Search found 757 matches

by jodokus31
Mon Nov 23, 2020 6:08 pm
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 20
Views: 819

Re: dragon's teeth no longer working

It's quite annoying when someone answer you while ignoring what you said (even if I was in part wrong when I said they were no longer moving around the walls) :? Im pretty sure @serenity just wanted to help. I wouldnt want to be treated like that if want to help even if im completely beside the poi...
by jodokus31
Sun Nov 22, 2020 9:06 pm
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 20
Views: 819

Re: dragon's teeth no longer working

fderty wrote:
Sun Nov 22, 2020 5:21 pm
Serenity wrote:
Sun Nov 22, 2020 4:30 pm
The point is that moving around them takes them more time so your turrets get more shots
My point is they are no longer moving around them.
Did you read the fucking post ? :?
Unexpected harshness. Im not sure if i want to offer my help next time.
by jodokus31
Sun Nov 22, 2020 5:28 pm
Forum: Gameplay Help
Topic: Alert Icons Show On Minimap
Replies: 5
Views: 260

Re: Alert Icons Show On Minimap

No power is not an alert, which is shown. I cannot remember that it was the case in the past
by jodokus31
Sun Nov 22, 2020 2:01 pm
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 20
Views: 819

Re: dragon's teeth no longer working

I remember that biters are sometimes more aggressive and attack the nearest things.
Btw: interesting dragon teeth design. I used them mostly to distract bigger biters together with a solid wall
by jodokus31
Sat Nov 21, 2020 9:25 pm
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 20
Views: 819

Re: dragon's teeth no longer working

Are your turrets near enough to attrack the biters?
by jodokus31
Sat Nov 21, 2020 9:17 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 5735

Re: Set chain signals to red via circuit network

Chain signals get their state from a rail signal. The suggestion that this could be overridden with a circuit network connection is stupid, because it would literally stop them from being a chain signal. If you want the chain signal to change, change the rail signal it is chained from. I mean, that...
by jodokus31
Sat Nov 21, 2020 5:59 pm
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 5735

Re: Set chain signals to red via circuit network

ptx0 wrote:
Sat Nov 21, 2020 4:28 pm
....
I distance myself from this. I dont think it's helpful to push the conflict like this
by jodokus31
Sat Nov 21, 2020 8:09 am
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 5735

Re: Set chain signals to red via circuit network

It is a very simple addition to the game that will remove the headache from a lot of players According to rseding it's not sooo simple. ... This is what so many people on the suggestions thread fail to understand. Also, a signal is a signal is a signal. It makes no sense for one type of signal to h...
by jodokus31
Wed Nov 18, 2020 5:48 pm
Forum: Gameplay Help
Topic: personal construction robots lost, even after 30 minutes
Replies: 7
Views: 567

Re: personal construction robots lost, even after 30 minutes

Usually, you can remove armor or personal roboport to reset it. The homeless bots will then fly to the nearest regular roboport. You also need to top up the bots in inventory.
by jodokus31
Mon Nov 16, 2020 7:47 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2469

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

and despite no problems being raised about it, everyone keeps derailing the thread with concerns like this I just dont want more streamlining like powerless combinators or removing pulse signals. which aren't even part of the proposed solution. That's not derailing, it's a valid concern. Esp. becau...
by jodokus31
Sun Nov 15, 2020 10:06 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2469

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

I fail to see, why this issue is so important that you guys post text wall after text wall. I rather want the devs to implement truly important stuff and more important, dont trivialize the game in the name of consistency. The behaviour could be accepted as it is like you accept laws of nature. Don'...
by jodokus31
Sat Nov 14, 2020 6:13 pm
Forum: General discussion
Topic: How addicted to this game are you?
Replies: 9
Views: 534

Re: How addicted to this game are you?

Well Nilaus got fired and now plays Factorio the whole day. Many people are fired everyday, and not all of them are because of a Factorio addiction. The way you wrote this implies it was the case for Nilaus. Are you sure you're that much informed ? No, it doesn't imply it. You interpret it into my ...
by jodokus31
Fri Nov 13, 2020 9:10 pm
Forum: Ideas and Suggestions
Topic: Allow placement of blueprints in chunks with FOW
Replies: 10
Views: 321

Re: Allow Blueprints in fog of war

I would bet, this idea is older.
But i kind of agree now, considering the new feature to place blueprints from zoomed out map view.
by jodokus31
Fri Nov 13, 2020 9:00 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 169
Views: 18656

Re: Friday Facts #363 - 1.1 is getting close

Backward compatibility is dead weight. It's wise to remove it to increase maintainability by reducing lines of code and outdated logic You can remove anything you want, just keep that outdated code in a separate exe. Now I'm going to download OldFactoro.exe, can Factorio do it for me? Interesting i...
by jodokus31
Fri Nov 13, 2020 8:50 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 169
Views: 18656

Re: Friday Facts #363 - 1.1 is getting close

You haven't lost them. On your Factorio account, you can download any major version all the way back to 0.6.4. Yes, I know I can turn the time with a little mess. Why I can't do this with a zero clicks? Would it be possible to rename Factorio017.exe to SeamlessConverter017.exe and insert it into th...
by jodokus31
Thu Nov 12, 2020 4:30 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 2013

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

[...] The optimal option is make all entites behave the same by the same rules under low power. But I dont think it's realistic How is this unrealistic? Throughout my posts, I've outlined how electrical networks could be used to implement logic clocks that keep all logic devices operating within th...
by jodokus31
Thu Nov 12, 2020 12:12 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 2013

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

Deadlock989 wrote:
Thu Nov 12, 2020 11:34 am

You forgot: 3. Do nothing, ...
Agreed. But with the reason that it's a minor issue, which has almost no Impact for most players.
by jodokus31
Thu Nov 12, 2020 8:24 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 2013

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I think there are only 2 realistic options: 1. Combinators output nothing in low power. 2. Combinator work without power 1. does not really help, but just makes the it more obvious, that low power is bad 2. Is a severe dumb down imo and I really dont want it. The optimal option is make all entites b...
by jodokus31
Wed Nov 11, 2020 10:36 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 2013

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

But it's a pulse through a combinator, which obscures it. A pure pulse is one tick long. A pulse from an inserter has to be obscured identically and in sync. I'm not sure what you mean by "obscure". Combinators, inserters, and belts can all be set up to generate pulses. The difference is that pulse...

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