Search found 151 matches

by DerGraue
Fri May 15, 2020 3:43 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 28795

Re: Friday Facts #347 - New hope demo levels

SuperSandro2000 wrote:
Fri May 15, 2020 3:33 pm
To be honest the cliff just vanishes into thin air. No explosions or something.
True. With the new particle system it should be possible to make them crumble into the ground.
by DerGraue
Tue May 05, 2020 1:46 pm
Forum: Gameplay Help
Topic: [0.18.22]Logistics system problems
Replies: 4
Views: 1244

Re: [0.18.22]Logistics system problems

If robots need to repair something they can also take the repair pack out of a passive provider, buffer or logistic chest. ( red, green or yellow chest).

Do not put them into the roboport with the inserter.
by DerGraue
Fri Apr 17, 2020 10:21 am
Forum: Gameplay Help
Topic: Is this the end of my playthrough?
Replies: 13
Views: 4001

Re: Is this the end of my playthrough?

1) Without analysing my base - I wouldn't expect anyone to go through that painful task - does the community think that switching to solar may be enough to save this base? 2) Can anyone provide insight into where most of the processing is going, from the debug screenshot? 3) Is my computer just too...
by DerGraue
Wed Mar 25, 2020 7:26 pm
Forum: Gameplay Help
Topic: Issues understanding combinators output
Replies: 7
Views: 2394

Re: Issues understanding combinators output

maybe one more note: the tick before tick 0 either was literally the first tick, or it had some values X != M

if you have a combinator like that "(X = M) output 1 P", then it will output 1 P if there is no input, because X and M are both 0
by DerGraue
Wed Mar 25, 2020 12:47 pm
Forum: Gameplay Help
Topic: Issues understanding combinators output
Replies: 7
Views: 2394

Re: Issues understanding combinators output

It's the same reason why it does not output P =1 on tick 0. Combinator output is always delayed by 1 tick. This goes for every entity.
The combintor outputs P = 1 in tick 2 because in tick 1 the condition was true.
by DerGraue
Sat Mar 14, 2020 8:45 pm
Forum: Gameplay Help
Topic: integer overflow
Replies: 8
Views: 2751

Re: integer overflow

Also coppercoil showcased the magic already quite well (although a 0 snuck in where it don't belong)

127 = 0111 1111
127 x 127 = 16129 = 0011 1111 0000 0001
by DerGraue
Tue Mar 10, 2020 12:16 am
Forum: Gameplay Help
Topic: [0.18.4] how to watch replay of a game
Replies: 6
Views: 2738

Re: [0.18.4] how to watch replay of a game

it's in the load menu in the top right corner
by DerGraue
Sun Mar 08, 2020 12:40 pm
Forum: Gameplay Help
Topic: research tree help
Replies: 7
Views: 2319

Re: research tree help

No, but the campaign is the tutorial. The "real" game is the freeplay. Just start a new game, open the research tree and you will see all the available techs, including construction bots. Also, I would recommend to play the latest experimental version. If you have steam: right click - prop...
by DerGraue
Sun Mar 08, 2020 10:18 am
Forum: Gameplay Help
Topic: research tree help
Replies: 7
Views: 2319

Re: research tree help

Sounds like you are playing the tutorial. Did the game start with several tasks, like building ammunition and red flasks? Is there a small robot telling you what to do? If yes, that is indeed the tutorial and you will not unlock anything there. Start a new game, freeplay with standard options should...
by DerGraue
Wed Feb 19, 2020 6:16 pm
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 13454

Re: Why does the train crash?

ptx0 wrote:
Mon Feb 17, 2020 5:55 pm
we can now make trains avoid blocks they occupy because they don't spontaneously repath.
mrvn wrote:
Mon Feb 17, 2020 3:22 pm
viewtopic.php?f=11&t=19619&p=302527#p302527. But isn't that case obsolete? Trains no longer repath inside chain signals.
Do you guys have a source for that?
by DerGraue
Sat Feb 15, 2020 9:31 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 13454

Re: Why does the train crash?

https://forums.factorio.com/viewtopic.php?f=11&t=19619&p=302527#p302527 This used to happen before it was changed and it was extremely annoying. A small train could deadlock in all kinds of situations on itself. In your example your train can't path that way anyways and you would have to fix...
by DerGraue
Fri Feb 07, 2020 6:51 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 21414

Re: Friday Facts #333 - Terrain scrolling

The only thing I don't quite understand: Why don't you tell us such amazing things in the patch notes?
by DerGraue
Fri Jan 31, 2020 2:19 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 44511

Re: Request: Max number of trains for stations

Olacken wrote:
Fri Jan 31, 2020 1:55 am
snip
A perfect example of how a player can screw up a station or system, either by bad design or by doing something that was not intended in the first place.
by DerGraue
Thu Jan 30, 2020 9:29 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 44511

Re: Request: Max number of trains for stations

I read carefully through all the posts and the more I think about this idea, the more I like it. But there are some very basic questions that are not yet answered. This is how I would approach it: - If the train finds a viable station that uses the "maxTrain value" it saves this particular...
by DerGraue
Mon Jan 27, 2020 1:13 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 15823

Re: 0.18 DeathWorld

Total focus on urgent automated turret, bullet, and wall production, with 5% of time/resources going towards "other". This is your problem. Your pollution causes the biter attacks, so you build more ammo + stuff, so you create more pollution, therefor biter send larger attack waves, so yo...
by DerGraue
Thu Nov 07, 2019 8:43 am
Forum: General discussion
Topic: Thinking of getting the game if there is ever some type of steam sale for the game.
Replies: 12
Views: 6077

Re: Thinking of getting the game if there is ever some type of steam sale for the game.

The sad thing is: if the game was at 60$/50€ (and yes, it is imho worth that much) and if it was on a 50% sale sometimes it probably would sell better
by DerGraue
Mon Oct 28, 2019 10:08 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 209919

Re: [0.15.x] Fluid mechanics

They had a few tweaks, but the overall logic still applies ? There are a bunch of friday facts on the topic. They are calculated differently, they are multi threaded, they can not mix anymore. I would not call that a few tweaks. Since they are calculated differently the formulas and charts of the O...
by DerGraue
Mon Oct 28, 2019 9:44 pm
Forum: Gameplay Help
Topic: Pollution off the charts?
Replies: 11
Views: 3921

Re: Pollution off the charts?

A mining drill produces 10 pollution per minute.

You are producing 4.2k pollution with your mining drills, so about 420 are currently active. Provided that you did not use any modules.
That does not seem wrong to me.
by DerGraue
Sun Oct 27, 2019 1:41 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 209919

Re: [0.15.x] Fluid mechanics

imTheSupremeOne wrote:
Sun Oct 27, 2019 10:38 am
Can someone restore pictures?..
You are aware that the original post is over 3 years old and the fluid mechanics have been overhauled? Those mechanics don't apply anymore.
by DerGraue
Sun Oct 27, 2019 9:13 am
Forum: Gameplay Help
Topic: Pollution off the charts?
Replies: 11
Views: 3921

Re: Pollution off the charts?

There was also a bug in 16.51 that caused the biter nests to absorb all of the pollution but never sending out the appropriate amount of biters. Meaning that a few biter nests would absorb the entire pollution from one direction and the biters would only attack on a very small scale. The nests behin...

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