Search found 180 matches

by Schorty
Fri Aug 30, 2019 1:49 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 12874

Re: Friday Facts #310 - Glowing Heat pipes

Those heat pipes are lit! (Sorry for the bad pun) very nice concept, but i'd say it's not visually perfect yet. Especially i think it's too bright, and maybe the color tone could be slightly altered? dont know, maybe it's already perfect when it's darker. kinda like this? Also im missing on both ima...
by Schorty
Tue Apr 09, 2019 4:12 pm
Forum: Mods
Topic: [MOD 0.17.X] Air Filtering
Replies: 129
Views: 123898

Re: [MOD 0.17.X] Air Filtering

I can't say for sure, if the recent changes made to the pollution mechanics in the core game are acting wonky because of my mod. I apreciate any observations and will make changes accordingly if neccessary. As Ultros has stated: The mod works by "producing" negative amounts of pollution and acts lik...
by Schorty
Fri Mar 15, 2019 9:32 pm
Forum: Mods
Topic: [MOD 0.17.X] Air Filtering
Replies: 129
Views: 123898

Re: [MOD 0.17.X] Air Filtering

Mod has been updated to include technology descriptions. I'm thankful for any translations of the text to other languages (besides german and english). Happy pollution cleaning! :)
by Schorty
Fri Mar 15, 2019 9:31 pm
Forum: Mods
Topic: [MOD 0.17.X] Pollution detector
Replies: 34
Views: 35338

Re: [MOD 0.17.X] Pollution detector

Mod has been updated. As stated befor, I multiplied the returned value by 60, because values have been divided by 60 as of 0.17.13 (See https://www.factorio.com/blog/post/fff-286).
by Schorty
Fri Mar 15, 2019 8:30 pm
Forum: Mods
Topic: [MOD 0.17.X] Pollution detector
Replies: 34
Views: 35338

Re: [MOD 0.17.X] Pollution detector

This is a fair point. Pollution is given as a floating point value, so multiplying might actually be a helpful change, because combinators wont accept floating point values..

I'll get to changing the mod right away :)
by Schorty
Fri Mar 15, 2019 4:52 pm
Forum: Mods
Topic: [MOD 0.17.X] Pollution detector
Replies: 34
Views: 35338

Re: [MOD 0.17.X] Pollution detector

Thanks for the heads up. Will update the mod soon.

edit: Technically it outputs the appropriate pollution amount. It may or may not break previous designs, because the ratio changed, but it reads the correct numbers. I guess I'll keep the mod as it is.
by Schorty
Wed Feb 27, 2019 5:41 pm
Forum: Mods
Topic: [MOD 0.17.X] Air Filtering
Replies: 129
Views: 123898

Re: [MOD 0.17.X] Air Filtering

Updated to make the mod work with 0.17
by Schorty
Wed Feb 27, 2019 5:39 pm
Forum: Mods
Topic: [MOD 0.17.X] Pollution detector
Replies: 34
Views: 35338

Re: [MOD 0.17.X] Pollution detector

Updated the mod to work with 0.17
by Schorty
Sat Aug 04, 2018 2:26 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 27254

Re: Friday Facts #254 - No research queue for you

Please, don't scratch the research queue! :(
by Schorty
Sat Mar 24, 2018 9:25 am
Forum: General discussion
Topic: Speedrunning category step% now official
Replies: 17
Views: 3046

Re: Speedrunning category step% now official

Detailed Rules: • The time is taken in realtime, not ingame time. • The timer starts on the first frame of the map. • The timer stops on the first frame of the death screen. Having no clue about speedrunnning...why? The ingame timer has perfect precision and can be verified with an uploaded replay ...
by Schorty
Thu Mar 22, 2018 9:07 pm
Forum: General discussion
Topic: Speedrunning category step% now official
Replies: 17
Views: 3046

Re: Speedrunning category step% now official

I don't know. Probably because they might get disabled when 1.0 comes out? Maybe there are some options in there, that might give you an advantage that makes it unfun or not entertaining to watch? Someone with more insight might have to answer this.
by Schorty
Thu Mar 22, 2018 5:42 pm
Forum: General discussion
Topic: Speedrunning category step% now official
Replies: 17
Views: 3046

Re: Speedrunning category step% now official

Hey there, over on reddit I made some posts about rain9441 and his ambitions to grow the speedrunning community. He stated, that the default options* run and even any%** weren't really accessible for the "average joe", Don't get me wrong i like the idea, i loves the produced speedruns and such. Sti...
by Schorty
Thu Mar 22, 2018 10:09 am
Forum: General discussion
Topic: Speedrunning category step% now official
Replies: 17
Views: 3046

Speedrunning category step% now official

Hey there, over on reddit I made some posts about rain9441 and his ambitions to grow the speedrunning community. He stated, that the default options* run and even any%** weren't really accessible for the "average joe", because a lot of learning and work has to go into it, to even be remotely competi...
by Schorty
Tue Jan 16, 2018 4:46 pm
Forum: Multiplayer
Topic: [EU] Production Challenge Anyone?
Replies: 1
Views: 336

[EU] Production Challenge Anyone?

Hey there folks, are there people out there, who wanna try out the production challenge first hand? Xterminator and crew did a pretty good job at showcasing the potential this game mode has: https://www.youtube.com/watch?v=3kNDXIHeRqI For everyone who doesn't know what I'm talking about: It's a PVP ...
by Schorty
Thu Jan 11, 2018 8:45 am
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 27272

Re: Version 0.16.16

I haven't tested the splitter changes yet, but what I'm reading here, has me concerned. Not because of the change, but the expectations of some people here: This game is the dev's game. It is an alpha build - Things are subjet to change. It might break your stuff, but there is always another way to ...
by Schorty
Wed Dec 27, 2017 3:45 pm
Forum: Mods
Topic: [MOD 0.17.X] Pollution detector
Replies: 34
Views: 35338

Re: [MOD 0.15.X] Pollution detector

Thank you, Optera,

I'll take 0.4.0 as the current version. I'll give you credit aswell ;)

Greetings,
Schorty
by Schorty
Sun Dec 17, 2017 11:14 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 22522

Re: Friday Facts #221 - 0.16 is out

I feel like everything should be able to fully compress a belt. For a new player it's really unintuitive, that some "wierd contraption" is making the belts more full. Please make it work (again)! :(

BTW: The T-Shirts are awesome! \o/
by Schorty
Wed Dec 13, 2017 7:45 am
Forum: Ideas and Suggestions
Topic: Connecting radars to circuit and logistic networks
Replies: 35
Views: 7884

Re: Enable RADAR compatibility with circuit network

This is the kind of stuff "I never knew, I've wanted this" :D

Would love to see this in vanilla.
by Schorty
Mon Dec 11, 2017 6:53 pm
Forum: News
Topic: Factorio T-shirts store now open
Replies: 80
Views: 28992

Re: Factorio T-shirts store now open

DrJohn wrote:Ordered! $10 to ship to Australia is amazing value.
While $8 is quite costly for Germany :/
Ordered one nonetheless!
by Schorty
Fri Jun 16, 2017 6:17 am
Forum: Releases
Topic: Version 0.15.21
Replies: 15
Views: 14347

Re: Version 0.15.21

linzefeng wrote:when is the gui changes (the separate tabs for crafting and logistics) showed in one of the fff coming?
My guess ist 0.16

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