Search found 32 matches

by HerpicusMcDerpington
Thu May 03, 2018 1:02 pm
Forum: Releases
Topic: Version 0.16.41
Replies: 28
Views: 14710

Re: Version 0.16.41

could you please specify what the problem was you were fixing? im close to writing a bug report about some path finding and cant update myself.
if it fixed the problems we were having, i´d ask the server guy to upgrade the server
by HerpicusMcDerpington
Mon Mar 12, 2018 8:20 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 161657

Re: [0.16.x] Bob's Mods: General Discussion

If the grey belt was faster, say, 75% of current yellow instead of 50%, would that be better? plus other tweaks elsewhere. And 13.33speed is the absolute minmum for me. on a 2nd thought, 10i/s would be okISH, but ONLY if you add splitters & undies. Who wouldn´t use them, even at the very beginning?...
by HerpicusMcDerpington
Mon Mar 12, 2018 7:54 pm
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 7934

Re: Friday Facts #233 - Wiki admin

Nice! Now all he needs is an upgrade from Filter Inserter . Forum staff not as fast? :twisted: my thoughts exactly :idea: I think that just goes by post count, unless you're an admin, then you're an alien artifact. Edit: I was wrong.(well, more accurately, I missed one) Moderators are gear wheels i...
by HerpicusMcDerpington
Mon Mar 12, 2018 7:45 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 161657

Re: [0.16.x] Bob's Mods: General Discussion

I heard that red and blue scale rather well. I've heard comments like "Oh my god, finally something to spend my Bronze and Aluminium on!" but I've also heard comments like "The increased aluminium usage kills my electrolysis ratios" If the grey belt was faster, say, 75% of current yellow instead of...
by HerpicusMcDerpington
Mon Mar 12, 2018 7:30 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 161657

Re: [0.16.x] Bob's Mods: General Discussion

an outright complaint about the cost isn't that useful, reduce the cost? Yeah... maybe... Dont get me wrong, im am VERY grateful for people stepping up, creating such huge changes to a game I could come up with a suggestion for this, like at least give back the 2x outcome, so the ratio is 3.33 time...
by HerpicusMcDerpington
Mon Mar 12, 2018 6:42 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 161657

Re: [0.16.x] Bob's Mods: General Discussion

...tiny change .... The mod AAI .... Increasing a starting reciepe basicly everyone needs and uses, even people who need 100 hours for a rocket in vanilla, by a factor of 6.66 is not tiny. To progress even close to what you are used to, you´d need a whole patch of Saphirite (assuming you add Angels...
by HerpicusMcDerpington
Mon Mar 12, 2018 6:33 pm
Forum: Logistic Train Network
Topic: Problem when not all wagons should be loaded
Replies: 11
Views: 1465

Re: Problem when not all wagons should be loaded

To fill only one wagon in a 2 wagon train you could set it to 20. But then you might end up with only 10 stacks of item1 in wagon1 and 10 stacks of item2 in wagon2. Instead of 80 stacks total like you could carry. But if you never have trains for mixed goods then 20 will work. aaaah, yes, that was ...
by HerpicusMcDerpington
Mon Mar 12, 2018 6:15 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 161657

Re: [0.16.x] Bob's Mods: General Discussion

I quite dont understand the need to increase the cost of a ****ing basic yellow belt by more than 6 times! Using the grey one for green science, well, thats a nice idea. But 10 iron for something as basic as a 13.33i/sec belt? And thats ONE, when it used to be two. It still has the 0.5s crafting spe...
by HerpicusMcDerpington
Sat Mar 10, 2018 11:36 am
Forum: General discussion
Topic: I feel hollow after finishing a game of Factorio.
Replies: 52
Views: 11884

Re: I feel hollow after finishing a game of Factorio.

Thank you! Here a tip back: Start a map with some texture changing mod like Alien Biomes, then disable it.(i had to cos it causes huge and many, lag spikes) It becomes a nice green grassland, without any rocks and very few trees (mainly the dead ones) and no forrests where they were created with the...
by HerpicusMcDerpington
Sat Mar 10, 2018 5:26 am
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 7934

Re: Friday Facts #233 - Wiki admin

Nice!

Now all he needs is an upgrade from Filter Inserter. Forum staff not as fast? :twisted:
by HerpicusMcDerpington
Fri Mar 09, 2018 10:32 pm
Forum: General discussion
Topic: 3000 hours and Dirty Mining
Replies: 20
Views: 4928

Re: 3000 hours and Dirty Mining

MeduSalem wrote: I am not a "fanboy" or "whiteknight".
I think he meant "before hellatze can type any of these" ;)
by HerpicusMcDerpington
Fri Mar 09, 2018 10:22 pm
Forum: General discussion
Topic: I feel hollow after finishing a game of Factorio.
Replies: 52
Views: 11884

Re: I feel hollow after finishing a game of Factorio.

Normally im someone who (at least tries to) write essays like you, structured, make it easy to read, not just a two liner. Trying to see it from different angles and understand other people Instead (since i need sleep badly) i´ll just quickquote a small line and try to be direct and bring you back o...
by HerpicusMcDerpington
Thu Mar 08, 2018 10:02 pm
Forum: Ideas and Requests For Mods
Topic: Modding completely new automated transport method
Replies: 5
Views: 722

Re: Modding completely new automated transport method

Adding new vehicles doesn't seem hard. But what if you want some kind of station like a train station, but for a different vehicle type. Is this possible to do at all with modding? As for the "station type", you should realy test "Helicopter" and its heli pad, combined with remote control. The remo...
by HerpicusMcDerpington
Thu Mar 08, 2018 9:55 pm
Forum: Logistic Train Network
Topic: Problem when not all wagons should be loaded
Replies: 11
Views: 1465

Re: Problem when not all wagons should be loaded

thank you mrvn, that was the best tutorial provided anywhere best i could find so far is only ever talking about the optimal setup and doesnt provide any insight and what happens if you want to do something different and how it could behave So, to summarize for myself. Blue/red boxes are useless? I ...
by HerpicusMcDerpington
Thu Mar 08, 2018 9:42 pm
Forum: Ideas and Requests For Mods
Topic: Modding completely new automated transport method
Replies: 5
Views: 722

Re: Modding completely new automated transport method

yeah, forgot that AAI has more than one single mod, you picked the right one i think I never really got it to do what it does with vehicle moving, it does that by scanned tile (needs radar like buildings) which can be automaticly changed. I used BPs from an outdated tutorial and at that time wasnt r...
by HerpicusMcDerpington
Thu Mar 08, 2018 2:12 am
Forum: Ideas and Requests For Mods
Topic: [Request] Research unlock via recovery
Replies: 1
Views: 401

Re: [Request] Research unlock via recovery

There are some item based researches that can be picked up on the map in my Angel´s and Bob´s map As far as i know its Angel´s Farming (? think its bioprocessing, you have to pick up "gardens") that lock some of the reciepes, or you need them to build a certain assembler that then create some sort o...
by HerpicusMcDerpington
Thu Mar 08, 2018 2:03 am
Forum: Ideas and Requests For Mods
Topic: Modding completely new automated transport method
Replies: 5
Views: 722

Re: Modding completely new automated transport method

AAI does that with vehicles like Haulers and all kind of new military vehicles, that can load and unload
Helicopter can be controlled remotley to fly to preset destinations, like map markers, helipads and player position
So it should be possible.

But dont ask me, i know nothing bout modding
by HerpicusMcDerpington
Thu Mar 08, 2018 1:56 am
Forum: Railway Setups
Topic: Personal train
Replies: 16
Views: 7352

Re: Personal train

[Edit] Heh, using player detection to activate the station would eliminate the need for manually enabling/disabling the station, at least for calling a train. This idea would integrate nicely with the PAX system. Think I'll implement it at my megabase because getting around is starting to become a ...
by HerpicusMcDerpington
Wed Mar 07, 2018 11:01 pm
Forum: Logistic Train Network
Topic: Problem when not all wagons should be loaded
Replies: 11
Views: 1465

Re: Problem when not all wagons should be loaded

So, if the provide threshold is not overidden, it defaults to 1k. So it will create a delivery, if another station requests, as soon as it above 1k. If you want your requester to only request, no matter whats in it, you can set a very big provide threshold, f.e. 1M well, thats the point of my post,...
by HerpicusMcDerpington
Wed Mar 07, 2018 8:46 pm
Forum: Logistic Train Network
Topic: Problem when not all wagons should be loaded
Replies: 11
Views: 1465

Re: Problem when not all wagons should be loaded

something else just popped up. Lets say i have a normal setup, 2 stations with -16k for requesting, one with +16k (plus more) for providing. I put something in one requester station by hand, so it goes positive. This will set up a train to pick up from one requester station thats overfilled to the 2...

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