Search found 159 matches

by NoriSilverrage
Fri Sep 22, 2023 6:26 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196389

Re: Friday Facts #375 - Quality

Sheesh, people sure like to complain. This sounds like a fun addition. For those that don't like it, it also appears 100% optional...

I do agree that the names do not fit Factorio but that's a very minor thing.
by NoriSilverrage
Fri Jun 18, 2021 7:03 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 74456

Re: Friday Facts #366 - The only way to go fast, is to go well!

I'm not a real programmer (I've dabbled a bit) but I always enjoy reading posts like this because it's clear the developers care about the quality of their work. Without this drive I don't think we'd be able to build megabases because performance would be crap. This has to be one of the only modern ...
by NoriSilverrage
Mon Nov 06, 2017 10:04 pm
Forum: Gameplay Help
Topic: Reset a Combinator Clock
Replies: 8
Views: 9335

Re: Reset a Combinator Clock

Ah, ok that makes sense, plus no belt delay.
by NoriSilverrage
Mon Nov 06, 2017 7:43 pm
Forum: Gameplay Help
Topic: Reset a Combinator Clock
Replies: 8
Views: 9335

Re: Reset a Combinator Clock

snip Thanks. I'll play around with this. As for your question. I tried to do a setup that timed the fuel insert to the used fuel output, but I couldn't get it to work how i wanted. I followed this design: https://wiki.factorio.com/Tutorial:Circuit-network_Cookbook#Optimal_usage_of_fuel_for_nuclear_...
by NoriSilverrage
Mon Nov 06, 2017 1:36 pm
Forum: Gameplay Help
Topic: Reset a Combinator Clock
Replies: 8
Views: 9335

Re: Reset a Combinator Clock

snip Thanks. I'll play around with this. As for your question. I tried to do a setup that timed the fuel insert to the used fuel output, but I couldn't get it to work how i wanted. I followed this design: https://wiki.factorio.com/Tutorial:Circuit-network_Cookbook#Optimal_usage_of_fuel_for_nuclear_...
by NoriSilverrage
Mon Nov 06, 2017 1:29 am
Forum: Gameplay Help
Topic: Reset a Combinator Clock
Replies: 8
Views: 9335

Reset a Combinator Clock

I'm doing what is probably a overly complex combinator setup for a Nuclear Reactor setup. Basically, like many others, I want it to only insert fuel if steam is under a certain number and to only insert one fuel cell. However, unlike other options I've seen for this, I also want them to insert a sec...
by NoriSilverrage
Sun Aug 07, 2016 1:07 pm
Forum: Duplicates
Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
Replies: 5
Views: 3161

Re: [13.14] Merging from 0.12: Crash mining/destroying specific train

Nexela wrote:Looks like its related to this viewtopic.php?f=47&t=28826
Sweet. Thanks for the link. The dev's command fixed the issue.
by NoriSilverrage
Sun Aug 07, 2016 12:08 pm
Forum: Duplicates
Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
Replies: 5
Views: 3161

Re: [13.14] Merging from 0.12: Crash mining/destroying specific train

Here is the 12.x save https://www.dropbox.com/s/jxpz9hh3why3wnr/Test%203.743.zip?dl=0 Here is a 0.13 save https://www.dropbox.com/s/mh60575kbw7hu6v/Belt.zip?dl=0 I've also attached the location where is happened. And you are right, the issue seems to be some rails that are borked. Incase you need th...
by NoriSilverrage
Sat Aug 06, 2016 7:24 pm
Forum: Duplicates
Topic: [13.14] Merging from 0.12: Crash mining/destroying specific train
Replies: 5
Views: 3161

[13.14] Merging from 0.12: Crash mining/destroying specific train

Trying to migrate my 12.x save to 13.x and was going reasonably well. But I found this random train and when I tried to remove it, I get a crash. 0.000 2016-08-06 14:18:42; Factorio 0.13.14 (build 23840, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "D:...
by NoriSilverrage
Tue Aug 02, 2016 9:23 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 128670

Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

I don't see this mentioned... But when I click on the gui for the belt sorter it crashes. I'll get the specific error later today. I think the discussions on the mod portal has someone who has this issue as well.
by NoriSilverrage
Tue Jul 12, 2016 8:37 pm
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 24932

Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4

Heya, is this going to be updated for 0.13?
by NoriSilverrage
Fri Jul 08, 2016 9:51 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195321

Re: Smart, dynamic train deliveries with combinator Magick

Siggboy, Does your v2 system work in 0.13 or did the logic/station changes break it? I haven't tried loading it up yet cuz I'm scared. ;)
by NoriSilverrage
Wed Jul 06, 2016 4:24 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 128670

Re: [MOD 0.12.x] HardCrafting 0.3.15

judos wrote:Wow nice, I like the animation a lot. Probably I will find the time tonight to integrate them and also fix the migration thing...
Looking forward to have them ingame :P
Is the sorter back yet? I haven't tried 0.13 yet as I'm waiting for all the mods I use to be compatible. :)
by NoriSilverrage
Wed Jul 06, 2016 3:15 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 128670

Re: [MOD 0.12.x] HardCrafting 0.3.15

Yo fellow humans, stuff: HardCrafting-preview.gif It might get some updates later but for now I think it is good enough. :) I attach a zip with the sprites and shifting info ... the crusher/pulverizer/big-ass-machine should all be the same size, but I didn't check. V These look amazing. The entranc...
by NoriSilverrage
Tue Jun 28, 2016 9:01 pm
Forum: General discussion
Topic: Game FPS at End game
Replies: 56
Views: 21679

Re: Game FPS at End game

Slightly relevant. Are people seeing performance increases on large bases with 0.13? I didn't see anything specifically related to performance, but the Devs made so many changes that I'm wondering if performance was potentially increased.
by NoriSilverrage
Tue Jun 28, 2016 6:11 pm
Forum: Mods
Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
Replies: 26
Views: 30991

Re: [MOD 0.13] Stone Water Well - fresh water anywhere

bSun0000 wrote:
NoriSilverrage wrote:Nice! Looks very good.

Only problem is I think there is some green stuff and if Factorio has taught me anything, it's that all green stuff needs to be burned with FIRE! :twisted:
But you can :D This green stuff has only 90-percent fire resistance :D
Ahh perfect. Carry on then. :)
by NoriSilverrage
Tue Jun 28, 2016 5:14 pm
Forum: Mods
Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
Replies: 26
Views: 30991

Re: [MOD 0.13] Stone Water Well - fresh water anywhere

Nice! Looks very good.

Only problem is I think there is some green stuff and if Factorio has taught me anything, it's that all green stuff needs to be burned with FIRE! :twisted:
by NoriSilverrage
Wed Jun 22, 2016 10:51 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 154468

Re: [MOD 0.12.x] Modular Armor Revamp

I prefer the burner to the solar panel. I put 1-2 conduits in earlier armor. Later armor though I only put them in if I have extra space. My current Mk4 has no conduits as they don't provide enough power to charge the armor fast enough and alien fuel isn't too bad to make.
by NoriSilverrage
Wed Jun 22, 2016 1:46 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 154468

Re: [MOD 0.12.x] Modular Armor Revamp

I use the burner generator in early armor and usually 1-2 conduits for backup. Generally on early limited space armor I just cram in exos a couple burners and if I have space a single shield.
Once I get up to the mk2 I'll throw in a fusion generator and call it good.

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