Search found 32 matches

by nog
Sun Mar 31, 2019 9:31 am
Forum: Releases
Topic: Version 0.17.20
Replies: 19
Views: 13607

Re: Version 0.17.20

jockeril wrote: ↑
Sat Mar 30, 2019 10:20 am
Thank you for defending my position, somewhat.
You totally misunderstood me. The strike was against you and to prevent others like you from invoking any bullshit like nationalism, fanaticism or bigotry.
by nog
Thu Mar 28, 2019 2:15 pm
Forum: Releases
Topic: Version 0.17.20
Replies: 19
Views: 13607

Re: Version 0.17.20

TheRaph wrote: ↑
Wed Mar 27, 2019 10:16 pm
nog wrote: ↑
Wed Mar 27, 2019 6:05 pm
... if the reason of the - temporary - removal is not explained clearly.
Just for me, it's clear enough:
Oops, I made a typo, it's "if" and not "is".
by nog
Wed Mar 27, 2019 6:05 pm
Forum: Releases
Topic: Version 0.17.20
Replies: 19
Views: 13607

Re: Version 0.17.20

[Moderated by Koub] : Factorio Forums are not a place to debate about religion It's not a religion debate, but definitely it will trigger a stupidity debate if the reason of the - temporary - removal [s]is[/s] if not explained clearly. You know, regional or godish stupidity has no border walls.
by nog
Wed Mar 27, 2019 5:33 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502123

Re: Simple Questions and Short Answers

Simple and with no doubt : we can't answer instead of the developers, only they know the answer.
by nog
Wed Mar 13, 2019 10:16 am
Forum: General discussion
Topic: Copy-Paste in 0.17
Replies: 7
Views: 4131

Re: Copy-Paste in 0.17

Also the BlueprintExtensions does it pretty well, and is up to date for the 0.17.
by nog
Sun Feb 03, 2019 12:04 pm
Forum: Modding interface requests
Topic: Car/tank properties of gun
Replies: 5
Views: 1132

Re: Car/tank properties of gun

darkfrei wrote: ↑
Sat Feb 02, 2019 11:05 pm
Is the mod with adding new prototypes still be mod with "Non-Game-Changing" attribute? This attribute, as I know, doesn't need mod synchronization.
Could you explain how a new weaponized vehicle should be a "non game changer" ?
by nog
Fri Jan 04, 2019 8:36 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64013

Re: Friday Facts #276 - Belt item spacing & Script rendering

Klonan wrote: ↑
Fri Jan 04, 2019 3:02 pm
"Rebalancing belt throughput to 2^n"
Love it so much, as most of OCD obsessed. :)
Klonan wrote: ↑
Fri Jan 04, 2019 3:02 pm
"Hitbox reason"
I would never thought it was this reason.
by nog
Wed Dec 19, 2018 4:29 pm
Forum: Gameplay Help
Topic: Where to build the main bus?
Replies: 7
Views: 2602

Re: Where to build the main bus?

Before praying, you should at least think how to make your prayer understandable.

For an example, this is not:

Image

Don't try to pray too fast, and even more, don't ever try to pray, you woldn't ever have an answer. Ever.
by nog
Wed Nov 21, 2018 12:31 pm
Forum: General discussion
Topic: No AUD price set in Steam store
Replies: 4
Views: 2251

Re: No AUD price set in Steam store

AUD ? Arabic Universal Dinar ?
by nog
Wed Jul 25, 2018 12:49 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42223

Re: Challenge: Generic max-speed train unload

Without bots but using the splitter trick, maximum throughput for one wagon is about 8228 units per minute, ~3.43 blue belts, or more exactly 240 electric furnaces (8*30) without modules.

Image
by nog
Sun Jul 23, 2017 10:09 am
Forum: General discussion
Topic: When we will get steam trading card ?
Replies: 7
Views: 4268

Re: When we will get steam trading card ?

I hope that won't never happen.
by nog
Sat Jul 01, 2017 12:04 pm
Forum: General discussion
Topic: Smelters/Plastic need for full belt of blue circuits?
Replies: 9
Views: 5960

Re: Smelters/Plastic need for full belt of blue circuits?

What for is the need of a full blue belt of processing units ? That's 2400 units per minute and it's totally insane. For an example, a 1 rocket per minute production line consumes 1000 processing units per minute.

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