Search found 530 matches

by jorgenRe
Wed Oct 18, 2017 7:03 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 85413

Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)

MaexxDesign wrote:This should be part of the basic (late) game !
I love this mod !
Good job. :)
Thanks. Happy people like it :D! I'm a pure backend programmer now as my tiny bit of creativity is gone xD
by jorgenRe
Fri Jul 14, 2017 7:33 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 26951

Re: Friday Facts #199 - The story of tile transitions

Use our 'tile correction logic' that we hate so much
Fry it!
-In loving memory of "The Underground"'s tile Generation (shit) system :ugeek:
by jorgenRe
Mon May 22, 2017 7:52 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 85413

Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)

Heya. The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out. I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining rat...
by jorgenRe
Sat May 20, 2017 6:04 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 85413

Re: [MOD 0.14.12+] Bucket Wheel Excavator 0.3.6(1st October)

superstylin wrote:Hi there!

Are you planning on updating this mod for 0.15?

Thanks!

:geek:
Updated/taken over by Lazer Swei
https://mods.factorio.com/mods/Laserzwei/BigDrills
by jorgenRe
Tue May 02, 2017 10:05 am
Forum: General discussion
Topic: Why Factorio on Steam is not updated ?
Replies: 2
Views: 2511

Re: Why Factorio on Steam is not updated ?

To change to experimental(0.15) go onto steam:
in your library right click on "Factorio" in the left list of all your games.
Select properties.
Now you get a new small window up.
Select betas.
In the dropdown menu that most likely shows: "none" select experimental 0.15.x
by jorgenRe
Fri Apr 28, 2017 7:44 am
Forum: General discussion
Topic: Is that piece of junk toy rocket an atomic bomb ???!
Replies: 35
Views: 12034

Re: Is that piece of junk toy rocket an atomic bomb ???!

British_Petroleum wrote:Yeah the nuke is disappointing. I was expecting a long range launch system, a much larger explosion, more damage, and at least a crater
Gotta mod it in and add radiation damage :twisted:
by jorgenRe
Fri Apr 28, 2017 7:00 am
Forum: General discussion
Topic: Is that piece of junk toy rocket an atomic bomb ???!
Replies: 35
Views: 12034

Re: Is that piece of junk toy rocket an atomic bomb ???!

AcThPaU wrote:Nothing should be left standing when hit by a nuke, the AOE should be at least 1 chunk, and nothing will ever grow again.
Cockroaches can survive fairly well. And besides the biters are like huge versions of them which means they should survive right :)!?
by jorgenRe
Fri Apr 28, 2017 6:53 am
Forum: General discussion
Topic: Aretmetic combinator
Replies: 4
Views: 2041

Re: Aretmetic combinator

If you want to trye it out go to wolfram alpha at https://www.wolframalpha.com/input/?i=5+%3C%3C+1 and just write something like: 5 << 1 which becomes 10 Think of << as a multiplier and >> as a divider. Where the number on the left is multiplied/divided by 2 * (number on right) However be aware that...
by jorgenRe
Tue Apr 25, 2017 4:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1]Cannot set temperature of fluid in fluidbox
Replies: 2
Views: 2362

Re: [0.15.1]Cannot set temperature of fluid in fluidbox

Oxyd wrote:Fixed in 0.15.2.
Thanks, il patiently wait for it :D

Don't know about the guys who already asked where my update was xD
by jorgenRe
Tue Apr 25, 2017 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1]Cannot set temperature of fluid in fluidbox
Replies: 2
Views: 2362

[0.15.1]Cannot set temperature of fluid in fluidbox

After 0.15 when i add a fluid to something like a pipe. The temperature always uses the default temperature. I have double checked with the keys for the fluidbox[1] table, but it is the correct and has not changed from 0.14. I am still able to read the temperature. /c game.players[1].selected.fluidb...
by jorgenRe
Tue Apr 25, 2017 3:17 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58595

Re: [MOD 0.14.12+]Useful Space Industry[0.2.7]-Perfomance patch

please 15.1 version update it's on it's way :) Been thinking of ways to improve it with the changes to the rockets. Whats delaying it is due to some changes in the fluid stuff. Just need to test it now. EDIT: Got everything up and going. Just waiting for a most likely a bug to be fixed that makes t...
by jorgenRe
Fri Apr 07, 2017 5:42 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 47707

Re: Friday Facts #185 - Progress report

Albert has been digging deeply with Cube into terrain generation fixes,
Customizable terrain or still the modded in terrain gen ever 8-) ?
by jorgenRe
Fri Apr 07, 2017 4:44 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58595

Re: [MOD 0.14.12+]Useful Space Industry[0.2.6]-Perfomance patch

Hey .. I'm new to lua but quickchecked and found two issues related to previous state of launched rockets .. First one is that on_player_joined event is not fired (probably it's multiplayer only?), so loading previous state never happens. I've workarounded this by replacing on_rocket_launched event...
by jorgenRe
Mon Feb 13, 2017 4:41 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58595

Re: [MOD 0.14.12+]Useful Space Industry[0.2.5](1st October)

I just installed the mod. I have 1 satellite. I placed an energy receiver next to a power pole unconnected from my main grid. I put an assembler next to the pole. It shows the red 'no power' icon. Hovering over the energy receiver shows 0/0 performance. Am I missing something? Edit: I launched anot...
by jorgenRe
Fri Feb 10, 2017 4:43 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 50973

Re: Friday Facts #177 - Difficulty settings

Nice one! Although id recommend adding some tooltips if there aren't any on the settings in the settings menu. Other than that love it :D!
by jorgenRe
Mon Jan 30, 2017 7:46 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 287524

Re: Thank you (Make the dev-team happy today!)

Rseding91 wrote: Attempting to explain to you why we can't just "make it use multiple cores" doesn't seem like a good investment of my time.
PSST: Rseding91 and Sparkysam https://www.factorio.com/blog/post/fff-151 :geek:
by jorgenRe
Sat Jan 28, 2017 6:57 pm
Forum: General discussion
Topic: can we get a countdown to 0.15?
Replies: 32
Views: 12324

Re: can we get a countdown to 0.15?

In the last week's friday fact there was still a placeholder graphic for the nuclear stuff so i highly doubt 0.15 is right around the corner.
by jorgenRe
Fri Jan 27, 2017 10:18 pm
Forum: Mods
Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
Replies: 63
Views: 58595

Re: [MOD 0.14.12+]Useful Space Industry[0.2.5](1st October)

mod update? Who knows :) I just finished my biggest semester work/thing. And i am now back to Factorio. Loving the added circuitry :geek: EDIT: I just noticed the comment from RSeding about a possible big perfomance boost. I will trye and get it done tomorrow or sunday! Then i might look into some ...
by jorgenRe
Mon Jan 23, 2017 3:27 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 78158

Re: Trains vs conveyors?

greep wrote:Yeah it's getting old now xD For the record, like I said, I use trains anyways because multi-lane long distance belts will probably just melt your laptop.
Indeed you are right. Soon (in may) it will have been 2 years since the author of this thread last visited this forum!
by jorgenRe
Fri Dec 02, 2016 8:11 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 56456

Re: Friday Facts #167 - Reactors Operational

Cordylus wrote:I very like the reactor concept, but we need one thing: Better pipes building.
You mean like a dropdown a robot that places pipes to the desired location kind of robot :ugeek:?

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