Search found 107 matches

by gr0mpel
Sun Sep 15, 2013 1:25 pm
Forum: General discussion
Topic: Is game dead or not? [Not at all]
Replies: 45
Views: 33601

Re: Is game dead or not? [Not really]

daaat thing looks creeepy Oo
by gr0mpel
Thu Sep 05, 2013 12:25 pm
Forum: Implemented Suggestions
Topic: More Stats?
Replies: 13
Views: 6303

Re: More Stats?

great ideas - and i think that realising it with the electric signal network would be pretty awesome..
aaaaand !!!!! BELT ITEM COUNTER !!!!!
by gr0mpel
Tue Sep 03, 2013 1:02 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1000352

Re: Factorio Roadmap

Well, see it like this: there's a crowd of people who are eagerly awaiting the release! That's way better than not knowing whether anyone cares or will ever care about the game (which seems to have been the case before the crowdfunding campaign). I doubt anyone's going to be seriously mad about the...
by gr0mpel
Tue Sep 03, 2013 12:58 pm
Forum: Implemented Suggestions
Topic: More Stats?
Replies: 13
Views: 6303

Re: More Stats?

more graphs! more graphs!!!

i agree - more information about production/item movement/whatever would be very interesting.
i feel a little bit underinformed about how much stuff i need for whatever, too :)

more graphs! more graphs!!! :D
by gr0mpel
Fri Aug 30, 2013 5:54 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1000352

Re: Factorio Roadmap

i dont like all the impatience around here..
they release it, when they think its time.

screenshots look cool! especially the paintings.
its like: yeaah draw a few lines, scritch scratch here and there...oh..we have created a mooooonster :D
by gr0mpel
Fri Aug 23, 2013 4:17 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 32859

Re: Belts instead of trains

thats a good answer, but to a false question :D i try to make my factories modulated. that means i produce item a at position a, and transfer it via a main belt network where EVERY item runs through to position b, c and d where its needed. i like this design very much because its expandable...to the...
by gr0mpel
Fri Aug 23, 2013 2:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 32859

Re: Belts instead of trains

the modules and new assembling machines are a great feature. however since the productivity increases dramatically (dont know if thats spelled correct), i often have the feeling that even the express belts are too slow and cant handle enough items to support a big factory. for instance copper cable ...
by gr0mpel
Fri Aug 16, 2013 4:36 pm
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14419

Re: A reliable and cheap first wall against the creepers

im mostly using laser turrets as well. but i understand the point. when i start a new game, i dont produce any laser turrets or potions in the first 5-10 hours (except a few handmade potions to get fast transport belts, AM2, and smart inserters), because i start my factories huge and therefore a &qu...
by gr0mpel
Fri Aug 16, 2013 11:31 am
Forum: Ideas and Suggestions
Topic: A reliable and cheap first wall against the creepers
Replies: 13
Views: 14419

Re: A reliable and cheap first wall against the creepers

I would prefer it if we could choose the amount to fill to, and not just on turrets but all placements that can hold an inventory. good idea this would be (even though not entirely "early-game-proof") possible if the turrets could be integrated in the cable-logic system i.e. smart inserte...
by gr0mpel
Fri Aug 16, 2013 10:34 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49832

Re: [MOD 0.6.1] Blueprints V0.6.0

Ok. I am not completly sure what is the reason for this. Did you start the game with a previous version of the mod? What files do you modified? As a quick fix you can go into the savefile and delete the "script.dat", this will reset the script state ( so the enemyattackcounter as well), t...
by gr0mpel
Wed Aug 14, 2013 11:07 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49832

Re: [MOD 0.6.1] Blueprints V0.6.0

reproducing: it happens all the time when i place the 2nd copy marker. savegame: first i try reinstalling/overwriting the mod files since i changed the recipes to get the functionality early on ;) edit: didnt work after overwriting the existing files edit: doenst work on any savegame, so i uploaded ...
by gr0mpel
Wed Aug 14, 2013 7:40 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49832

Re: [MOD 0.6.1] Blueprints V0.6.0

was really looking forward to using your mod when suddenly:

Image
by gr0mpel
Tue Aug 13, 2013 3:07 pm
Forum: Pending
Topic: [0.6.3]transferring items,chest window
Replies: 2
Views: 3086

Re: [0.6.3]transferring items,chest window

have a little time later that day.
i will try and reproduce it.
what came to my mind after the post: didnt closed the chest windows manually - just walked away and it stayed open.
like it once did with the electric network window
by gr0mpel
Mon Aug 12, 2013 4:00 pm
Forum: Pending
Topic: [0.6.3]transferring items,chest window
Replies: 2
Views: 3086

[0.6.3]transferring items,chest window

transferring items(furnaces) with shift-click from a (smart)chest into the players inventory may resolve in the chest-window not closing.
saving and realoding results in crash without error message.

wasnt able to reproduce it though
by gr0mpel
Mon Aug 12, 2013 1:03 pm
Forum: Translations
Topic: [0.6.1] german translation
Replies: 8
Views: 17049

Re: [0.6.1] german translation

ah ok.
never worked with github before so no clue how it works :D
by gr0mpel
Mon Aug 12, 2013 11:13 am
Forum: Translations
Topic: [0.6.1] german translation
Replies: 8
Views: 17049

Re: [0.6.1] german translation

I'll monitor your github project. May take some days depending on weather, before I react. :) allright sounds good. German is a difficult but wonderful language, but it's very difficult to find good translations from English, which are both simple and small, because German has more roots and Englis...
by gr0mpel
Mon Aug 12, 2013 8:40 am
Forum: Translations
Topic: [0.6.1] german translation
Replies: 8
Views: 17049

Re: [0.6.1] german translation

thx. yeah its quite difficult finding names that suit and describe as good as possible what they do. i guess i change the translation ssilk. atm working on technology descriptions. when i have finished them, i will upload them and you may have a look and tell me whats good/bad, bring your own transl...
by gr0mpel
Sat Aug 10, 2013 9:51 pm
Forum: Translations
Topic: [0.6.1] german translation
Replies: 8
Views: 17049

[0.6.1] german translation

i edited the german translation, changed a few things added the modul names and a few other things will upload tomorrow i guess added: module translation & correct description splitter furnaces a few other things changed: logistic chest names (hopefully better to understand allthough no descript...
by gr0mpel
Sat Aug 10, 2013 9:00 pm
Forum: General discussion
Topic: 0.6.2
Replies: 1
Views: 4050

0.6.2

whats up with .6.2?
when i start the game it downloads 0.6.2, but doesnt install it.
theres no announcement in the forum and not downloadeble from the website..

activated the auto-updater to early? :D
by gr0mpel
Tue Aug 06, 2013 1:22 pm
Forum: Gameplay Help
Topic: pipes - "water flow resistance"?
Replies: 23
Views: 18348

Re: pipes - "water flow resistance"?

Unfortunately this breakage doesn't have high enough priority, so it will probably stay for a while. That's a pity. Every time I start new game I forget about that and I am getting angry why it does not work as I expect. thats exactly what i feel too :D its like: god damn it why you wont ELECRTICIT...

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