Search found 113 matches

by doppelEben
Fri Jul 17, 2020 10:42 pm
Forum: Spread the Word
Topic: A chance encounter
Replies: 4
Views: 397

Re: A chance encounter

Yeah, I saw belts and inserters in my dreams when I first started playing. Good times yeah, good times ^^ I played around 3700 yet and sometimes after long and intense sessions I am still placing quadrillions and quadrillions of belts and pipes in my dreams. or am driving around and explore dangero...
by doppelEben
Fri Jul 17, 2020 11:11 am
Forum: General discussion
Topic: Launch Party - useful info [cancelled]
Replies: 6
Views: 630

Re: Launch Party - useful info

According to a starting city, a group size, situation can change but, generally travel by train is not recommended because time of travel, cost, and arrival hours are annoying. Buses and Cars are better. (sry for offtopic - move it to dm if necessary) Travel through your landside is more expensive ...
by doppelEben
Fri Jul 03, 2020 1:51 pm
Forum: Ideas and Suggestions
Topic: auto rotating belts when handmaking blueprints
Replies: 3
Views: 140

Re: auto rotating belts when handmaking blueprints

at the moment I guess the only trick to do it 'fast' is to build first belts of same direction, and everytime there is another object or another direction (for the belts F.E., oder inserters etc) you abandon your in-hand-holding-item with `q` and then use the pipette-tool with `q` and it will give y...
by doppelEben
Wed Jul 01, 2020 5:35 pm
Forum: Ideas and Suggestions
Topic: A few suggestions
Replies: 5
Views: 281

Re: A few suggestions

I'm well aware of the fact that the ideas around recycling and incinerating stuff are included in mods. My hope is that the devs would re-consider adding this to the main game, if enough players (or forum members...) find these interesting / useful / good to have in all their games. What would be t...
by doppelEben
Wed Jul 01, 2020 8:27 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 8564

Re: Friday Facts #352 - New website

new behaviour: cookies on website and on modportal wont work anymore at all. Besides the 'bug' I posted above, now nearly every time I open the website new I have to log-in again. Surprisingly I am able to log me in with my normal username&pw from standalone and dont have to use my steamacc to login...
by doppelEben
Tue Jun 30, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: Factorio 1.0 Launch Special Edition
Replies: 19
Views: 774

Re: Factorio 1.0 Launch Special Edition

really really really want a collectors edition with a toy inserter :O
by doppelEben
Mon Jun 29, 2020 2:38 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 8564

Re: Friday Facts #352 - New website

dunno if exactly this issue was reported already, if so I didnt see it sry On mobile the ‚inbody navtabs‘ use 2 rows, both rows dont use full width, and imho it looks broke (sure, long words on buttons and stuff. but still an unusual look when most other parts/elements/ele-groups use full with and o...
by doppelEben
Sat Jun 27, 2020 12:13 am
Forum: Won't implement
Topic: electric pole property to ignore this pole for energy distribution
Replies: 7
Views: 199

Re: electric pole property to ignore this pole for energy distribution

or even one of the 2 signal-cable but not copper? Poles which use then the same logic, and emerges - /or connects - to all other poles of this new type/its new, separate network but not the vanilla-one? this way a mod could make at least 3 different networks which should be possible to differentiat...
by doppelEben
Fri Jun 26, 2020 11:37 pm
Forum: Won't implement
Topic: electric pole property to ignore this pole for energy distribution
Replies: 7
Views: 199

Re: electric pole property to ignore this pole for energy distribution

Would it theoretically (already yet?) be possible to clone the whole electric-pole/substations logic to a new, mod-specific prototype/entity-type (or even family?) and use another item (f.E. iron-cables, signal-cables) instead of the copper cables? or even one of the 2 signal-cable but not copper? P...
by doppelEben
Tue Jun 23, 2020 6:17 pm
Forum: General discussion
Topic: About PvP as a situation
Replies: 6
Views: 368

Re: About PvP as a situation

5thHorseman wrote:
Tue Jun 23, 2020 5:44 pm
I personally have no desire for PvP in any game except those where PvP is an essential part of gameplay. This blanket statement covers Factorio entirely so no, I do not want PvP in it.

All IMO of course.
+1 imho
by doppelEben
Sat Jun 20, 2020 11:35 pm
Forum: General discussion
Topic: Release Day Discount
Replies: 4
Views: 526

Re: Release Day Discount

Do not even think about this, discount ? Maybe 10 years later, not the release day. And this game is so good, it's worth every penny. :D true story. would be willing to pay 80-100chf/$/eur like AAA titles or even more for a collectors edition with something like a toy-inserter :D in regards of my o...
by doppelEben
Fri Jun 19, 2020 11:10 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 8564

Re: Friday Facts #352 - New website

y.petremann wrote:
Fri Jun 19, 2020 10:49 am
Whooohoo, I'm on a hype train ... would the lua-api docs get better styles too ?
+1

--


looks pretty amazing! good job! (not that I've expected something other... :D )
by doppelEben
Thu Jun 18, 2020 9:36 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 344
Views: 107768

Re: [0.17+] Space Exploration WIP

I am looking for a thermal-water source in our heavily modded server. Just saw that Core Fragmentation can generate it. So I tried to place a core-miner on the fissure-patches, and guess what? no `core fragment (fissure)` as expectet - only the normal one =/ So I destroyed the core-miner (took it wi...
by doppelEben
Sun Jun 14, 2020 1:18 pm
Forum: Ideas and Suggestions
Topic: QoL improvment - export list of mods
Replies: 2
Views: 103

Re: QoL improvment - export list of mods

I make my list with my mods with a little batch file I have created in the mods directory. right click in explorer > new > textfile -> edit its content (see below) -> rename it to XY.bat -> execute the file This batch creates a modslist.txt in the same directory with the filename of all .zip (or fil...
by doppelEben
Fri Jun 12, 2020 8:07 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 375
Views: 68418

Re: ModMyFactory - mod manager and more

Artentus wrote:
Fri Jun 12, 2020 8:05 am
I no longer provide support for MMF1, especially not for the buggy pre-release. Use the stable 1.10 or MMF2
thats fine.

but maybe think about editing first post of this page which links directly to this old, outdated, not-supported versions :?:
by doppelEben
Fri Jun 12, 2020 7:54 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 375
Views: 68418

Re: ModMyFactory - mod manager and more

crashed right at startup: http://rogpfister.ch/_gaming/factorio/bugreports/mymodmanager_1.11.pre/mymodmanager_crash.png Here is the error-log (by the way, the log was created in the apps homedirectory and not in %appdata% :) ) System.Windows.Markup.XamlParseException: Provide value on 'System.Window...
by doppelEben
Wed Jun 10, 2020 8:18 pm
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20743

Re: [0.17.x] ShinyAngelGFX

would really appreciate a fix on this tho. The mod owner wrote about the error: https://mods.factorio.com/mod/reskins-bobs/discussion/5edc6c5f035222000d2c4a52 This is a ShinyAngel bug. :C He's changing where the icon is located without updating icon_size, as far as I can tell. And since his icons ar...
by doppelEben
Wed Jun 03, 2020 4:02 pm
Forum: Ideas and Suggestions
Topic: Health bar on Turrets always on toggle
Replies: 0
Views: 85

Health bar on Turrets always on toggle

Hey there :) I am wondering if there is a config-setting or even in the UI a place where I can switch Healthbar always on or at least on some types of buildings. I dont need a healthbar on a wall, but I would really appreciate it if there is (maybe in future release?) a way to toggle the healthbar o...
by doppelEben
Tue Aug 06, 2019 12:34 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 18701

Re: Friday Facts #306 - Experimental Demo

My poles connect to the already demolished space-ship-reactor.

as I wanted to build a radar on the front and put poles all the way, they connected with what the ship-energy-source was in starter-base after the spaceship-crash
factoerror32.png
factoerror32.png (1.11 MiB) Viewed 1185 times
by doppelEben
Tue Aug 06, 2019 10:19 am
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 18701

Re: Friday Facts #306 - Experimental Demo

I managed to get it running. but my game just crashed - I was about to place som Inserters (inside energy-range of poles) for iron-plates and got attacked at the same time (i noticed, but not clicked the alert on the bottom). then it crashed with following log. should I put a bug-report or is it eno...

Go to advanced search