Search found 519 matches

by BurnHard
Fri Nov 14, 2014 11:50 am
Forum: Releases
Topic: Version 0.11.2
Replies: 31
Views: 44995

Re: Version 0.11.2

diablothe2nd wrote:still getting a lot of desyncs on our abandoned MP map from 11.1 :(
Honestly don't want to waste another 10 hours of gameplay starting a fresh map for the third time to hit the same problem.
Fingers crossed this gets resolved
I would downgrade to 0.11.1 if there are no gamebraking bugs for you
by BurnHard
Fri Nov 14, 2014 11:06 am
Forum: Releases
Topic: Version 0.11.2
Replies: 31
Views: 44995

Re: Version 0.11.2

The icons still have the old graphics ;) But the new robots look sweeeet
by BurnHard
Fri Nov 14, 2014 9:19 am
Forum: Show your Creations
Topic: BurnHard's latest factory
Replies: 5
Views: 5594

Re: BurnHard's latest factory

Icefox wrote:cool factory, can i have the save game ?
Sure, have fun exploring

https://www.dropbox.com/s/l5vyns549t48w ... 2.zip?dl=0
by BurnHard
Fri Nov 14, 2014 9:04 am
Forum: Resolved Problems and Bugs
Topic: [0.11.2] Crash to desktop while doing nothing ;)
Replies: 4
Views: 1816

[0.11.2] Crash to desktop while doing nothing ;)

When loading my latest savegame, after some time factorio quits with the usual windows-error massage (factorio.exe doesn't work any more). It happens reproducible after about 30 seconds, even if I don't move a single bit, maybe some problem with the construction robots, it's a lot going on. https://...
by BurnHard
Thu Nov 13, 2014 1:35 pm
Forum: Ideas and Suggestions
Topic: Mistakes with the steam turbines/boilers
Replies: 6
Views: 2718

Re: Mistakes with the steam turbines/boilers

The game also has as "Diesel Locomotive" despite being operated with wood or coal ;)
by BurnHard
Thu Nov 13, 2014 10:26 am
Forum: Show your Creations
Topic: BurnHard's latest factory
Replies: 5
Views: 5594

Re: BurnHard's latest factory

Module 1 Assemblers are stuffed with 4 speed 3 modules, the following ones are using less speed modules ore none. So they can keep up pretty 1:1 The insane amount is just a result of the amout of time this game is running ^^ Copper supply does keep up indeed even if full production on all assemblers...
by BurnHard
Thu Nov 13, 2014 9:55 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Can't place blueprint of rail track over existing
Replies: 5
Views: 1582

Re: [0.11.1] Can't place blueprint of rail track over existi

noticed the same thing with blueprints of wall-gates
by BurnHard
Thu Nov 13, 2014 9:43 am
Forum: Show your Creations
Topic: BurnHard's latest factory
Replies: 5
Views: 5594

BurnHard's latest factory

Just a few impressions from my latest game. Whole base is powerd by huge solar- and accu-fields, pollution absolutely ridiculous due to speedmodules and prdouctivity modules in most assemblers. Producing insane amounts of modules type 3, don't know where to put them any more :D No Railroads used, in...
by BurnHard
Fri Nov 07, 2014 7:57 am
Forum: Show your Creations
Topic: Optimal Green Circuit Production
Replies: 11
Views: 41673

Re: Optimal Green Circuit Production

That is a very interesting design! I like the multiple inputs for the copper coils into the circuit assemblers. How far are you in relations to rocket defense with this setup? I build 1 to 2 of these structures when I start to mass produce modules (efficiency 2 and productivity 3). Long before thin...
by BurnHard
Wed Nov 05, 2014 4:16 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 140781

Re: [0.11.1] endless resources

many thanks
by BurnHard
Wed Nov 05, 2014 11:06 am
Forum: Show your Creations
Topic: My latest factory
Replies: 14
Views: 10373

Re: My latest factory

Press "P" or look into the key binding settings.
by BurnHard
Wed Nov 05, 2014 8:33 am
Forum: Show your Creations
Topic: Optimal Green Circuit Production
Replies: 11
Views: 41673

Re: Optimal Green Circuit Production

Thats one of the designs I use regularly, pretty happy with it, thought this would be the place to share it with you :)
by BurnHard
Mon Nov 03, 2014 10:33 pm
Forum: Not a bug
Topic: [0.11.1] Big Worms Now Show Up In Early Game
Replies: 6
Views: 10143

Re: [0.11.1] Big Worms Now Show Up In Early Game

Had this problem too. GAme is 10 minutes old, Nearest nest: 4 big worms and one spawner. Big "nope-area"
by BurnHard
Mon Nov 03, 2014 10:17 pm
Forum: Not a bug
Topic: [0.11.x] Cars not destroying what they hit.
Replies: 5
Views: 1832

Re: [0.11.x] Cars not destroying what they hit.

I am totally ok with the fact that the car cant destroy trees now,

BUT

the car should take much more damage (eg half of full life at full speed) so that the player really knows he should not repeat it and pay more attention.
by BurnHard
Fri Oct 31, 2014 9:47 pm
Forum: Releases
Topic: Version 0.11.0
Replies: 81
Views: 98016

Re: Version 0.11.0

The gates are awesome :)
by BurnHard
Mon Oct 20, 2014 8:59 pm
Forum: General discussion
Topic: Mining Drill Operator pre-order pack.
Replies: 9
Views: 3238

Re: Mining Drill Operator pore-order pack.

I am counting 935 backers in the 0.10.12 .json
by BurnHard
Fri Oct 17, 2014 1:51 pm
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 51839

Re: Version 0.10.12

Well, actually... I would be happy with a very unstable 0.11.-3 ^^
by BurnHard
Fri Oct 17, 2014 11:33 am
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 51839

Re: Version 0.10.12

FishSandwich wrote:What happened to 0.11.0? :P
That would not have been kovarex-stable
by BurnHard
Fri Oct 17, 2014 10:37 am
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 51839

Re: Version 0.10.12

Any chance of an 0.11.1 release this weekend?
by BurnHard
Wed Oct 15, 2014 12:03 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 120920

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.3

It would be really handy to have some sort of "Digit grouping" with a eg a point each 3 decimal points.

13.764.534 is just more much easy to read and understand as "13 million-something" than 13764534 where i always have to count digits first.

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