Search found 71 matches

by c0bRa
Sun Dec 03, 2017 6:45 pm
Forum: Releases
Topic: Version 0.15.40
Replies: 24
Views: 23856

Re: Version 0.15.40

do it like WoT... :D

after 9.9 comes 9.10, after 9.20 came 9.20.1... :D
by c0bRa
Tue Nov 21, 2017 2:48 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003213

Re: Factorio Roadmap for 0.16+

TiTaN_3000 wrote:Are there any plans when 0.16 will be released?
When it's done... 8-)
by c0bRa
Wed Nov 01, 2017 7:38 pm
Forum: Balancing
Topic: Inserters shouldn't take fuel from locomotives
Replies: 38
Views: 29590

Re: Inserters shouldn't take fuel from locomotives

Thats why i use filter inserters... :)
by c0bRa
Wed Oct 18, 2017 1:57 pm
Forum: Balancing
Topic: Roboports and Charging Interval
Replies: 8
Views: 4365

Re: Roboports and Charging Interval

I've done some Excel work with the existing stats of the Robos: https://abload.de/img/fact_botssxsc8.png There you see that you will get a hard cap of energy consumption of 60% (3KW/5KJ/m) for the infinite speed research. So the infinite research for robo speed is getting worse the more you will res...
by c0bRa
Wed Oct 18, 2017 12:26 pm
Forum: Balancing
Topic: Roboports and Charging Interval
Replies: 8
Views: 4365

Roboports and Charging Interval

TL;DR Changing the energy consumption of the robos from "distance moved" to "time in air". What ? ATM it seems to me, that the actual main energy consumption for the robos is distance moved. The more i get into the endless research of robo speed the more they wait on roboports f...
by c0bRa
Thu Sep 28, 2017 12:43 pm
Forum: General discussion
Topic: i find this game become boring after 100 hour.
Replies: 110
Views: 45542

Re: i find this game become boring after 100 hour.

Just search your endgame by yourself... Firing 1 rocket per second could be your goal... ;)
by c0bRa
Thu Sep 28, 2017 10:35 am
Forum: Gameplay Help
Topic: 16 x 16 balancer?
Replies: 5
Views: 10584

Re: 16 x 16 balancer?

here are all from 4x4 to 32x32
Image
by c0bRa
Thu Sep 28, 2017 9:16 am
Forum: Gameplay Help
Topic: General good practices?
Replies: 9
Views: 11284

Re: General good practices?

Mainbusses are nice for beginning and mid-game. Lategame your mainbus will be too small to get all of the amount to the factories. When you really want to use the mainbus in endgame, you have to refill them in the middle. Especially Iron, copper and green circuits are very intense in use. Also (my) ...
by c0bRa
Thu Sep 28, 2017 8:04 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 456
Views: 268862

Re: Just bought the game; What were Your first impressions?

Well my first impression was: Okay, it's like Anno... Get some items and make some other items... After a few hours: "Yeah i get iron automatically, i am the king, that will last for a looooooooooooong time" (I got about 5 furnaces feeded at that time, so no) After ~2000h gaming: "You...
by c0bRa
Mon Sep 25, 2017 8:52 am
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 70908

Re: Friday Facts #203 - Logistic buffer chest

I really need the bufferr chests in my new factory <3

Please release them :D
by c0bRa
Tue Jun 13, 2017 1:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.x] DVORAK keyboard, activates GUI during chat
Replies: 11
Views: 4600

Re: [0.15.x] DVORAK keyboard, activates GUI during chat

I think I understand him. On DVORAK keyboard-layout (see pic below): https://upload.wikimedia.org/wikipedia/commons/thumb/2/25/KB_United_States_Dvorak.svg/800px-KB_United_States_Dvorak.svg.png when he presses "." (which is "E" on normal keyboard, but nvm.) in console, he wants to...
by c0bRa
Tue Jun 13, 2017 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.19] Rocket launching when inserting extra modules
Replies: 6
Views: 3841

Re: [15.19] Rocket launching when inserting extra modules

I also fired 46 Speed3 Modules into Space, but nevermind, I didn't write a bug report, i just laughed :lol:
by c0bRa
Thu May 25, 2017 9:10 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.13] Ghost Buildings and filtering Disassembler-BP
Replies: 6
Views: 1986

Re: [0.15.13] Ghost Buildings and filtering Disassembler-BP

kovarex wrote:[...]is that you don't care whether it is ghost or built entity [...]
Fixed it for you ;)
by c0bRa
Wed May 24, 2017 10:53 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.13] Ghost Buildings and filtering Disassembler-BP
Replies: 6
Views: 1986

Re: [0.15.13] Ghost Buildings and filtering Disassembler-BP

Ah okay, just found it in the BP... ;)

Without knowing it, my thought was, that it deletes also the ghost entities, as long as it is the same type like the filter. Also the ghost filter does not specify the ghost item but all ghost items... :)
by c0bRa
Wed May 24, 2017 9:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.13] Ghost Buildings and filtering Disassembler-BP
Replies: 6
Views: 1986

[Rseding91] [0.15.13] Ghost Buildings and filtering Disassembler-BP

Hio, when you delete items with a red Blueprint with filters, Ghost Items which would match the filter aren't deleted. (I had to build my modular Trainstation-BPs like that in 0.15.13, caused by the non functional right klick issue ;)) For Retry: Use a bigger blueprint and don't have all items with ...

Go to advanced search