Search found 257 matches

by DOSorDIE
Sun Dec 01, 2024 2:18 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 26
Views: 4588

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

I love the new feature!!!
To even make it easier when we can remove the "full rocket" things and build it reverse.
So it need this and that ... 123 belts, 54 inserter, usw ...
so it remove all things that fill a full rocket ... so 23 belts and 4 inserter
send that manually up put the blueprint on ...
by DOSorDIE
Thu Nov 28, 2024 9:41 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 26
Views: 4588

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

If you just wonder why you website yesterday dies ... it was me (shame on me)
It had an infinity chest in the blueprint because i forgot to delete it first.
After i press sumit the website write an error, entity infinity chest not found and then it dont react anymore.

Sorry!
by DOSorDIE
Mon Nov 11, 2024 9:27 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 26
Views: 4588

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

Works great! ... it will be nice if we can have constant combinator with that what we need for the launches.
Dont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint.
Or you have 110 to much in space (thats at least 2 rockets)
EDIT: I ...
by DOSorDIE
Sun Nov 03, 2024 9:41 pm
Forum: Duplicates
Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
Replies: 4
Views: 677

Re: [2.0.12] Rotation of fluid connections not copied when set to a recipe that has no fluids

[2.0.14]
It also rotate when you change the recpie in the foundry per circuit ... i looks like it always on the oposite site.
When i rotate it to the right its switch between right and left.
by DOSorDIE
Fri Apr 19, 2024 1:40 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 16496

Re: Friday Facts #407 - Automating a soundtrack

Automate the music in an game for Automation ... nice and sound not bad.
But is not the Factory working sound the real sound for an engineer?
When it will quiet you know you had a problem ...
by DOSorDIE
Fri Oct 30, 2020 4:09 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 93599

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button


Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1

one thing about the spidertron becoming stuck on some paths, it might be useful to get ...
by DOSorDIE
Fri Oct 30, 2020 11:51 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 93599

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button


This is truley epic. Even the little, but IMO powerful main menu design change.
Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly.
The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making ...
by DOSorDIE
Fri Oct 30, 2020 11:40 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 93599

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button



Absolut genius little improvments!
Good job ... when we can have it :D

And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher ...
by DOSorDIE
Fri Oct 30, 2020 9:01 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 93599

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Absolut genius little improvments!
Good job ... when we can have it :D

And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That ...
by DOSorDIE
Fri Jul 24, 2020 8:20 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 53603

Re: Friday Facts #357 - Nuke








Already possible.


Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa?



The upgrade planner is quite flexible considering modules; even in the current version.

upgrade_planner.JPG


Still don't understand how to upgrade assembly ...
by DOSorDIE
Fri Jun 12, 2020 12:58 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 91890

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Someone played Satisfactory ... the have the flush too.
The new beacons look nice but the ALT icons i need or i miss something.

When we are by moduls ... How i get moduls in a becon when there is no in it?
By hand ... maybe i play the wrong game.
Look at MOD ModuleInserter ... that is really needed ...
by DOSorDIE
Fri Jun 05, 2020 1:21 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 62610

Re: Friday Facts #350 - Electric mining drill redesign

Looks and Animation are great, but that sounds ... horrible ... sound like a damaged miner that explode every second.
Its to glaring ... when i must hear that longer i got headache.
by DOSorDIE
Fri Mar 20, 2020 1:17 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 110515

Re: Friday Facts #339 - Beacon HR + Redesign process

I think the "sword" on the top is not nessasary and doesnt fit with the rest.
The rest is cool and i like it.
Maybe a little satelit dish will look better on top ...
by DOSorDIE
Fri Aug 09, 2019 3:26 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 44262

Re: Friday Facts #307 - 0.17 stable candidate

I hope the Blueprint Libary update are still in work...
Gratulation for hopefully stable 0.17!
You have earned a break.
by DOSorDIE
Wed Aug 07, 2019 2:06 pm
Forum: Not a bug
Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
Replies: 5
Views: 2397

Re: [0.17.60] Green wire detach after cut + paste on Powerpole

I have found that:
https://mods.factorio.com/mod/PickerDollies
Not perfect but it worked and solve my problem with designing circuits and compact it then.
by DOSorDIE
Tue Aug 06, 2019 10:58 am
Forum: Combinator Creations
Topic: Multi-Signal Clocked Addressable Memory Cell (Save/1tick)
Replies: 4
Views: 12793

Re: Multi-Signal Clocked Addressable Memory Cell (Save/1tick)

Absolut Genius!

I have 1 question:
It is possible to set the Adress in the memory per constant combinator?
So that its easy to set the memory to as example 8.

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