Search found 271 matches

by Jürgen Erhard
Wed Oct 30, 2019 1:44 am
Forum: Gameplay Help
Topic: [0.17] process damaged walls
Replies: 6
Views: 431

Re: [0.17] process damaged walls

I'd just BUMP this if it were in a bug forum, but…

I just ran into the same problem. I also don't see a way to filter damaged and undamaged walls.

(OP, please try to use the official names, here "Military science pack", it helps with searching, thanks)
by Jürgen Erhard
Wed Jul 31, 2019 12:09 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 29696

Re: Version 0.17.60

V453000 wrote:
Tue Jul 30, 2019 5:15 pm
I'll just mention that the only real use for light oil was making efficient solid fuel previously. How much of it did you really spend for flamethrower?
In the now broken map I'm currently playing, I use light oil only for flamethrowers (okay, and for cracking to Petroleum).
by Jürgen Erhard
Wed Jul 31, 2019 12:01 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 29696

Re: Version 0.17.60

If you aren't against mods: https://mods.factorio.com/mod/Pre0-17-60Oil I'm not against mods in general, I'm against mods that fix bad design decisions. That is pretty good then. You will have to play the game as it is designed. After a playthrough you will see that professional game designers know...
by Jürgen Erhard
Wed Jul 31, 2019 11:59 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 29696

Re: Version 0.17.60

It will be ok. The game design is not to please extremists, like speed runners or megabasers. The majority of normal and new players will not complain and may even appreciate the changes. I now, I have played with oilchanges mod. Speed runners will pretty surely like it since anything that simplifi...
by Jürgen Erhard
Wed Jul 31, 2019 11:57 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 29696

Re: Version 0.17.60

Supremely disappointed that you went through with these changes. It's like you completely ignored all the valid criticism of it in the two massive threads discussing it. You were dead set on making SOME change to oil processing because you had this misguided belief that there was something wrong wi...
by Jürgen Erhard
Wed May 29, 2019 2:58 pm
Forum: Gameplay Help
Topic: Control-Left-Click on empty inventory slot (no chest opened) sorts inventory?
Replies: 2
Views: 149

Control-Left-Click on empty inventory slot (no chest opened) sorts inventory?

Is this an undocumented (mis-)feature or where can I find this documented? And how the fuck can I turn it off? I didn't turn off auto-sort to get my inventory messed up with one misclick.
by Jürgen Erhard
Tue May 14, 2019 11:59 pm
Forum: Mods
Topic: [0.14] Blueprint Items Request 0.1.3
Replies: 14
Views: 4342

Re: [0.14] Blueprint Items Request 0.1.3

Love it, although I usually don't use it much, I prefer to cover all the map with one vast logistics/construction network. :D But this map, I'm trying to be a good little Factorio player (no, main bus is still right out) and do the outpost thing, where this comes in so handy. Except... it apparentl...
by Jürgen Erhard
Sun Apr 28, 2019 4:14 pm
Forum: Gameplay Help
Topic: Arrange blueprints in blueprint book?
Replies: 2
Views: 187

Arrange blueprints in blueprint book?

Title says all: can I? If so, how? If not, *WHY NOT*?
by Jürgen Erhard
Sun Apr 28, 2019 4:10 pm
Forum: Gameplay Help
Topic: Bluepring Sorting
Replies: 2
Views: 332

Re: Bluepring Sorting

Unfortunately I don't believe there is. However the way you put blueprints into a book is the way they stay unless you move them around manually. Also if you use the middle mouse and CTRL + scroll you can scroll through the blueprints in the order you set. Hopefully that helps. :D Something (not su...
by Jürgen Erhard
Sat Apr 27, 2019 6:19 am
Forum: General discussion
Topic: When do YOU give up and start fresh?
Replies: 33
Views: 4421

Re: When do YOU give up and start fresh?

I was close to starting over my current map (almost default settings, specifically on the biter front) when the aliens (after I had it running over night, stupid me :D) had chewed through my defenses and almost chewed up my whole base. But… I saved it. It was nail-biting, but I did it. Felt really g...
by Jürgen Erhard
Mon Apr 15, 2019 10:39 am
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 25
Views: 2885

Re: Blueprint Edit - Ability to Zoom In/Out

Let's give this a nudge, because I've wanted this for aaaaages.
by Jürgen Erhard
Sun Apr 14, 2019 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
Replies: 13
Views: 10371

Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement

Thank you IronCartographer :) You opened my eyes, it is so obvious now and makes so much more sense. Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't...
by Jürgen Erhard
Sun Apr 07, 2019 11:42 am
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Recipes with more than one instance of the same ingredient
Replies: 34
Views: 3689

Re: [0.17.14] Recipes with more than one instance of the same ingredient

tehfreek wrote:
Sun Apr 07, 2019 12:03 am
nuhll wrote:
Sat Apr 06, 2019 8:21 pm
Yeah, i figured that out by now, still i dont get why that dont get hot fixed.
... Because software isn't always in a state where you can just push a button and make a release.
That's what version control (Mercurial, Git) and branches are for.
by Jürgen Erhard
Mon Apr 01, 2019 10:06 am
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 16267

Re: Version 0.17.23

SuperSandro2000 wrote:
Sun Mar 31, 2019 2:09 pm
Thanks for literally breaking half the mods on the mod portal, leaving a very not helpful warning and making my sunday a bug fixing tour.
That's hyperbole. None of the mods (I use a ton) broke with .23.
by Jürgen Erhard
Mon Apr 01, 2019 9:29 am
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 173937

Re: Version 0.17.0

The multiple versions for mods is interesting but… not supported by the game/portal interface, right? It's only for manually installed mod (versions)? Or where is the setting that says "keep old version of mod when new version is installed"? Asking because a new version of BlueprintExtensions crashe...
by Jürgen Erhard
Wed Mar 27, 2019 6:12 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 94
Views: 46426

Re: [MOD 0.13] Water Well - pump water from the underground

You can omit step 3, no need for a mod to be a zip, it can be a (unpacked) directory. I would advise against that. Putting all the files in a single zip keeps them together and makes exchanging them much easier. Also, it's better for fragmentation and keeps the MFT smaller (on NFTS... don't know th...
by Jürgen Erhard
Sat Mar 23, 2019 10:37 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 94
Views: 46426

Re: [MOD 0.13] Water Well - pump water from the underground

I love this mod, but the values seem too strong. What is does is it completely bypasses the water distribution issues by allowing the player to get water *anywhere*, instead of -say- using annoying long pipes or a train system. Grand. However it is strange that this auxiliary solution seems better ...
by Jürgen Erhard
Tue Mar 19, 2019 4:39 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 10591

Re: Version 0.17.12

Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
by Jürgen Erhard
Tue Mar 19, 2019 4:34 pm
Forum: Ideas and Suggestions
Topic: Auto Load Mods /Auto install dependencies
Replies: 6
Views: 1192

Re: Auto Load Mods /Auto install dependencies

Still not supported. I knew, but was "brutally" reminded by a mod upgrade that caused a loaded map to lose all modded items (which, since I use said item in my power plant design, meant NO POWER). EDIT: To make this "worse", the mod interface in 0.17 has buttons beside the mod dependencies, but does...
by Jürgen Erhard
Sat Mar 09, 2019 12:18 pm
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 67
Views: 33225

Re: Satisfactory - 3D Factorio?

These style or genre of games don't translate to 3D very well. I can't think of one single RTS or Build/SIM game that got better when it went from 2d tiles to 3D. Starcraft gets a nod for being close but thats about it. The 2D Tiles of Factorio was a big lure for me to the game. Not a single RTS? B...

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