Search found 80 matches

by Wackerstamfer
Thu May 23, 2019 7:30 pm
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3545

Re: [16.15] Arty turrets seem to cause huge performance hit.

I'll take a look at the chuncks later, biters seem quite idle to me. So does the atry trigger agro just by being present? or is it still from shooting nests way back and biters can't find a way to get to it. someone may have already said this but no only attacking biters with arty will make them at...
by Wackerstamfer
Wed Apr 10, 2019 8:27 am
Forum: Won't fix.
Topic: [0.17.27] Power pole wire shadow cast on rockets are off
Replies: 2
Views: 895

[0.17.27] Power pole wire shadow cast on rockets are off

When the rocket is raised on the platform the wire shadow is drawn over the top fuel tank. I think the rockets is big enough that the rocket should be drawn on top of the shadow. When lifting off the platform the shadow shifts to the other two tanks an then mid air the rocket finally gets drawn on t...
by Wackerstamfer
Fri Aug 24, 2018 8:43 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46364

Re: Friday Facts #256 - The little things 3

How about make the make the belt immunity part of the exosceleton. When you've reached that tech the belt speed bonus is not that relevant anymore. Really? Red (or maybe even blue) belt vs (partially!) solar-powered exoskeleton? best armor + fusion reactors + some exosceletons == fast could make it...
by Wackerstamfer
Thu Aug 23, 2018 8:22 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46364

Re: Friday Facts #256 - The little things 3

How about make the make the belt immunity part of the exosceleton. When you've reached that tech the belt speed bonus is not that relevant anymore. And maybe while you're at it, instead of stacking multiple exosceletons it might be more logical to update the exosceleton to a better version for more ...
by Wackerstamfer
Fri Jun 08, 2018 12:54 pm
Forum: Releases
Topic: Version 0.16.49
Replies: 15
Views: 14852

Re: Version 0.16.49

I hate to say this, but the devs are getting a bit sloppy with these latest releases. I suggest you read this: https://www.factorio.com/blog/post/fff-242 Why are there suddenly so many problems with save loading in experimental? 0.16.36 is stable, but as we needed to fix some additional bugs, we st...
by Wackerstamfer
Fri Jun 08, 2018 9:20 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 59499

Re: Friday Facts #245 - Campaign concept

The base game is like, for instance, Skyrim. It requires quite a lot of mods to make it fun to play. I play vanilla, I have fun playing. I feel no need for mods. All depending on personal taste. To enable achievements for modded versions requires a check for how the mod influences that achievement....
by Wackerstamfer
Thu Jun 07, 2018 7:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8176

Re: [0.16.48]Holding rail (signal) blueprint causes UPS drop

Koub wrote:
ejg wrote:Deconstruction planner has inconsistent behaviour when using a blacklist. Sometimes stuff is deconstructed sometimes it isnt.
Please don't hijack others' bug reports with your - different - bug, create your own report
I think this is the same bug causing both issues.
by Wackerstamfer
Thu Jun 07, 2018 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8176

Re: [0.16.48]Holding rail (signal) blueprint causes UPS drop

same issue here, deconstruction planner filters also seems to be affected (whitelist/blacklist)
by Wackerstamfer
Thu Jun 07, 2018 6:49 pm
Forum: Releases
Topic: Version 0.16.48
Replies: 16
Views: 13382

Re: Version 0.16.48

Holding a blueprint in my cursor since this update and FPS/UPS drops like a stone down a deep deep deep deep deep well. (From 60 to 13). Q key to release blueprint from cursor fixes UPS. Update is possible cause? I also have this. 4 UPS when holding a blueprint. Tried disabling all mods and still h...
by Wackerstamfer
Wed Apr 04, 2018 8:13 am
Forum: Gameplay Help
Topic: Train physics
Replies: 3
Views: 1501

Re: Train physics

Yeah, seen that. It's however not exact.

We'll run some tests... :geek: :twisted:
by Wackerstamfer
Fri Feb 02, 2018 8:16 am
Forum: Pending
Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
Replies: 13
Views: 5429

Re: [kovarex][16.21] splitter filter priority lane stops non-priority

the "contraption" was just an example, if you have multiple items on a belt (say 5 for argument sake) and a filter splitter set, a full priority belt will stop everything downstream. This has major implications and current GUI does not hint at it at all. I like it simple, but it should be ...
by Wackerstamfer
Thu Feb 01, 2018 8:31 pm
Forum: Pending
Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
Replies: 13
Views: 5429

Re: [kovarex][16.21] splitter filter priority lane stops non-priority

Thanks! Just out of curiosity, what is the reasoning for not letting filtered items through when the other belt is saturated? It kind-off creates the belt equivalent of a train gridlock when you don't have enough waiting bays. I mean, now I need to make these kind of contraptions to semi prevent it:...
by Wackerstamfer
Thu Feb 01, 2018 6:50 pm
Forum: Pending
Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
Replies: 13
Views: 5429

[kovarex][16.21] splitter filter priority lane stops non-priority

did a quick search, didn't find it, so question: is this behavior intended? - set priority to left lane - set filter - one would expect the items to go through when the right lane is saturated?!? There is no info on hover, or otherwise on how the filter will behave in the GUI. If this is intended th...
by Wackerstamfer
Fri Jan 19, 2018 6:44 am
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5367

Re: Train to train loading --> bigger chests (1x2)

Sure that would work for me :D
by Wackerstamfer
Tue Jan 16, 2018 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] biters still inactive - pathfinding over landfill?
Replies: 10
Views: 5919

Re: [Oxyd] biters still inactive - pathfinding over landfill?

AWESOME Thanks :lol: !
Oxyd wrote:I don't actually know which bases you're talking about – there's quite a lot of them with plenty of lakes in between. If you could give me coordinates or a clearer screenshot, I can take a look.
Coordinates: 4173.6 , 666.9

Maybe they are doing exactly what you describe :)
by Wackerstamfer
Tue Jan 16, 2018 9:37 pm
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5367

Re: Train to train loading --> bigger chests (1x2)

quyxkh wrote:
snap@T55984=3370x3438-7.44921875-74.48046875,z2.jpg
although I'm surprised by the beauty of it :o , I'd love a little more throughput :lol:

Imagine the time it would take to transfer an almost full wagon of copper wires :shock:
by Wackerstamfer
Tue Jan 16, 2018 4:47 pm
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5367

Re: Train to train loading --> bigger chests (1x2)

quyxkh wrote:You can do it with diagonal tracks.
? ? not for a train with say 6 wagons
by Wackerstamfer
Tue Jan 16, 2018 2:23 pm
Forum: Ideas and Suggestions
Topic: Manual Setup of Train Number / Value
Replies: 7
Views: 3320

Re: Manual Setup of Train Number / Value

I do not see any use from modifying train ID. This is a unique identifier and the game manages that quite fine. However we might want to add something else to identify trains and as mentioned above train signal (built in constant combinator) which is not unique and would be readable by train stop -...

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