Search found 41 matches

by Sauerkraut
Fri Mar 15, 2019 8:28 pm
Forum: Releases
Topic: Version 0.17.14
Replies: 30
Views: 11212

Re: Version 0.17.14

Go to bed, Wube!
by Sauerkraut
Sat Mar 02, 2019 6:51 pm
Forum: Duplicates
Topic: [0.17.4] White spaces after rich text icon appear huge on the map
Replies: 1
Views: 170

[0.17.4] White spaces after rich text icon appear huge on the map

Could be because of the train station angle, not sure if intended
rich_text1.jpg
rich_text1.jpg (241.67 KiB) Viewed 170 times
rich_text2.jpg
rich_text2.jpg (38.77 KiB) Viewed 170 times
by Sauerkraut
Sat Mar 02, 2019 4:22 pm
Forum: Duplicates
Topic: [0.17.4] Blueprint preview items on the left not removable
Replies: 3
Views: 105

Re: [0.17.4] Blueprint preview items on the left not removable

Serenity wrote:
Sat Mar 02, 2019 4:03 pm
Possibly related to this:
viewtopic.php?f=30&t=65557
Possible, but the cursor was not offset in my case. The other entities could be toggled like normal
by Sauerkraut
Sat Mar 02, 2019 4:16 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Add zooming functionality to the blueprint preview
Replies: 0
Views: 78

[0.17.4] Add zooming functionality to the blueprint preview

Single tile entities in large blueprints get incredibly small and are really hard to click. The difference between a greyed out entity and a normal one is also kind of hard to see
screenshot bug report_2.png
screenshot bug report_2.png (3.68 MiB) Viewed 78 times
by Sauerkraut
Sat Mar 02, 2019 4:00 pm
Forum: Duplicates
Topic: [0.17.4] Blueprint preview items on the left not removable
Replies: 3
Views: 105

[0.17.4] Blueprint preview items on the left not removable

possibly related, but separate issue.

Items on the very far left of the blueprints preview GUI do not respond to clicks
screenshot bug report_2.png
screenshot bug report_2.png (3.23 MiB) Viewed 105 times
by Sauerkraut
Sat Mar 02, 2019 3:50 pm
Forum: Duplicates
Topic: [0.17.4] Blueprint preview parts out of bounds
Replies: 1
Views: 62

[0.17.4] Blueprint preview parts out of bounds

Parts of my larger blueprint are outside of the GUI bounds
screenshot bug report_1.png
screenshot bug report_1.png (2.84 MiB) Viewed 62 times
by Sauerkraut
Thu Feb 28, 2019 4:18 pm
Forum: Implemented Suggestions
Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
Replies: 11
Views: 756

Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus

Yeah, I agree. The fixed assemblers and the lab are really weird and teach you nothing about how actual assembly machines work.
by Sauerkraut
Fri Apr 27, 2018 4:44 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 8438

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Whelp, short FFF this time. Good luck moving the office!
by Sauerkraut
Fri Apr 06, 2018 12:25 pm
Forum: Duplicates
Topic: A New Hope Level 4 has water in steam engines
Replies: 1
Views: 216

A New Hope Level 4 has water in steam engines

As, the title says.

In the pre built base the steam engines have water in them instead of steam, so they just refuse to work until you rebuild them
by Sauerkraut
Fri Apr 06, 2018 11:57 am
Forum: Pending
Topic: Joined game, was paused for me host could move
Replies: 5
Views: 797

Re: Joined game, was paused for me host could move

The pause dialog was open and blocked any interaction, however, in the background I saw the host able to move and do stuff

Yeah, why did i not think of simply zipping it, derp :roll:
Attached it now.
by Sauerkraut
Fri Apr 06, 2018 11:13 am
Forum: Pending
Topic: Joined game, was paused for me host could move
Replies: 5
Views: 797

Joined game, was paused for me host could move

Hello, today me and my roommate wanted to play some scenarios and started up a new hope 3 He started the level in singleplayer, saved the map, hosted in multiplayer and i joined (we did it like this for the first two levels of the campaign) When i joined, the game was paused for me but he was able t...
by Sauerkraut
Thu Mar 08, 2018 3:33 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3080
Views: 518676

Re: Development and Discussion

Thanks for all your answers. [*] The different valves. The check valve seems fine, but ignores the fact that we can hook up normal pipes to the network. The non-return valve does the same as bobs valve. The overflow valve seems fine and the converter valve looks like its only of use if angels petroc...
by Sauerkraut
Mon Mar 05, 2018 8:08 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3080
Views: 518676

Re: Development and Discussion

Okay, I have a few small questions regarding various parts of the mods: What is the petrochem locomotive good for? It only has more fuel consumption and more HP while having a smaller equipment grid than normal locomotives. And with bobs the normal locomotives have 3 Tiers, making the even better in...
by Sauerkraut
Mon Mar 05, 2018 12:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2575
Views: 321029

Re: Bugs & FAQ

This might be a bug: 20180305132244_1.jpg I am able to place Seafloor Pumps everywhere on land, not just on shore tiles. Vanilla Offshore Pumps are working as usual, the issue is just with seafloor pumps It suspected the squeakthrough mod as culprit, but turning it off still does not change the beha...
by Sauerkraut
Fri Mar 02, 2018 10:07 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 9701

Re: Friday Facts #232 - PAX, Bugs, Graphs

Wow, that graph is really weird...
by Sauerkraut
Fri Mar 02, 2018 6:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3080
Views: 518676

Re: Development and Discussion

The only thing I'm not sure on with manganese is that it is lopsided: processed manganese requires blue science while processed iron does not, so you can't really use processed iron until blue science or your system will be bottlenecked by excess iron. So using processed iron is a tech exclusively ...
by Sauerkraut
Thu Mar 01, 2018 11:30 pm
Forum: Angels Mods
Topic: Show me yours...
Replies: 60
Views: 26520

Re: Show me yours...

Currently 40 hours in the game, now properly setup clay brick production. This setup produces one full yellow belt of smelted clay bricks (I'm already using red belt, so it is not compressed in the screenshot) As a side effect it also produces 3 Mud/s for my yet-to-be-built farms, 85 Carbon Dioxide...
by Sauerkraut
Thu Mar 01, 2018 11:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3080
Views: 518676

Re: Development and Discussion

Maybe I missed something, but how do you supply the N to 1 with catalysts? When you do the N to 1 you get no slag, only crushed stone. And the crushed stone you get are by far not enough to support any meaningful catalyst production. So you have to set up a 1 to N production anyway?? Or is there so...
by Sauerkraut
Tue Feb 27, 2018 2:05 am
Forum: Angels Mods
Topic: Show me yours...
Replies: 60
Views: 26520

Re: Show me yours...

Currently 40 hours in the game, now properly setup clay brick production. This setup produces one full yellow belt of smelted clay bricks (I'm already using red belt, so it is not compressed in the screenshot) As a side effect it also produces 3 Mud/s for my yet-to-be-built farms, 85 Carbon Dioxide/...
by Sauerkraut
Mon Feb 26, 2018 11:12 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3080
Views: 518676

Re: Development and Discussion

Thanks for all your tips, I appreciate your help! Green + Sodium Hydroxide gives you boards directly The problem with wood from Saline Water Electrolysis is that it requires Green Science to get rid of the Chlorine and Hydrogen Gas, and at that early point in the game I have no use for either. I gue...

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