Search found 133 matches

by JackGruff
Wed Jul 13, 2016 1:24 pm
Forum: Ideas and Suggestions
Topic: Merge requester chest settings on blueprint placement
Replies: 4
Views: 2321

Merge requester chest settings on blueprint placement

For example, there is a requester chest set to 50 x stone and 30 x iron gear wheel. I place a blueprint of another over it which had been set to 50 x iron gear wheel and 60 x electronic circuit. The requester chest's setting has now been changed to 50 x stone, 50 x iron gear wheel and 60 x electroni...
by JackGruff
Sun Nov 01, 2015 3:22 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 39977

Re: Friday Facts #110 - Tech art finished

oLaudix wrote: First one in the one before last row and?
6th on the same row. I guess it'll be a 0.13 thing.
by JackGruff
Sun Nov 01, 2015 2:40 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 39977

Re: Friday Facts #110 - Tech art finished

MushroomDynamo wrote:it'll be hard to appreciate these gorgeous pictures ingame if I need a small telescope to make them out
I agree.

Also, I spy two "rocket defense" icons.
by JackGruff
Thu Sep 17, 2015 7:19 pm
Forum: General discussion
Topic: Factorio site QR code
Replies: 1
Views: 4831

Factorio site QR code

https://db.tt/dgqvjoGe

I just realised that there is no artwork subforum.
by JackGruff
Wed Sep 16, 2015 8:17 pm
Forum: Duplicates
Topic: [0.12.7] Logistics network cutoff on right side
Replies: 1
Views: 2989

[0.12.7] Logistics network cutoff on right side

In the bottom right corner of the attached screenshot, the logistics icons are partially off screen.

System Info: https://db.tt/WIStRzPi
by JackGruff
Sun Sep 06, 2015 1:38 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 178105

Re: [0.12.x] RSO Discussion thread

Starting area not suppose to affect anything?
by JackGruff
Sun Jul 19, 2015 10:50 pm
Forum: Pending
Topic: [0.12.0]Player faster on belt + path than just belt
Replies: 1
Views: 3482

[0.12.0]Player faster on belt + path than just belt

Before we had paths, you could always run faster along a belt. Placing belts on a path, like stone path, adds the walking speed bonus and so you can go even faster.

This does not make sense to me as you are on the belt, not the path.
by JackGruff
Fri Apr 10, 2015 3:48 pm
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 42387

Re: Friday Facts #81 Chain signals

So the only difference is that these chain signals will chain only to the exit the train wants whereas openTTD's pre-signals let the train go through the first available green exit?
by JackGruff
Mon Apr 06, 2015 6:30 pm
Forum: Off topic
Topic: 'The Writer' Automaton
Replies: 2
Views: 5893

'The Writer' Automaton

A 240 year old doll that can write, a clockwork creation by Pierre Jaquet-Droz, a Swiss watchmaker. The doll is able to write any custom text up to 40 letters long, and it uses a goose feather to write, which he inks from time to time, including a shake of the wrist to prevent ink from spilling. Hi...
by JackGruff
Fri Feb 20, 2015 5:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.16][win64] Freeze on crtl-click battery
Replies: 3
Views: 2952

[0.11.16][win64] Freeze on crtl-click battery

The game freezes if you crtl-click (inventory transfer) on a battery that has charge in your armour display.


Example saves attached.
by JackGruff
Thu Feb 12, 2015 4:11 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 188442

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

AnodeCathode wrote: This means you do need to set the vanilla worldgen settings to 'none'.
OK, thanks.

Does this look normal to you, then?
by JackGruff
Wed Feb 11, 2015 2:49 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 188442

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

0.11.15

No other mods.

I downloaded https://github.com/AnodeCathode/Resourc ... cial.1.0.6

Did not touch any world gen settings.

Pretty sure it's not suppose to look like this.
by JackGruff
Sat Feb 07, 2015 7:43 pm
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 13756

Re: Game stops for autosave - thoughts?

I don't have a problem with it. Just that I wish it would decide when to save based on what's happening.
by JackGruff
Sat Feb 07, 2015 6:34 pm
Forum: News
Topic: Friday Facts #72 - Back to the cold
Replies: 17
Views: 23997

Re: Friday Facts #72 Back to the cold

What is the book?
by JackGruff
Fri Jan 30, 2015 9:21 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 44225

Re: Friday Facts #71 To the stars

Wow, guys. I've never been more excited at this game.

Is showing less lines between the roboports still in the works? I remember you talking about it. So that stuff like this doesn't happen: https://forums.factorio.com/forum/vie ... =40#p60051
by JackGruff
Wed Jan 21, 2015 2:14 pm
Forum: Ideas and Suggestions
Topic: Mass insert/removal of modules
Replies: 6
Views: 7140

Mass insert/removal of modules

Introduction My suggestion builds on the concept of ghosts already in the game. This is the main idea: just like buildings can be placed as ghosts, so may modules. Construction bots attempt to replace ghost modules with the real thing, they are capable of inserting modules. Here are some examples o...
by JackGruff
Tue Dec 30, 2014 10:23 pm
Forum: Implemented Suggestions
Topic: NO MORE TREES
Replies: 8
Views: 2508

Re: NO MORE TREES

I would like the option of setting the thickness of the forests.
by JackGruff
Tue Dec 30, 2014 12:18 am
Forum: Resolved Problems and Bugs
Topic: [0.11.8] "Green coral" is not affected by poison
Replies: 1
Views: 692

[0.11.8] "Green coral" is not affected by poison

I have a suspicion that Green coral was meant to be non-collideble like its smaller variants, hence this oversight. But if it is to remain collideble, please make it affected by poison. It's a pain in some regions.
by JackGruff
Fri Dec 26, 2014 9:40 pm
Forum: Gameplay Help
Topic: Relocating Robots
Replies: 3
Views: 1920

Re: Relocating Robots

A trick I use to relocate construction bots is to place something numerous and cheap close to a port, like wooden chests, set personal logistics to request that and then mark them for deconstruction. The bots will dock with the port right there after they're done, ready for you to grab them. As for ...
by JackGruff
Fri Dec 26, 2014 9:45 am
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 37256

Re: That moment when,

You are blinded by your robotic network. FPS also goes down quite a bit.

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