Search found 298 matches

by Jürgen Erhard
Fri Apr 06, 2018 11:29 pm
Forum: Resource Spawner Overhaul
Topic: "Distance"?
Replies: 1
Views: 1727

"Distance"?

Am I right — judging from my map "experiment" (I'm close to redoing) of leaving all ore settings at default, and RSO's default save for Region size upped to 50 (yup, I'm crazy :D) and Resource chance upped to .7 — that "distance" means "distance in regions"? I get a cop...
by Jürgen Erhard
Mon Apr 02, 2018 2:20 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156678

Re: [MOD 0.16] Miniloader

Yes, it's long. ;-) { "mods": [ { "name": "base", "enabled": true }, { "name": "Additional-Turret-016", "enabled": true }, { "name": "armor-pockets", "enabled": true }, { "name": "Aspha...
by Jürgen Erhard
Sat Mar 31, 2018 5:21 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156678

Re: [MOD 0.16] Miniloader

Now I get an error in data-updates.lua, line 12, "attempt to index local 'loader' (a nil value)".

Not using anything of Bob's but Ultimate Belts.
by Jürgen Erhard
Fri Mar 30, 2018 6:02 pm
Forum: News
Topic: Price change
Replies: 108
Views: 40091

Re: Price change

I've been curious about something, and this seems like the perfect place to ask it. Most games I see on the market retail for $x.99 in stead of the next highest dollar amount. (I'm working with US dollars here.) So a game priced like Factorio at the 20 dollar range would be sold at $19.99. Factorio...
by Jürgen Erhard
Wed Mar 07, 2018 10:32 pm
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 10437

Enemies on Very Low, Very Small, Very Poor…

I have no idea where this should go, I just know that I hate this effect. If I want *SMALL* enemy bases, I don't expect bases with dozens of spawners. *ANYWHERE*, whether close to or far from base. Context: this is a snippet from the "Generate preview" map. Using RSO, but with "Use va...
by Jürgen Erhard
Mon Mar 05, 2018 1:41 am
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 45800

Re: Friday Facts #230 - Engine modernisation

So, release in 2019?

Changing engine is always a recipe for disaster delays. Time and time again. Let's hope this (as pretty much everything Factorio, so there's that bit of hope) runs a lot smoother than should be expected.
by Jürgen Erhard
Fri Feb 23, 2018 2:53 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 118910

Re: [MOD 0.16] Squeak Through 1.2.2

I just noticed that you made Nixies squeakable! Yay! An essential (still disappointed at the lackluster vanilla change on that front) mod got even better!

Hardly used Nixies in 0.16 yet, so the one or two times I did I didn't try squeak (or rather squeeze ;-)) through, so I didn't notice.
by Jürgen Erhard
Tue Feb 06, 2018 2:20 pm
Forum: Ideas and Suggestions
Topic: Construction Bot priority over Logistic Bot
Replies: 4
Views: 1274

Re: Construction Bot priority over Logistic Bot

Typically, you only build a structure once, whereas research tends to be a continuous production chain. If you've marked a heap for construction, wouldn't you want it built asap so it can start producing whatever the heap is meant to start producing? Even though it's late (but I was a happy Necroma...
by Jürgen Erhard
Tue Feb 06, 2018 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Still having requester problems
Replies: 15
Views: 6997

Re: [Rseding91] [0.16.12] Still having requester problems

Buffer chests do have a lower priority than requester chests - by design. Let me get this straight (and, if you guys ever write a manual for this game, put it in): if both a buffer chest and a requester chest request an item, and there are fewer of that available than both request in total, the buf...
by Jürgen Erhard
Sat Jan 27, 2018 4:58 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46325

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

If more PvP means you (have to) mess with SP and make it worse for people who don't want to PvP (me? Not even MP, nobody likes my style :D)… then no, it would not help, but hurt. Obviously, my personal opinion here is the absolute truth.
by Jürgen Erhard
Wed Jan 24, 2018 6:18 am
Forum: Ideas and Suggestions
Topic: Rename Everything/Anything to Not Exists/Exists
Replies: 1
Views: 809

Re: Rename Everything/Anything to Not Exists/Exists

"Everything > 4" reads perfectly fine. Same for "Anything < 100".
by Jürgen Erhard
Wed Jan 24, 2018 6:15 am
Forum: Ideas and Suggestions
Topic: Save game names
Replies: 29
Views: 10483

Re: Save game names

I'm so with the OP. And yes, this is still unfixed, and sadly I'm not getting any hopes up, but it's still damn annoying.
by Jürgen Erhard
Wed Jan 24, 2018 12:12 am
Forum: Releases
Topic: Version 0.16.18
Replies: 26
Views: 18162

Re: Version 0.16.18

Whee… this disabled the Avatars mod (and in turn, Vehicle Grid and Additional Turrets, but they can be enabled when Avatars is disabled). Because this one introduced a requirement for braking force being positive (and I guess it doesn't consider braking_power = "0W" as positive). Avatars u...
by Jürgen Erhard
Wed Jan 24, 2018 12:08 am
Forum: Ideas and Suggestions
Topic: Copy error message (not really a "suggestion")
Replies: 1
Views: 640

Copy error message (not really a "suggestion")

It would really be totally non-shit if we could copy the text of the error message when a mod falls foul of the current mod requirements. Typing it off the screen is so punch card.
by Jürgen Erhard
Mon Jan 22, 2018 1:09 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41284

Re: Friday Facts #226 - New mod portal & other news

Change of tack with this post, from belts/bots to T-shirts. Could I suggest that you never make any more of the 'factorio gear' t-shirts. Make a new design instead. It's not as though you are short of great graphical images, from inserters to biters, so why not offer different designs each time aro...
by Jürgen Erhard
Fri Jan 19, 2018 5:56 am
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] Blueprints from map
Replies: 10
Views: 6834

Re: [Harkonnen] Blueprints from map

Ah, took me a while to find this. So, this "fix" (or the followup "fix") caused blueprints not being placed into invisible parts of the map, just (if you press shift) the part of the blueprint that's visible. Sweet. NOT.
by Jürgen Erhard
Fri Jan 19, 2018 3:07 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372262

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

Hello there! Tbh, I havn't read the entire forum atricle but I had a semi-long discussion with some friends of mine who worked in the gaming industry. I agree with the factorio devs that bots in the current build are gamebreaking. What freaking game are they breaking? I'm a fan of bots and I don't ...
by Jürgen Erhard
Sat Jan 13, 2018 3:49 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372262

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

One idea to fixing bots v belts is to give bots a pickup and drop-off time, during which other bots are unable to interact with the chest. This limits the throughput of them without ending up with the situation where you "just build more bots" because that doesn't work without adding more...
by Jürgen Erhard
Sat Jan 13, 2018 1:21 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372262

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

The solution to bots is NOT nerfing bots. It is nerfing chest access speed/volume and at the same time also allowing inserters faster ouput out of chests. Either through side inserters or through research upgrades increasing their maximum overall (not just for stack inserters) items per arm swing. ...
by Jürgen Erhard
Sat Jan 13, 2018 5:43 am
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 46043

Re: Belts vs Bots - A response to the latest FFF

I think Twinsen has his head stuck in postgame land. He's seeing players finally reaching Factorio's breaking points in the post post post game, but treating it like a flaw in the main campaign. It's not. Players are reaching those breaking points because their objective is to literally break the g...

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