Search found 16 matches

by Ca_Putt
Mon Apr 24, 2017 10:22 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 114880

Re: German localization discussion

Hallo Leute, musste grade ganz schön lachen als ich die Bezeichnung für den neuen "high quality mode" im grafikmenü gelesen hab, "Häufiger"e grafik ist doch was feines :D Muss wohl "Hoch"oder so hin.
by Ca_Putt
Mon Apr 24, 2017 6:47 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 140632

Re: Version 0.15.0

Something less critical: in the german version HD mode is labeled "Häufig" which means often not high. "Hoch" would be the correct translation. Or just "HD" :D or "spektakulär"
by Ca_Putt
Sat Jan 31, 2015 1:18 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 44700

Re: Friday Facts #71 To the stars

I spy a new electric engine sprite! :D lol, will you pull that silo out of your pocket like other buildings? I have to admit that that does unease me a bit, until now even the Roboport was imaginable as "just plonk down"(tho not from the pocket^^) but with this huge hole it does look a bit...
by Ca_Putt
Sat Dec 20, 2014 12:02 pm
Forum: Gameplay Help
Topic: Inserter stack bonus screw up.
Replies: 8
Views: 3226

Re: Inserter stack bonus screw up.

So the problem is that your Assemblers get assymetric amounts of Wire? So one gets 2 the other one gets 4, during one cycle? To fix this you'd have to resort to what n9103 suggested. however you could try one of the following: 1. Replace the inner two fast inserters with inserters. 2. replace the ou...
by Ca_Putt
Mon Nov 24, 2014 11:08 am
Forum: Show your Creations
Topic: Even distribution of potions into labs using splitters
Replies: 16
Views: 15671

Re: Even distribution of potions into labs using splitters

Unless you really go overboard with Labs, not having maximum compression for belts really does not slow down your tech. Especially as all those turns are AFTER the initial Splitter and thus the compression on these belts is already halved. A problem that could come up with the Tree-setup when more t...
by Ca_Putt
Mon Nov 17, 2014 1:16 pm
Forum: Gameplay Help
Topic: How can I control production amounts better?
Replies: 9
Views: 6103

Re: How can I control production amounts better?

Depending on how your Lab Input is built you could add a "buffer-chest" that is wired to the SMART Inserters of your Assemblers which shut off when you have sufficient Packs in your bufferchests. That would work without a Logistics Network. Once you have the Log-Net it's simple as can be a...
by Ca_Putt
Thu Nov 13, 2014 10:55 pm
Forum: Gameplay Help
Topic: Why not build all Boilers and Steam Engines at once?
Replies: 2
Views: 2126

Re: Why not build all Boilers and Steam Engines at once?

I tend to lay the foundation for such a boiler setup with only pipes. Not because of energy issues but because Boilers use up Stone furnaces and once I swith to steel and subsequently Electric miniers, they just clutter up my Inventory.
by Ca_Putt
Sun Nov 09, 2014 3:04 pm
Forum: Technical Help
Topic: 0.11 not running on 64bit Linux
Replies: 5
Views: 5375

Re: 0.11 not running on 64bit Linux

huh, After reinstalling it 2 times and deleting mod, config and temp folders(again), while taking some time at 10% it now runs smoothly. Thanks for your advice, Incase it's any help I'll attach the logfile 0382.458640 Info AllInOne.cpp:141: 2014:11:09 15:58:06; Factorio 0.11.1 0382.615744 Info AllIn...
by Ca_Putt
Fri Nov 07, 2014 11:06 am
Forum: Technical Help
Topic: 0.11 not running on 64bit Linux
Replies: 5
Views: 5375

0.11 not running on 64bit Linux

Hello fellow Factorians! After updating to the new Version my Factorio refuses to load past 2%, it simply shuts down. Until now I did not have any issues with Factorio and it's actually running smoothly on my win 7 64bit. I tried the 32bit Version, which does not run at all. My knowledge of Linux is...
by Ca_Putt
Mon Aug 25, 2014 10:08 am
Forum: Gameplay Help
Topic: More trains vs. longer trains
Replies: 16
Views: 23409

Re: More trains vs. longer trains

I've tried multiple Trainstations for one unloading Plattform each with 2 wagonlengths in between. It prevents conveyor Overflow, as you're effectively ony unloading 2 wagons at a time and only requires minimal space next to the track. However one may want to add a second row of buffer chests and it...
by Ca_Putt
Fri Aug 15, 2014 9:56 am
Forum: Gameplay Help
Topic: Another stupid question [Answered]
Replies: 6
Views: 2280

Re: Another stupid question [Answered]

Thanks guys i think ill stick with just making more furnaces
I think you have just grasped a core concept of Factorio ;)
by Ca_Putt
Wed Jul 16, 2014 10:52 am
Forum: Translations
Topic: [0.9.0] german translation
Replies: 23
Views: 15131

Re: [0.9.0] german translation

Hallo Leute, Mir sind ein par Probleme mit der Deutschen Version von Factorio aufgefallen: Passive und Aktive Anbieterkisten heissen beide einfach "Anbieterkiste" Bei der Produktionsübersicht stehen die gleichen unter-Überschriften wie bei dem Elektrizitäts-Übersichtsfenster, sind jedoch e...
by Ca_Putt
Fri Jul 11, 2014 10:46 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] Logistic chests priority problem
Replies: 13
Views: 4551

Re: [0.10.2][kovarex] Logistic chests priority problem

Passive Provider chests are pretty usefull when you don't set up a large centralized storage. They are sort of a simpler solution for overproduction than smart inserters. not as precise true but perfectly suitable for a smaller base. With PP chests you always know where you'd quickly get a stack of ...
by Ca_Putt
Sun Jun 15, 2014 11:46 am
Forum: Gameplay Help
Topic: Set tech status in Editor
Replies: 4
Views: 1821

Re: Set tech status in Editor

oh, it helps as now I don't have to press randoms keys in the editor :D Ha, It worked, this was easier than I had thought, many thanks! Is it always necessary to deactivate all Techs/recipes, or is it just far more convenient when doing "lowtech" games? I made a quick run with local recipe...
by Ca_Putt
Sat Jun 14, 2014 11:17 am
Forum: Gameplay Help
Topic: Set tech status in Editor
Replies: 4
Views: 1821

Set tech status in Editor

Hello fellow Factorio fans,

Two questions regarding the Scenario Editor:
1. How do I Set a tech as "researched" in the Editor.
2. How do I modify the availible techs for a scenario in the Editor.

I hope I posted this in the right spot.

thanks in advance!
by Ca_Putt
Fri Jun 13, 2014 11:43 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27437

Re: Friday Facts #38

The sounds make the game seem much more finished in a rather subtle way.

the only one I really dislike is the Radar, not because it's bad but because I always think something bad is happening when I'm passing by my radar :/

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