Search found 124 matches

by Speadge
Wed Apr 22, 2020 7:38 pm
Forum: Outdated/Not implemented
Topic: Wait Condition: Station disabled
Replies: 2
Views: 289

Wait Condition: Station disabled

TL;DR disabling a station cause its empty doesnt make the waiting train leave to go to another station What ? My Suggestion is, that there could be a condition that checks if the current station is still enabled. If this is not true, the train leaves, cause someone might wanted no trains here -> wh...
by Speadge
Wed Apr 22, 2020 5:55 pm
Forum: Minor issues
Topic: Loaders slower than belts on same tier
Replies: 4
Views: 382

Re: Loaders slower than belts on same tier

so if i play at 120 ups, it should work?

edit: confirmed!
playing at 120ups makes it working
https://imgur.com/Y90yljk

- but thats no solution, since my game is now twice as fast :D
by Speadge
Wed Apr 22, 2020 5:19 pm
Forum: Minor issues
Topic: Loaders slower than belts on same tier
Replies: 4
Views: 382

Loaders slower than belts on same tier

Hi, im using 3 mods to spicen up the transport belts: - loader redux - bobs logistics - double speed belts. using them brings the last tier of belts up to 240 items/s - way to fast to see even the belt moving. Sad, but i could work with that. The bug is, that the loader from this tier cant keep up w...
by Speadge
Thu Mar 07, 2019 5:56 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 13954

Re: Version 0.17.8

yop, updating worked from 17.7 to .8 on windows with the in-game updater
by Speadge
Mon Mar 04, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: [17.x] make "autoghostmode" just temporarily
Replies: 5
Views: 420

[17.x] make "autoghostmode" just temporarily

when buildmode switches to ghostmode cause of having not the right item in my inventory when i activated buildmode, it stays there until i press Q and activate it again, nontheless i got some more items in the meantime while having buildmode activated. It would be cool if this mode would be more - d...
by Speadge
Fri Nov 16, 2018 5:24 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 39303

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

since the belts will have an "height" now - can i still walk over them without problems?
by Speadge
Fri Nov 16, 2018 4:59 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 39303

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

please take all the time you need.
For me, the game is finished already and eveything on top is a "nicetohave" but not essential nor a dealbreaker!

Thanks for your time!
by Speadge
Fri Sep 21, 2018 6:18 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 17925

Re: Friday Facts #261 - Performance + New player interaction

the popup error messeges are moving to fast!
by Speadge
Sat Jun 09, 2018 12:01 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 26470

Re: Friday Facts #246 - The GUI update (Part 3)

soundsettings:

there is no "cancel" as describen in the text to see on the screenshot... as wenn its said "escabe is same as pressing back" but its not said if this means settings are saved or not
by Speadge
Sat Dec 30, 2017 3:39 pm
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 10609

Re: Version 0.16.10

well, i saw the bugs reported about the requester - but my problem is with the buffer chest - it doesnt really supply my player.
Isnt that waht it intentionally was made for?

using provider does work - but not a buffer chest.
by Speadge
Wed Dec 13, 2017 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
Replies: 13
Views: 3837

Re: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network

Fixed in 0.16. When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. Circuit network settings will be also updated. does this also work for any other levels of the same entity? i.e. having assembler2 in BP replacing ...
by Speadge
Mon Dec 11, 2017 10:06 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 35670

Re: Friday Facts #220 - The best Friday Facts ever

I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way. An upgraded thank shell with a stackload of 200 or so would be perfect. and of course, now we need an gunn turret train :twisted: who told u that the shells are free...
by Speadge
Mon Dec 11, 2017 1:22 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 35670

Re: Friday Facts #220 - The best Friday Facts ever

I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way. An upgraded thank shell with a stackload of 200 or so would be perfect. and of course, now we need an gunn turret train :twisted: who told u that the shells are free?
by Speadge
Sun May 21, 2017 5:48 pm
Forum: Technical Help
Topic: Invalid packet (type LANBroadcast)
Replies: 1
Views: 575

Invalid packet (type LANBroadcast)

Hi, since 015 (i guess) im getting the following message on my private hosted server (LAN) 66.556 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type LANBroadcast) received from 192.168.2.5:49615: unexpected packet type The IP is the servers own one. its always naming the 2nd port factorio is l...
by Speadge
Wed May 10, 2017 9:10 am
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 31417

Re: Version 0.15.9

I think the "noise effect" in mapview-zoom is way to low now. can i change it somewhere?

I often take the mapview for normal and forget to leave it. Would be nice if i could change it to a little bit more.
by Speadge
Sun May 07, 2017 12:41 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 2524

Re: [0.15 Reactor Interface

That would require a switch/valve in the heatpipes - you don't want the "heat" resource to flow out of the reactor. It'll be a big problem if you have reactors clustered for the neighbour bonus because they have a 10GW transfer rate between eachother. So for practical purposes a reactor cluster is ...
by Speadge
Sat May 06, 2017 11:55 pm
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 2524

Re: [0.15 Reactor Interface

HI got,

great idea... buuuuuutttt..

could u please make that i can control the reactor? i need some way to switch off the reactor - or make it stop distributing heat.

I have a big setup of ~30 reactors and want to stop some from distributing heat when they dont get fuel.
by Speadge
Mon Apr 24, 2017 4:40 pm
Forum: Releases
Topic: Version 0.14.23
Replies: 5
Views: 7509

Re: Version 0.14.23

pieppiep wrote:Yeah! update! 0.15! day early!
Start factorio.... version info... 0.14.... :D
hahaha... same happened here 1 min ago :D

ahhh.. ITS IN THE BETA TAB!!!!
by Speadge
Mon Apr 17, 2017 5:56 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 32127

Re: Friday Facts #186 - Marathon testing

WTF....
See what u did by letting us wait? u drive people crazy :D
by Speadge
Fri Apr 14, 2017 8:43 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 32127

Re: Friday Facts #186 - Marathon testing

V453000 wrote: We can already see the light at the end of the LONG tunnel, and the light is very bright. : )
Thats why we cant stand to stare into it anymore - we need to FEEL IT! :D
Damn tunnel -.- who built that anyway? Im fcking claustrophobic! Get me outa here!

Go to advanced search