Search found 50 matches

by Ace_W
Sat Jun 22, 2019 1:06 am
Forum: Minor issues
Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Replies: 6
Views: 645

Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves

:shock: I am in awe at your persistence sir. Well done.

Anyway we can see a map view of the world?
by Ace_W
Mon Mar 04, 2019 11:20 pm
Forum: General discussion
Topic: [0.17.x]New worm exploit/strategy
Replies: 13
Views: 2303

Re: [0.17.x]New worm exploit/strategy

Muad'dib! Muad'dib!
by Ace_W
Wed Feb 27, 2019 7:39 pm
Forum: Not a bug
Topic: [0.17.x] Belt graphics doing funny things in small space (balancer)
Replies: 4
Views: 281

Re: [0.17.x] Belt graphics doing funny things in small space (balancer)

I belive this is intended with the belts updated new look. now its more Conveyor overlap to show which side is loading where.
by Ace_W
Tue Feb 26, 2019 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 2667

Re: [0.17.0] Picking up items from ground doesn't work

can confirm cannot pick items off ground. save and reload does not fix issue.

Edit: can confirm this doesn't work in multiple games. save load. anything to do with the "F" key was cleared and still wouldn't work.
by Ace_W
Wed Feb 20, 2019 9:48 pm
Forum: Ideas and Suggestions
Topic: Train connection bonus
Replies: 10
Views: 847

Re: Train connection bonus

I think this is an interesting idea. And one way to make a huge train without using a pile of engines. But i think the bonus would have to be calculated by engine vs cargo. So a 2-4 would only barely be out run by a 5-10 so eventually you run into a point where you cannot get any bigger.
by Ace_W
Fri Feb 15, 2019 4:48 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 26505

Re: 0.17 Hype?

You guys are too optimistic. Late February, 2033
by Ace_W
Tue Jan 29, 2019 12:33 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 14843

Re: Did no one else notice massive nerf of tank in 0.17?

I just did a PLD mrkII build. Two fusion cores, night vision, two mrkII batts, five mrkII shields, ten PLDs. I never got touched. Walk to biter nest, Slow and steady, and i never lost a single hitpoint of health. Now my evolution is not to the point of mass behemoths yet. I get the very occasional b...
by Ace_W
Thu Jan 24, 2019 6:52 pm
Forum: General discussion
Topic: Challenge - Win the game without moving...
Replies: 10
Views: 1447

Re: Challenge - Win the game without moving...

Someone did a challenge like this. I think it was called paraplegic something. He called it a nightmare.
by Ace_W
Thu Jan 24, 2019 3:37 pm
Forum: General discussion
Topic: Coal liquefaction energy efficiency
Replies: 14
Views: 3191

Re: Coal liquefaction energy efficiency

Liquifying coal is good, when you are low on oil, which is relativly common with the map generation now. Especially midgame when you lack the capacity to do massive explorations to find more oil. There is also plenty of coal on the map and liquyfying it is a good way to get rid of unwanted coal pat...
by Ace_W
Thu Jan 24, 2019 2:41 pm
Forum: Gameplay Help
Topic: How do you calculate Pollution rates?
Replies: 7
Views: 548

Re: How do you calculate Pollution rates?

[/quote] Ok I get it now... :v But it makes everything harder to be eco friendly. I tried to be nice to the Biters but there seems to be not other option other than Efficiency module everything or kill them. [/quote] Even that won't help for long. Best to just up ammo everything as soon as possible....
by Ace_W
Fri Jan 11, 2019 2:31 pm
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 62
Views: 44691

Re: How old are the players of Factorio

36 and still goin strong. Lol
by Ace_W
Fri Jan 11, 2019 1:09 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 14843

Re: Did no one else notice massive nerf of tank in 0.17?

I think a lot of it boils down to how the tank gets squishy in the late game vs the mrk II power armor. What if we made the vehicle grid the end all of the tank? We get something on the par of an oversized version of the mrk2 armor, say 16x20. Have an "early game" engine block (solid fuel burner or ...
by Ace_W
Fri Jan 04, 2019 6:50 pm
Forum: Balancing
Topic: All turrets should require circuits
Replies: 12
Views: 1569

Re: All turrets should require circuits

The only thing I think is, if going by this logic, all turrets would also need power. The purpose of the gun turret is to not use power, so it does not use electronic circuits. we have magic eternal unpowered transport belts.... and your complaining about unpowered turrets? I do agree with OP thoug...
by Ace_W
Fri Dec 21, 2018 2:00 am
Forum: Ideas and Suggestions
Topic: [Request] ELECTRIC BOILER
Replies: 37
Views: 14329

Re: Electric boilers or furnaces

https://i.imgur.com/IYMfklu.gif Yeah. I understand. *pats shoulder* I thought it might be an idea to add electric boilers or make the electric furnaces able to input water to create steam for the steam engines. I realize there are solar power but its heavily nerfed and very ratio dependent. Ok. Whe...
by Ace_W
Fri Dec 14, 2018 2:57 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 20
Views: 2473

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network? I make very rarely bot networks at my mining outposts and never during endgame phase when there is hundreds of miners. But I see your idea. It is not big work to put storage c...
by Ace_W
Wed Dec 12, 2018 5:14 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 20
Views: 2473

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Reading Amarula's post, I am reminded that there is at least one solid exception... automatic removal of uranium ore mining drills could break the sulfuric acid supply pipeline . I believe that the mod does that specifically for uranium mines for that reason. That said, you can probably run a pipe ...
by Ace_W
Wed Nov 28, 2018 12:29 pm
Forum: Ideas and Suggestions
Topic: Portable steam engine
Replies: 11
Views: 1077

Re: Portable steam engine

Mash wrote:
Wed Nov 28, 2018 11:31 am
Required material; burner inserter? (recycle unused item)
Plus pipes, a red circuit or five, some steel, and maybe a boiler.
by Ace_W
Tue Nov 27, 2018 12:34 pm
Forum: Balancing
Topic: Shotgun causes knockback
Replies: 5
Views: 853

Re: Shotgun causes knockback

ggrnd0 wrote:
Tue Nov 27, 2018 10:37 am
If shortgun will knockback biters.

Player also must has knockback effect.

So shortgun can be used to run faster XD
"TURBO BOOST!!!"
by Ace_W
Tue Oct 30, 2018 12:37 pm
Forum: Ideas and Suggestions
Topic: Reloading weapons
Replies: 3
Views: 525

Re: Reloading weapons

darkfrei wrote:
Tue Oct 30, 2018 8:39 am
+1
Just add another one preparing time "reload_time" to all ammo weapons, by default is 0.
And optional for deathworld is a full couple of seconds. :P
by Ace_W
Fri Oct 26, 2018 4:51 am
Forum: Gameplay Help
Topic: Express train lanes?
Replies: 29
Views: 2924

Re: Express train lanes?

Off topic: I wonder. Could we get a signal that mimics the station penalty but not act as a signal? Or a way to force a chain signal or rail signal to do the same via the circuit network. It sounds like it's possible to do in game. As for designating a "fast lane" you could abuse chain signals with ...

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