Search found 105 matches

by burninghey
Thu May 27, 2021 3:28 pm
Forum: Energy Production
Topic: 2x2 easy nuclear with self-regulation, no bots
Replies: 2
Views: 683

2x2 easy nuclear with self-regulation, no bots

4 Reactor Design 480MW incl. self-regulation easy to build / no bots / start itself tile-able. put in a row incl. solar backup for circuitry + inserters. immune to external power shortage fuel efficient waste control: automatic shut off single reactors if too much energy how to use: build via bots ...
by burninghey
Thu May 27, 2021 3:20 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 8
Views: 1312

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor. https://factorioprints.com/vie...
by burninghey
Wed Mar 03, 2021 3:39 am
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 8
Views: 1312

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

Never assume it's running on full load 100%. Add some logic, does not need to be very complex, just replace 1 roboport or two. Sadly I can't tell you how exactly because I'm not at my home now, but it's possible to make a very compact circuit, smart enough to start itself without human interaction a...
by burninghey
Sat Feb 06, 2021 4:45 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 279
Views: 72444

Re: Friday Facts #365 - Future plans

... Yo Drury, first of all thank you for your posts over all the years, I ALWAYS enjoy reading from you so much. And specifically this post https://forums.factorio.com/viewtopic.php?p=97937#p97937 is something I will probably remember forever. Mods and overhauls for Factorio are truly impressive, b...
by burninghey
Fri Jan 08, 2021 4:54 am
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 16488

Re: Version 1.1.8

Welcome back from christmas holidays and thanks for the update!
by burninghey
Tue Dec 15, 2020 9:16 pm
Forum: Translations
Topic: German localization discussion
Replies: 189
Views: 72162

Re: German localization discussion

1.1.6:
Bild_2020-12-15_221615.png
Bild_2020-12-15_221615.png (474.58 KiB) Viewed 1076 times
Bild_2020-12-15_221443.png
Bild_2020-12-15_221443.png (133.2 KiB) Viewed 1076 times
Bild_2020-12-15_221411.png
Bild_2020-12-15_221411.png (56.47 KiB) Viewed 1076 times
by burninghey
Tue Dec 15, 2020 9:54 am
Forum: Minor issues
Topic: [1.1.5] Ghost beacons after copy-paste wrong number of speed packs
Replies: 3
Views: 707

Re: [1.1.5] Ghost beacons after copy-paste wrong number of speed packs

This bug exists for a looong time. even pre-1.0 noticed this sometimes. could never reproduce. Never seen double modules before, but random empty beacons.
I'm now trained to double-check if all beacons got modules when finalizing blueprints.
by burninghey
Sat Dec 12, 2020 10:03 pm
Forum: General discussion
Topic: The game needs advice.
Replies: 6
Views: 805

Re: The game needs advice.

well, do the tutorial :) You have the freedom of choice, how to play this game. If you don't like to be in a hurry, turn off biters or enable peace mode. Congrats for your first lab running. You could turn your spaghetti into a blueprint (make a copy) for later games, then move on to green science. ...
by burninghey
Fri Dec 11, 2020 3:08 pm
Forum: Duplicates
Topic: [1.1.5] Ghost has more module requests than it can take
Replies: 3
Views: 830

Re: [1.1.5] 6 modules ghosts

I'm sorry, could not find reproduction steps no matter the mods, yet. I have no idea .. was building the line, and noticed mixing pipes. then cut / input the line to find a proper placement. Reproduction, even with mods disabled: Load the auto save, press undo 2 times. module bug _autosave1.zip I kn...
by burninghey
Fri Dec 11, 2020 2:49 pm
Forum: Duplicates
Topic: [1.1.5] Ghost has more module requests than it can take
Replies: 3
Views: 830

Re: [1.1.5] 6 modules ghosts

save file:
module bug.zip
(40.45 MiB) Downloaded 66 times
by burninghey
Fri Dec 11, 2020 2:33 pm
Forum: Duplicates
Topic: [1.1.5] Ghost has more module requests than it can take
Replies: 3
Views: 830

[1.1.5] Ghost has more module requests than it can take

Bild_2020-12-11_152346.png Happened in the process of rebuilding my coal liquefication line after multiple build, cut, undo, build, undo .. bots try to deliver 6 modules, but don't input the extra 3. After the 6th one arriving, the reservation removes and everything back to normal. Now trying to re...
by burninghey
Fri Dec 11, 2020 7:24 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Blueprint does not show preview
Replies: 12
Views: 1724

Re: [1.1.0] Blueprint does not show preview

same issue here. most of the bp's i generated in 1.0 got offset with snap to grid actived itself in 1.1.1 Blueprint strings or in-save (or in blueprint library) blueprints? Do you have 1.0 blueprint I could reproduce this with? The one in the first post is already version 1.1.1 and technically work...
by burninghey
Thu Dec 10, 2020 5:46 pm
Forum: Energy Production
Topic: Compact Uranium all in one (ore processing +Kovarex enrichment + train fuel + fuel cell + reprocessing)
Replies: 3
Views: 1222

Re: Compact Uranium all in one (ore processing +Kovarex enrichment + train fuel + fuel cell + reprocessing)

My approach: * build it early without bots or modules * nuclear energy before kovarex, but keep enough to start it * enough fuel for 10k spm megabase nuclear only Bild_2020-12-10_184133.png 0eNrVXe1y28YOfRWPfksd7jeZuXNf4D7CvZ6MLDE2pzKlUpTbTibvfknLsdbyrnQOHDaTH20nbnywwAJYAIsFv87uNod61zVtP/v0dbau96uu2...
by burninghey
Thu Dec 10, 2020 11:09 am
Forum: Duplicates
Topic: [1.1.5] power poles not connecting
Replies: 1
Views: 414

[1.1.5] power poles not connecting

I'm building a lot from map view. Though I have recognized this annoying problem. Trying to move a power pole a bit, and wondering later why there is no connection when there should. https://ttprivatenew.s3.amazonaws.com/pulse/burninghey/attachments/15478072/TinyTake10-12-2020-12-01-33.mp4 What I'm ...
by burninghey
Sat Dec 05, 2020 5:32 am
Forum: Not a bug
Topic: [1.1.5] new train behaviour introduce refuel problem
Replies: 5
Views: 654

[1.1.5] new train behaviour introduce refuel problem

Train waiting for reserved station via train limit 1 -> considered "en route", no refuel Train waiting for blocked station because disabled while full -> stopped train, refuel ok Train waiting for reserved station via train limit 1 + disabled while full -> stopped train, refuel ok Trains r...
by burninghey
Fri Dec 04, 2020 5:01 am
Forum: Balancing
Topic: 7 Slots for Spaceship
Replies: 2
Views: 784

7 Slots for Spaceship

tl:dr; give Spaceship 7 slots rather than 5 why I like to use this setup, but it's only viable as long as you are still at 5 different science packs. Need 7 slots to continue this to endgame. How it works: count incoming and outgoing science packs and keep them below 1 stack size in spaceship Bild_...
by burninghey
Fri Dec 04, 2020 3:12 am
Forum: Not a bug
Topic: [1.1.4] Inconsistency - replace with ghosts
Replies: 1
Views: 227

[1.1.4] Inconsistency - replace with ghosts

With 1.1 the game is teaching me, how easy it is to replace belts with ghosts. But I'm missing the same functionality for: - replace belts with more than 1 piece at the same time - replacing walls with gates - place an assembling machine with modules over one without - upgrade assembling machines to...

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