Search found 21 matches

by Nulluhrzehn
Tue Mar 05, 2019 4:58 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 14966

Re: [0.17.1] intro too hard

I have played 1200h of Factorio. I remember when my friend first played factorio and I told him to start with the campaign. He got totally hooked and addicted, like he never gets with video games. I have never before or afterwards seen him so glued to the screen as he was back then. That all changed...
by Nulluhrzehn
Sat May 13, 2017 11:29 pm
Forum: Duplicates
Topic: [0.15.10]Blueprint of Assembler looks false
Replies: 1
Views: 514

[0.15.10]Blueprint of Assembler looks false

I created a blueprint of an Assembling machine 3 with 3 efficiency modules and the recipe "Empty light oil barrel" The blueprint looks as if the assembling machine had an fluid input opening, which is impossible for that recipe: The Assembling machine I used to create the blueprint had it'...
by Nulluhrzehn
Sat May 13, 2017 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [Oxyd] Renaming b.print book impossible while bots deliver
Replies: 4
Views: 1797

[0.15.10] [Oxyd] Renaming b.print book impossible while bots deliver

When a logistic robot delivers an item to you while you are currently renaming a blueprint book inside your Blueprint library (bug only appears in the library) the curser is removed from the name lineEdit and you have to click in the name field again to continue writing. If you receive multiple item...
by Nulluhrzehn
Sat May 13, 2017 5:21 pm
Forum: Gameplay Help
Topic: Combinators: Volatile memory
Replies: 4
Views: 1222

Re: Combinators: Volatile memory

Yes, you are right. That's way better. Why didn't I think of that. Should work without pumps, too.

I was just wondering how to create volatile memory for months, most of the time you can build things just fine without it. But this time it really bugged me, so I had to ask.
by Nulluhrzehn
Sat May 13, 2017 4:19 pm
Forum: Not a bug
Topic: [15.10] Train loading condition not working in manual mode
Replies: 2
Views: 650

[15.10] Train loading condition not working in manual mode

Hi, so I connected this inserter to the train stop, told the train stop to give out train cargo as signal, then told the inserter to only work, if Light oil barrels in the train are < 10. As soon as I switch the train in the train stop to manual control mode, the inserter starts loading the train wi...
by Nulluhrzehn
Sat May 13, 2017 2:48 pm
Forum: Ideas and Suggestions
Topic: Iron Stick... Just remove please
Replies: 17
Views: 3688

Re: Iron Stick... Just remove please

The existance of iron stick has made me always produce lamps in even numbers, to not end up with a single iron stick in my inventory xD works great.
But you have a point, it's kinda stupid.
by Nulluhrzehn
Sat May 13, 2017 2:38 pm
Forum: Ideas and Suggestions
Topic: Fire resistant construction robots
Replies: 8
Views: 2232

Fire resistant construction robots

Hi factorio crew, I really love your game, I love all the turrets and I enjoy going through the extra work to transport oil to the front to be able to use flamethrower turrets. I even build them at mining sites and go out of my way to make sure they always have oil to burn away threats to my mining ...
by Nulluhrzehn
Sat May 13, 2017 1:40 pm
Forum: Gameplay Help
Topic: Combinators: Volatile memory
Replies: 4
Views: 1222

Re: Combinators: Volatile memory

Wow, thanks, that worked wonders :mrgreen: This is what I actually ended up implementing: The ore transporting train has one slot reserved for light oil barrels and one slot reserved for empty barrels. The combinator network tracks the number of oil barrels that are currently at the mining site. I p...
by Nulluhrzehn
Sat May 13, 2017 7:50 am
Forum: Gameplay Help
Topic: Combinators: Volatile memory
Replies: 4
Views: 1222

Combinators: Volatile memory

Hi, I am looking for help with creating volatile memory. I had this idea about sending filled light-oil barrels to a mining outpost via transport belts and sending the empty barrels back to the oil processing site in the main base via another transport belt. The transport belts are supposed to be se...
by Nulluhrzehn
Wed Apr 26, 2017 8:46 pm
Forum: 1 / 0 magic
Topic: [Twinsen] [0.15.1] Having Slight Micro Shuttering.
Replies: 35
Views: 6459

Re: [0.15.1][Twinsen] Having Slight Micro Shuttering.

Hi guys and gals, I have the same issue. I only have 1GB of VRAM so now I deactivated HD Textures, put them on normal and the issue didn't go away. When I activated VSync they DID go away. However this evening, I tried it with HD Textures again, and the stutteres returned. I then proceded to put the...
by Nulluhrzehn
Wed Jul 20, 2016 12:43 am
Forum: Resolved Problems and Bugs
Topic: [0.13.9] Power Armor MK2 Research Tooltip
Replies: 1
Views: 671

[0.13.9] Power Armor MK2 Research Tooltip

Hi, I just wanted to call to your attention the fact that, when considering to research Power Armor MK2, the player is told the same thing he is told, when he researches the first power armor. I know this is a minor issue, but I thought it would be cool if it was updated, so the game looks even more...
by Nulluhrzehn
Tue Jul 12, 2016 2:05 am
Forum: General discussion
Topic: To easy
Replies: 22
Views: 5611

Re: To easy

I once played a game with all resources on very low - very small - very poor It was the hardest game I ever played. Back then I still believed (as rediculous as it seems) that the map generator always generated a playable map. Now I know that that is not the case. I only had 2 tiles of coal in my st...
by Nulluhrzehn
Tue Jul 12, 2016 1:50 am
Forum: Resolved Problems and Bugs
Topic: [Pending] Blueprint won't create ghosts of substations here
Replies: 9
Views: 2272

Re: [Pending] Blueprint won't create ghosts of substations here

No, sadly I can't reproduce it. I tried playing around with including tiles and activating/deactivating them, I copied the blueprint in the test map and tried it there, I tried making new blueprints of the same smelters in the game that has the broken blueprint in it, but nothing produces the bug ex...
by Nulluhrzehn
Mon Jul 11, 2016 11:47 am
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 71799

Re: Fight

I didn't read all of these posts, so maybe someone suggested this already, but I really think a Starcraft 2 Baneling - type of alien would be cool. It would force the player to always carry a shotgun and keep those aliens at a distance. Flamethrowers, Submachineguns and Rocket Launchers would be les...
by Nulluhrzehn
Mon Jul 11, 2016 10:31 am
Forum: Not a bug
Topic: [0.13.0] Spawners spawn far too close
Replies: 25
Views: 9071

Re: [0.13.0] Spawners spawn far too close

I am dealing with this issue, too. Biter bases keep spawning close to lone turrets I set up to defend a train track or just some paths. As soon as I come within a certain range of the turrets (6 blocks or so) the aliens start rushing my turrets and destroy them. I really dislike how the turrets don'...
by Nulluhrzehn
Mon Jul 11, 2016 10:02 am
Forum: Resolved Problems and Bugs
Topic: [Pending] Blueprint won't create ghosts of substations here
Replies: 9
Views: 2272

Re: [Pending] Blueprint won't create ghosts of substations here

Here it is. In this little map full of trees I tested placing Big Poles and Medium Poles as ghosts. I marked the zones in red in which you can place Big Poles manually but not as ghosts and I marked zones around trees of the lowest line of trees on the map in blue in which you can place Medium Poles...
by Nulluhrzehn
Thu Jul 07, 2016 5:36 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Burner Inserter out of fuel bug
Replies: 6
Views: 1709

Re: Burner Inserter out of fuel bug

Maybe it is trying to get coal of a fast transport track or an express one? Really fast transport tracks can be so fast, that the inserter uses up fuel trying to catch a piece of coal even though it fails to do so. Theoretically it would be possible for the inserter to run out of fuel, because he tr...
by Nulluhrzehn
Sun Jul 03, 2016 9:41 pm
Forum: Resolved Problems and Bugs
Topic: [Pending] Blueprint won't create ghosts of substations here
Replies: 9
Views: 2272

Re: Blueprint won't create ghosts of substations here

I tried. I can't reproduce the bug that the ghosts of the substations won't be placed, now I feel like an idiot xD even though it still doesn't work on my main save, after playing 30 more minutes. However I created a few "Tree 2" and again I was unable to create ghosts of Big Poles just so...
by Nulluhrzehn
Sun Jul 03, 2016 9:11 pm
Forum: Resolved Problems and Bugs
Topic: [Pending] Blueprint won't create ghosts of substations here
Replies: 9
Views: 2272

Re: Blueprint won't create ghosts of substations here

Probably 0.13.0 I'm not 100% certain, but it's my first game of freeplay since 0.13.
I can guarantee that it's not 0.12.-anything.

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