Search found 320 matches

by British_Petroleum
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...
by British_Petroleum
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.
by British_Petroleum
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...
by British_Petroleum
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...
by British_Petroleum
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 ...
by British_Petroleum
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
by British_Petroleum
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?
by British_Petroleum
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 ...
by British_Petroleum
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)?
by British_Petroleum
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

bobingabout wrote:
I think I want to add an even higher level of biters and spitters too.
+1
by British_Petroleum
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 ...
by British_Petroleum
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.
by British_Petroleum
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!

cpy wrote:Hmm ability to swim, some water resources (probably oil/gas), water creeps, ships, this game have really insanely high potential.
+1
by British_Petroleum
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...
by British_Petroleum
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!

Image
by British_Petroleum
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
by British_Petroleum
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
by British_Petroleum
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...
by British_Petroleum
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 ...
by British_Petroleum
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...

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