Search found 151 matches

by DerGraue
Sat Jan 13, 2018 2:08 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373620

Re: Friday Facts #225 - Bots versus belts (part 2)

Dear Devs, whatever you guys do, please keep the most important thing in mind: fun The game is supposed to be fun, the more fun, the better. Removing things is in most cases no fun. Making existing bases stop working, reducing the maximum SPM you can reach with your PC, or lower the UPS of said base...
by DerGraue
Fri Jan 12, 2018 12:31 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010937

Re: [0.15] Sea Block Pack 0.1.7

I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with ...
by DerGraue
Wed Jan 10, 2018 5:20 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50366

Re: Version 0.16.16

Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. Was this change also due to optimizations or fixing the belt problems? Or was it just a desig...
by DerGraue
Tue Jan 09, 2018 6:22 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010937

Re: [0.15] Sea Block Pack 0.1.7

I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with n...
by DerGraue
Mon Jan 08, 2018 4:17 pm
Forum: Releases
Topic: Version 0.16.15
Replies: 11
Views: 14013

Re: Version 0.16.15

So, how far are we removed from a new stable? If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable. In time frame, I'd say maybe a week or two until they'd consider a f...
by DerGraue
Sat Jan 06, 2018 4:15 pm
Forum: Ideas and Suggestions
Topic: Filter Combinator
Replies: 7
Views: 5341

Re: Filter Combinator

@Lilly you don't actually need that arithmetic combinator, just set the constant combinator to -2147483648 of the filtered items. The integer overflow isn't really required as well, I use a setup with 2 constant combinators and a decider, 1 constant adds a high number(like 1000,000,000) of the filte...
by DerGraue
Fri Jan 05, 2018 10:13 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345948

Re: Friday Facts #224 - Bots versus belts

I love this FFF simply because it is controversial and also because some ppl can't read and start crying for no reason :D @Twinsen You asked in what universe I'd rather like to live: My answer is: universe 1, the one with logistic bots as they are now. - Bots give me more options to build my base. I...
by DerGraue
Sun Dec 31, 2017 1:19 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010937

Re: [0.15] Sea Block Pack 0.1.7

Hello there 3) I started the game on marathon and honestly it seems a bit boring at the start. steel is very expensive and ressources are very limited. if I would not x10 the gamespeed permanently I would still sit there without a real base^^ Maybe balance this a bit? I did the same and I also incr...
by DerGraue
Sun Dec 31, 2017 10:50 am
Forum: General discussion
Topic: Roboport supplying repair-packs to requester chests
Replies: 5
Views: 3331

Re: Roboport supplying repair-packs to requester chests

TL;DR: Don't put repair packs into roboports with inserters. Just leave them in whatever provider chest. You were never supposed to put repair packs directly into roboports. If you just put them into logistic chests or passive provider chests (or with 0.16 in a buffer chest) the robots would just pi...
by DerGraue
Sat Dec 23, 2017 4:28 pm
Forum: Not a bug
Topic: Combinator connected to multiple roboports
Replies: 6
Views: 1737

Re: Combinator connected to multiple roboports

Not a bug.
Each roboport acts as a source for the contents of the logistic network, so if you connect them to a network their output just adds up.
by DerGraue
Tue Dec 19, 2017 4:13 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] achievements are reset
Replies: 9
Views: 4023

Re: achievments are reset

I have this issue, too. I just loaded my savegame, waited a few secs until I got my achievements, then saved and closed the game and checked the log. I did not find "Failed to save achievement data: ..." in the logs. The words "error", "achievement" and "fail"...
by DerGraue
Thu Dec 14, 2017 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [0.16.0] Starting area has no water
Replies: 20
Views: 10211

Re: [TOGos][16.0] Starting area has no water

Since I started playing factorio there were issues with the map starting area. Not major, but minor and they were there! I think the main problem right now is that the player does not look at the map preview which is way larger than the normal starting area. So the player can't see if there are some...
by DerGraue
Sat Dec 09, 2017 12:12 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 77426

Re: Friday Facts #220 - The best Friday Facts ever

Isn't that train slightly OP? I mean, 200+ tiles? That's insanity. That's like tenfold the range of a turret. I guess my future "turret creep" setups with recursive blueprints will become a "train obliteration" setup. I wonder, is there a reason why you devs don't give us artill...
by DerGraue
Fri Dec 08, 2017 10:32 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 77426

Re: Friday Facts #220 - The best Friday Facts ever

Isn't that train slightly OP? I mean, 200+ tiles? That's insanity. That's like tenfold the range of a turret. I guess my future "turret creep" setups with recursive blueprints will become a "train obliteration" setup. I wonder, is there a reason why you devs don't give us artille...
by DerGraue
Sat Dec 02, 2017 12:59 am
Forum: General discussion
Topic: Challenge: Advanced Turret Creep
Replies: 4
Views: 2492

Re: Challenge: Advanced Turret Creep

Well, these are my contributions to the challenge: https://forums.factorio.com/viewtopic.php?f=204&t=51613 https://forums.factorio.com/viewtopic.php?f=204&t=54304 I think I win :P Also, I haven't really seen anybody else build a turret creep setup. I'd really like to know if there was someth...
by DerGraue
Sat Dec 02, 2017 12:49 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 85232

Re: Friday Facts #219 - Cliffs

QQ: will this be a toggleble feature in the map generator options?
I would like to know that as well and I really hope it will be toggleable.

I mean, they look nice and stuff, they might make the terrain look better, but really, I want to build and not click cliffs away :|
by DerGraue
Wed Nov 29, 2017 10:54 am
Forum: General discussion
Topic: Why defending is a dilemma and enemies need polish
Replies: 28
Views: 11020

Re: Why defending is a dilemma and enemies need polish

This is the reason why I have automated killing biters.

I want the challenge, but doing the same thing over and over again gets just too boring.
by DerGraue
Wed Nov 29, 2017 9:26 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Automatically killing biters - Recursive Gun
Replies: 0
Views: 3998

Automatically killing biters - Recursive Gun

Hi there, this is my minimalist way of killing biters automatically and expanding and defending my territory with the recursive blueprints mod. Basically you have to place the big blueprint from the blueprint book, set everything up, like I explain it in the video and then the Recursive Gun will do ...
by DerGraue
Wed Nov 22, 2017 2:22 am
Forum: Ideas and Suggestions
Topic: Allow drag-and-drop of blueprint components onto icons.
Replies: 2
Views: 1386

Re: Allow drag-and-drop of blueprint components onto icons.

Very good idea. Clicking through icons in blueprints has cost me way too much time, especially if you keep making small changes to your build and then blueprinting it again and again. There should also be an option to keep the name and icons of a blueprint and redraw the blueprint. But that's anothe...
by DerGraue
Sun Nov 19, 2017 1:48 pm
Forum: Ideas and Suggestions
Topic: Options for passive and active provider chests
Replies: 3
Views: 1927

Re: Options for passive and active provider chests

The devs don't need to add these, since you can already build these using 2 chests, an inserter and a circuit connection. I understand and know that you can build it like that. That's how I am doing this right now. This allows for more elegant solutions without having to use an additional inserter ...

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