Search found 143 matches

by Ojelle
Fri Aug 24, 2018 10:49 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49683

Re: Friday Facts #257 - NPE/Campaign update

For the shallow water: work like age of empires and like someone proposed. x tiles wide around the coast is shallow (or part of the coast = some immediatly deep, some shallow) -> close boddies connect from time to time + extra challange to wall yourself in (untill you have landfill) at the start of ...
by Ojelle
Fri Aug 24, 2018 10:45 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49683

Re: Friday Facts #257 - NPE/Campaign update

Shallow water... now maybe you could do something about the fish! (i.e. put automated fish-traps on the shallow water!) Also, make it cheaper to dirt-over the shallow water But this should be the solution in the map generator for putting the player on an island.... shallow water to the surrounding ...
by Ojelle
Mon Aug 20, 2018 6:48 pm
Forum: Not a bug
Topic: Circuit network - 1 statement -1 inserter true, other false
Replies: 2
Views: 1005

Re: Circuit network - 1 statement -1 inserter true, other false

Ah, crap. Thanks a lot. In this case: I have no idea what goes above what. And why are both available at the same time? Are they 'AND' configured? Maybe an idea to shut it of, or make it more clear. I have 1000+ hours (and I am tired so might be me) but I spent 5 min looking at it before I gave up w...
by Ojelle
Mon Aug 20, 2018 4:52 pm
Forum: Not a bug
Topic: Circuit network - 1 statement -1 inserter true, other false
Replies: 2
Views: 1005

Circuit network - 1 statement -1 inserter true, other false

The stack inserters are placed with the blueprint in my hotbar. After placing I connected the red circuit with a roboport and marked 'read logistic network contents'e The statement 'advanced circuit < A' with A = 15 000 and advanced circuit -10 (because shortage) is false (red light) on all inserter...
by Ojelle
Fri Jul 20, 2018 8:08 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 43267

Re: Friday Facts #252 - Sound design & Map editor

If you want epic gun sound, please take a look at world of tanks. Expecially the larger calibre guns are really nice to hear! At one point they recorded real tanks to use in the game. And not just the gun, also the locking in place combo fits nicer together. Here (imho) it the 'bang' comes a tad to ...
by Ojelle
Fri Jun 08, 2018 2:20 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 60642

Re: Friday Facts #246 - The GUI update (Part 3)

The UI looks really nice, it really gives factorio the uplift it needed. Altought even the current GUI is not bad its just a little buggy and stuff gets out of the screen. But for the most part its doing its job. The one complaint however is the placement of the Play/Confirm/Green button. I think i...
by Ojelle
Fri Jun 08, 2018 1:52 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 60642

Re: Friday Facts #246 - The GUI update (Part 3)

Enemy richness was the amount of purple orbs a base dropped in the past. Its a legacy option wich can be removed :)
But Im pretty sure you guys still remember if even I do ;)
by Ojelle
Fri May 04, 2018 3:59 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45283

Re: Friday Facts #241 - New player experience

What I disliked the most of the tutorial in 0.9.something was that I had to start a new map after launching/building the plane. Just generate a map around it and let us continue play! If needed create a ring of sea/something creative to avoid any terrain generation gaps. A ring makes the first run a...
by Ojelle
Sat Apr 28, 2018 9:16 am
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 18623

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around . I would definitely be happy with such a solution! Yeah, you almost NEVER need it the other way, but almost always need to replace a belt with splitters/undergrounds....m...
by Ojelle
Fri Mar 16, 2018 9:10 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34230

Re: Friday Facts #234 - Office pictures

Where is Kovarex his office?
by Ojelle
Fri Oct 13, 2017 8:00 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 63819

Re: Friday Facts #212 - The GUI update (Part 1)

Now this is an improvement :) I might even be tempted to use trains with such an interface :) Did you remove my post about the question concerning the iteration of Forum -> FFF -> Forum thing? Or its reset after he does something in the process? And looking forward to the UI update & .16! Haven...
by Ojelle
Thu May 25, 2017 11:56 am
Forum: Releases
Topic: Version 0.15.13
Replies: 49
Views: 31997

Re: Version 0.15.13

Can you give us a rough estimate of 1-10 (+-2) how kovarex-stable 0.15 already is?
Yiss, its soon to start asking already ^^
And really nice game guys. Over 500 hours played and still hooked.
by Ojelle
Fri May 19, 2017 4:33 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Set Map Zoom Factor
Replies: 4
Views: 2348

Re: [Request] Set Map Zoom Factor

*Sadface*
by Ojelle
Sun Dec 25, 2016 10:26 am
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 34780

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I don't get the problem with mirroring pipe machines? Just turn those 180°? Or is it something else? Guess I'll have to test it.
by Ojelle
Sun Jul 03, 2016 8:46 pm
Forum: Not a bug
Topic: Flamethrower aiming at targets outside range
Replies: 10
Views: 2860

Re: Flamethrower aiming at targets outside range

I agree. If a new spawner sets up at just the right range from your fixed defenses, this could potentially drain your entire oil supply. How is this considered acceptable behaviour? I probably wasnt considered so It isnt acceptable. Keep in mind this is a new build and corner cases like this are pr...
by Ojelle
Wed Jun 29, 2016 9:48 am
Forum: Not a bug
Topic: Flamethrower aiming at targets outside range
Replies: 10
Views: 2860

Re: Flamethrower aiming at targets outside range

I agree. If a new spawner sets up at just the right range from your fixed defenses, this could potentially drain your entire oil supply. How is this considered acceptable behaviour? I probably wasnt considered so It isnt acceptable. Keep in mind this is a new build and corner cases like this are pr...
by Ojelle
Tue Jun 28, 2016 4:05 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 600307

Re: Accumulator / Solar panel ratio

I dont need to walk between them :D All built by robots Neither do I need to for building them. But when I need to go somewhere else, sometimes I'm to lazy to get a train and then I walk below them. Got a grid of those (20*10 or so) and its quite a long walk around that. I prefer a few paths trough...
by Ojelle
Tue Jun 28, 2016 4:02 pm
Forum: Not a bug
Topic: Flamethrower aiming at targets outside range
Replies: 10
Views: 2860

Re: Flamethrower aiming at targets outside range

Or only at non-stationary things (out of range)

A creeper wil eventually get hit or move away. Something stationary on the other hand :P
by Ojelle
Mon Jun 27, 2016 9:42 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 600307

Re: Accumulator / Solar panel ratio

I wouldnt use that one at all. Those 4 accumulators are 1 tile wider wisth (I never now how to type witch -.-) means you cant walk between the grid. In my game I have this (first one of the post) coppied about 80-100 times. Walking between is a min requirement then :P
by Ojelle
Tue Jun 21, 2016 7:38 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 600307

Re: Accumulator / Solar panel ratio

steinio wrote:Why not simplificate the whole solar panel and accu system to 1:1 :p
That would take the fun away of all the calculating ^^
And the search for a practial -perfectratio- set-up

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