visitors
Paths looks great! Any chance we can plant trees in future?
- Thu May 21, 2015 5:49 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 128898
Re: Hidden ores
I don't think the idea per say needs to introduce new ores to work. It seems rather silly to find huge amounts of coal and iron on the surface as it is. Maybe there should just be small amounts at ground level, and then the big clusters of ore were found other the ground some way? So you could get ...
- Sun May 17, 2015 4:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177195
Re: [0.11.x][v0.1.4] Bob's Warefare mod
yeah i get all the enemies spawning when using both bobs enemies and dytech-war. Are you planning on a another tier of enemy(s)?
- Mon May 11, 2015 8:02 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101909
Re: [0.11.x][v0.1.2] Bob's Enemies Mod
+1bobingabout wrote:
I think I want to add an even higher level of biters and spitters too.
- Mon May 11, 2015 6:22 am
- Forum: Ideas and Suggestions
- Topic: Lakes get smaller if overworked
- Replies: 9
- Views: 2796
Re: Lakes get smaller if overworked
What gameplay value would it add? It's quite expensive to code, but I don't see the point except from "realism". It would mean you would have to search for new bodies of water, if you wanted to exceed the flow rate provided by your start area water. Rather than just spamming power plants ...
- Sun May 10, 2015 10:12 am
- Forum: Ideas and Suggestions
- Topic: Lakes get smaller if overworked
- Replies: 9
- Views: 2796
Lakes get smaller if overworked
Idea is that every body of water has a threshold, depending on its size, and if you pump more water out than the threshold, then the body of water will start to get smaller. Pump out less than the threshold and it will gradually expand back to it's original size.
- Sun May 10, 2015 10:04 am
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 38094
Re: Starting on a small isle?? Read this before you post!
+1cpy wrote:Hmm ability to swim, some water resources (probably oil/gas), water creeps, ships, this game have really insanely high potential.
- Sun May 10, 2015 9:57 am
- Forum: General discussion
- Topic: Best Game of 2015? Hell Yes!
- Replies: 11
- Views: 6559
Re: Best Game of 2015? Hell Yes!
All of the things you ask for are already available in some really nice mods, but i agree that it'd be nice if they were all in vanilla. Hopefully in the future! My favourites are bobs mods, they add lots of new ores and alloys and intermediate products, that can be used to make heaps of new militar...
- Thu May 07, 2015 11:58 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177195
Re: [0.11.x][v0.1.4] Bob's Warefare mod
The ap ammo in a gun turret with all upgrades is very good!
- Thu May 07, 2015 9:04 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80499
Re: [MOD 0.11.3] Replicators 0.2.1
I like this mod. At first I thought it would be op, but then i realised the energy required to replicate things is insane. I guess that makes sense if you consider einsteins famous equation e=mc^2
- Thu May 07, 2015 7:00 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80499
Re: [MOD 0.11.3] Replicators 0.2.1
ahh the problem was that I added the mod to a game I had already started. Starting a new game that tech is already researched was using 11.21
- Thu May 07, 2015 4:35 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80499
Re: [MOD 0.11.3] Replicators 0.2.1
Hello! I have ran into a problem: I don't know how to research Replication 1. It says it needs rare earth and magnets, which I can't insert into the Lab, and the Replication Lab is unavailable for me. Using Factorio 0.11.3, Replicators 0.2.1 Yeah I am having the same problem. The research for the r...
- Wed May 06, 2015 7:59 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177195
Re: [0.11.x][v0.1.4] Bob's Warefare mod
Hey bob been really enjoying this mod, especially the robot tanks. Any future plans for them? They don't need any fuel or power which is strange, but i understand implementing something where they auto recharge or refuel might be difficult if not impossible. Also after placing hundreds of them they ...
- Sun May 03, 2015 12:38 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Long-Range Missile Launcher
- Replies: 0
- Views: 6542
[MOD 0.11.x] Long-Range Missile Launcher
I made this mod because it is something I really wanted to see in the game, and it also gives the player something challenging to work towards late game that will help with taking out the aliens. This mod requires "Bob's Metals, Chemicals and Intermediates". If you are not playing with thi...