Search found 143 matches

by Ojelle
Mon Jun 20, 2016 3:04 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 599743

Re: Accumulator / Solar panel ratio

In my opinion a bit less catchy for the eye but way more manual-placing friendly. Nice job!
by Ojelle
Mon Jun 20, 2016 2:53 pm
Forum: Bob's mods
Topic: reverted pipe size vs flow behaviour.
Replies: 6
Views: 3361

Re: reverted pipe size vs flow behaviour.

I tought the smaller pipes where faster but with a lower capacity, and vice versa Yes, if you take a pipe with a cut area of 1dm² with a flow of 1m/s the capacity equals that of .5dm² with a flow of 2m/s, but in reality you got more friction, and therefor need more energy to sustain that flow rate. ...
by Ojelle
Sat Jun 18, 2016 12:34 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49245

Re: Friday Facts #143 - Nat Punching Again

0.13, 0.12, 0.11, 0.10... they're all early access versions of the game and everyone playing it is testing it before the official 1.0 release. I don't think any of the players see it like this :D With the current atmosphere nearly 80% of al those 'start small get big' games stay in beta forever. Lo...
by Ojelle
Sat Jun 18, 2016 10:53 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49245

Re: Friday Facts #143 - Nat Punching Again

Ewww.. Exactly the opposite is true. Shit developer release final software early in a state far more shaky and wobbling then Factorio's alpha (rock stable as a Lighthouse today) ever was. +1. I'm waiting too and I'm disappointed by the late releases, but being bad with dates is a developer sickness...
by Ojelle
Mon Jun 06, 2016 5:49 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

To compare, I think http://www.nnrailway.co.uk/graphics/locos/12131.jpg looks more like Factorio loco than the new model. Sorry about the double post - your rules, not mine. Its really weird, but sometimes your 'back' option restores the entire post. Didn't test it on this forum, but it worked on s...
by Ojelle
Mon Jun 06, 2016 5:31 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 61581

Re: Friday Facts #140 - Soon

Devs mentioned before that train stretching won't be noticeable but when I'm looking at that gif, I see it very clearly. https://eu4.factorio.com/assets//img/blog/fff-141-locomotive-movement.gif It's the most noticeable on "engine" in train head. It's because that part have many little pa...
by Ojelle
Mon Jun 06, 2016 5:29 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 136461

Re: Version 0.12.35

[DegC]RubenGass wrote:
Neemys wrote:
Dev-iL wrote:Seriously, 11 pages of comments (so far) on a 1-line update...? :O
People don't know what to do as they wait for 0.13 ;)
I know what to do, spam the forums until 0.13 hits :D
I second that!
And now, to make its not entirely spam, are you guys on track for june?
by Ojelle
Sun Jun 05, 2016 6:29 pm
Forum: This Forum
Topic: Request - search for new developpers posts
Replies: 2
Views: 1193

Request - search for new developpers posts

Should be working so I didnt search well, but here is my 2min break: I would love a way to look at all the new posts placed by developpers. Atm I use the search on there user, then for every one of em 'show posts' A way to search on there tag 'dev' would be nice If that already excists: please enlig...
by Ojelle
Sun Jun 05, 2016 6:27 pm
Forum: This Forum
Topic: Cannot use search at this time
Replies: 15
Views: 10202

Re: Cannot use search at this time

This message comes, when the server is nearly overloaded. It prevents the database from being overused. Sometimes I have to hit f5 over 20 times until "view new posts" works. Is this really needed? You need to wait 5sec and it works, refresh faster and it wont work. (thats how it goes for...
by Ojelle
Sun Jun 05, 2016 5:39 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 88913

Re: Friday Facts #125 - Achievements

FWIW, I've always found the horizontal scrolling tech tree in the Civ games to be nice. I know a single tree like this would be tough for factorio due to the branching. Sins of a Solar Empire did a nice job of separating techs into tabs - you'd just need to think of how to classify / categorize eac...
by Ojelle
Sun Jun 05, 2016 12:35 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

CodAv wrote:
Ojelle wrote:And whats the potato mod?
Probably adds 9gag support.
That would be devestating for productivity xD
One of em is enough to criple it, let alone both.
by Ojelle
Sat Jun 04, 2016 10:22 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

The mod portal can be viewed by anyone, but you will have to log in with your factorio account to download mods, same goes for the in-game version. So, just to confirm: you want to lock people with pirated copies (who may become customers at some point or recommend/PR the game to their friends) out...
by Ojelle
Sat Jun 04, 2016 5:12 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

Darkhogg wrote:Has anyone else noticed that http://mods.factorio.com is already up?
Looks nice! Just make it secure enough zo you cant edit other peoples mods, atm I can get in weird stuff. (but cant update it) And as you said: its not the final version.
I like the look btw.
by Ojelle
Sat Jun 04, 2016 12:29 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

@MrDoomah
Could you please use another icon in your name? Its confusing when searching for dev posts. Thanks!
by Ojelle
Fri Jun 03, 2016 8:39 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79344

Re: Friday Facts #141 - Mod Portal

O-god, that train!
Nice!

And a mod portal will be lovely too ^^
by Ojelle
Thu Jun 02, 2016 6:53 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 60021

Re: Friday Facts #113 - Better rail building

How would you build the rails without robots? Thats what it sounds like. I guess you could use the Ghost mode to plan a length of track (like using a blueprint without robots) and then use the Manual mode to build it in smaller segments. Not so easy as the Ghost print vanishes after a few minutes -...
by Ojelle
Tue May 31, 2016 10:31 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 61581

Re: Friday Facts #140 - Soon

We can now officially start annoying all the developers by asking 'how long till the updaaaaaaate :D'

Since I need to hand in my thesis next week don't mind if you are a week 'late' (yes, I know it was an estimate, no worries, as long as the month is correct I'm happy ^^)
by Ojelle
Sat May 07, 2016 8:55 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71076

Re: Friday Facts #137 - The release scarecrow

As others have mentioned: Using rapid inserts increases the number of trains that have to be send, but reduces the need for rail infrastructure. (IMO its quite fun to build larger train stations/Platforms for loading unloading, because it gives you something to do while you are expanding) One of my...
by Ojelle
Mon May 02, 2016 6:44 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58649

Re: Version 0.12.22

I keep getting notifications in my mail about updates to various threads, and then not finding anything new posted. I've had several for this thread now. Is it safe to assume it's just spam getting deleted before i see it? Or are you doing something to the forums code? I just deleted a spam post to...

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