Search found 62 matches

by nepp95
Tue May 13, 2014 2:03 pm
Forum: Not a bug
Topic: [0.9.8][8.1] Startposition
Replies: 1
Views: 1388

Re: [0.9.8][8.1] Startposition

https://forums.factorio.com/forum/vie ... f=7&t=3492

Is related to this, although you're just 1 tile away from a normal starting position.
by nepp95
Tue May 13, 2014 12:29 pm
Forum: Show your Creations
Topic: New base with a high richness of enemies :)
Replies: 8
Views: 7791

Re: New base with a high richness of enemies :)

I am playing right at this moment and just crafted some effectivity modules and have also chosen to increase the amount of turrets from 150 to 300 :mrgreen: IF they get to the walls, it's a big ass wave of nearly 200 biters, which I get regularly and they get killed within 2 seconds instead of almos...
by nepp95
Tue May 13, 2014 11:03 am
Forum: Show your Creations
Topic: Starting off a new base (Scenario map)
Replies: 10
Views: 8390

Re: Starting off a new base (Scenario map)

nepp95 you like my map( https://forums.factorio.com/forum/viewtopic.php?f=36&t=2945 )? It's nice to play yes, but there need to be a few adjustments in my opinion, but that's just me... -Biters don't really behave like they should -Ores should have a greater amount You could do 2 versions in on...
by nepp95
Tue May 13, 2014 11:00 am
Forum: Show your Creations
Topic: New base with a high richness of enemies :)
Replies: 8
Views: 7791

Re: New base with a high richness of enemies :)

Hadn't thought about modules yet, this game. Will be sure to check them out on Day 3 (which is basically today...) I plan on making them 2 thick everywhere but although I have tons of stone, I was so dumb not to make a wall assembler... Having to do it manually takes such a long time :mrgreen: Will ...
by nepp95
Mon May 12, 2014 1:48 pm
Forum: General discussion
Topic: Furnace emptying
Replies: 20
Views: 6525

Re: Furnace emptying

There should be a new name for them...
"Movers" :ugeek:
Nah that sounds weird.
by nepp95
Mon May 12, 2014 1:46 pm
Forum: Gameplay Help
Topic: Bitters Attack in peaceful mode
Replies: 4
Views: 2203

Re: Bitters Attack in peaceful mode

I've had this problem as well, but they seem to attack less frequent when I turn on peacefulmode, but they still do come some times. Not only those that were coming already.
by nepp95
Mon May 12, 2014 1:44 pm
Forum: General discussion
Topic: Sleepless night
Replies: 17
Views: 6419

Re: Sleepless night

Woops. Went playing till 2:54 AM :oops:
Forgot I had to do some work as well so was up till 5 :cry:
by nepp95
Mon May 12, 2014 1:39 pm
Forum: Show your Creations
Topic: New base with a high richness of enemies :)
Replies: 8
Views: 7791

New base with a high richness of enemies :)

Since the scenario map decided to crash on me all the time, I started a normal map with every richness on very good... Didn't know that enemies would come in swarms of 30 in the 10th minute of gametime :mrgreen: I had a pretty hard time starting it up because the first research i NEEDED was turrets....
by nepp95
Mon May 12, 2014 9:49 am
Forum: Archive
Topic: [outdated] Some (maybe) useful tools for factory design
Replies: 17
Views: 34671

Re: Some (maybe) useful tools for factory design

@Choumiko,

Ofcourse I forgot to download python :mrgreen: And I even considered myself a programmer...
I think I get it now :P

-Edit-

The number you put in demand.csv, what should this be if you, for example, want one assembler 2, to produce at max capacity?
by nepp95
Mon May 12, 2014 9:42 am
Forum: Show your Creations
Topic: Solar panel factory
Replies: 14
Views: 22708

Re: Solar panel factory

Aaaaaaaaaaand I learned a new thing. This game keeps surprising me :mrgreen:
by nepp95
Mon May 12, 2014 1:03 am
Forum: Translations
Topic: [0.4.0] Dutch translation
Replies: 32
Views: 30252

Re: [0.4.0] Dutch translation

by nepp95
Sun May 11, 2014 9:17 pm
Forum: Archive
Topic: [outdated] Some (maybe) useful tools for factory design
Replies: 17
Views: 34671

Re: Some (maybe) useful tools for factory design

I don't understand graphviz although I'd like to mathematically optimize my factories :P
by nepp95
Sun May 11, 2014 2:24 am
Forum: Translations
Topic: Translation guide
Replies: 65
Views: 50186

Re: Translation guide

No idea how github works... There was a missing entry in the dutch translation file: core/locale/nl/gui.cfg (checking=Checking --> checking=Controleren) Here is the new gui.cfg [gui] tool=Gereedschap armor=Pantser guns=Geweer ammo=Munitie fuel=Brandstof resource=Grondstof result=Resultaat cancel=Ter...
by nepp95
Sun May 11, 2014 1:18 am
Forum: News
Topic: Friday Facts #33
Replies: 26
Views: 25279

Re: Friday Facts #33

Maric wrote:i might go to prague for vacation soon so maybe i will stalk you people in the carp in honey restaurant ;D
This is... creepy...
by nepp95
Sat May 10, 2014 6:13 pm
Forum: Show your Creations
Topic: Starting off a new base (Scenario map)
Replies: 10
Views: 8390

Re: Starting off a new base (Scenario map)

It looks pretty well, although I like to have 2 outputs because of the factories I will make later on.
by nepp95
Sat May 10, 2014 3:45 pm
Forum: Maps and Scenarios
Topic: [0.10.9]island hoping map (0.3.0)
Replies: 37
Views: 41042

Re: [0.9.4]island hoping map

I don't know if this is intended, but the biters are friendly, can't shoot them, or the bases.. no you can kill them if that friendly so you have a bug :?: Even without mods when shooting them with the c key they only get "hurt" by 1 hp in a few seconds. You spill a whole mag on 1 hp of a...
by nepp95
Sat May 10, 2014 3:42 pm
Forum: Show your Creations
Topic: Starting off a new base (Scenario map)
Replies: 10
Views: 8390

Re: Starting off a new base (Scenario map)

Ah didn't think of it that way! Since I have to start over because of a few bugs in the scenario map, I'll implement that!
by nepp95
Sat May 10, 2014 11:25 am
Forum: Show your Creations
Topic: Hardly a creation
Replies: 7
Views: 6242

Re: Hardly a creation

Dem struggles :mrgreen:
by nepp95
Sat May 10, 2014 11:22 am
Forum: Show your Creations
Topic: Starting off a new base (Scenario map)
Replies: 10
Views: 8390

Re: Starting off a new base (Scenario map)

Well the problem with your splitting mechanism is that you will first get the ores from one side of that belt and when they run out the other side fills it, which occasionaly will stop your miners. What I have done will take from both sides at the same time, although I am sure that could be done in ...
by nepp95
Fri May 09, 2014 8:53 pm
Forum: Show your Creations
Topic: Starting off a new base (Scenario map)
Replies: 10
Views: 8390

Starting off a new base (Scenario map)

Hello folks, I will be showing you screenshots of my base as I progress through it. Any tips or ideas are appreciated because I always just build my base randomly and hope something good comes out. The scenario can be found on this forum and is not made by me, although I adjusted it so that the ores...

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