Search found 519 matches

by BurnHard
Wed Aug 27, 2014 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Stuck belts in special cases of belt junctions
Replies: 27
Views: 18149

Re: [0.9.8] iron transport bug

These are very good news!
by BurnHard
Wed Aug 27, 2014 10:57 am
Forum: Wiki Talk
Topic: Wiki Rocket Defense
Replies: 5
Views: 11938

Re: Wiki Rocket Defense

To be honest I can't think of any country that uses a . instead of , when talking about whole numbers. As far as I'm aware that's a universal thing and not specific to America. Why would you think that? In Austria, Germany and I think all of Europe, except UK (not sure?) our comma-separator is &quo...
by BurnHard
Mon Aug 25, 2014 9:23 pm
Forum: General discussion
Topic: Inserter heartbeats
Replies: 11
Views: 10349

Re: Inserter heartbeats

Hello, i don't want to sound negative, it seems you had some work with this :) 1.) I think the average-value you posted is not the real average value, your method would only work if each inserter motion cycle is exactely 5s long. Only way to get good results would be, to take one fully charged accu,...
by BurnHard
Tue Jul 15, 2014 1:37 pm
Forum: Gameplay Help
Topic: Clogged water pump?
Replies: 10
Views: 4707

Re: Clogged water pump?

The overground pipes after the underground pipe seems quite filled to me. And I see only 10 burners at that line, all working. Maybe you could provide the savegame so that I could have a look into it?
by BurnHard
Tue Jul 15, 2014 9:12 am
Forum: Gameplay Help
Topic: Clogged water pump?
Replies: 10
Views: 4707

Re: Clogged water pump?

I place one offshorepump for 10 steam engnes and 14 boilers. One pump can not deliver an infite amount of water. IF your problem was of another kind, a screenshot always helps :)
by BurnHard
Mon Jul 14, 2014 10:05 pm
Forum: Gameplay Help
Topic: Transport belt lane balancing
Replies: 11
Views: 5060

Re: Transport belt lane balancing

I meant this https://forums.factorio.com/wiki/index.php?title=Splitters/Priority I have noticed that this rule does not always apply but the prioritized input lane is afflicted by the rotation of the splitter AND if the last belt before the splitter is straight or bent. HAve the devs themselves EVE...
by BurnHard
Sun Jul 13, 2014 1:17 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 88429

Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter

Great Mod.

I am considering to create a very compace ore- and stone and coal sorting facility with it.

I also really like to possibilities to create n:n - Splitter-configurations
by BurnHard
Thu Jul 10, 2014 2:12 pm
Forum: Ideas and Suggestions
Topic: Extended radar range by placing them together or radar-plane
Replies: 16
Views: 10494

Re: Extended radar range by placing them together or radar-p

Jeah ssilk, it's written there in the wiki, but I have NEVER experienced it happen ingame after A LOT of playtime... ;) How do you know this function is not broken?
by BurnHard
Thu Jul 10, 2014 11:48 am
Forum: Ideas and Suggestions
Topic: Extended radar range by placing them together or radar-plane
Replies: 16
Views: 10494

Re: Extended radar range by placing them together or radar-p

I also doubt that there is any refreshing done in the extended range after the initial scan.
by BurnHard
Thu Jul 10, 2014 10:44 am
Forum: Show your Creations
Topic: Castaway
Replies: 3
Views: 3561

Re: Castaway

Feel happy for finding out you spawned on an island at game start, not after 10 hours of play like I did.
by BurnHard
Wed Jul 09, 2014 4:56 pm
Forum: Mods
Topic: [0.9.x] Landfill (1.1)
Replies: 52
Views: 38853

Re: [0.9.x] Landfill (1.1)

Rseding91 wrote:Any ideas on what it should it cost to make?
Steel Pickaxes :)
by BurnHard
Wed Jul 09, 2014 4:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] sience packs disappear
Replies: 23
Views: 10013

Re: [0.10.2][kovarex] sience packs disappear

...happy to hear that. :)
by BurnHard
Tue Jul 08, 2014 10:07 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] sience packs disappear
Replies: 23
Views: 10013

Re: [0.10.2][kovarex] sience packs disappear

One idea i had was to handle science packs like fuel items and science labs as "burners" Eg Science lab takes one science pack 1, uses it and gets a bar of "red science" just like a burner does with coal. As long as something (which needs red science packs) is researched, the ba...
by BurnHard
Mon Jul 07, 2014 8:39 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] sience packs disappear
Replies: 23
Views: 10013

Re: [0.10.2] sience packs disappear

Well even it it has been designed that way, I see that as an (from the players perspective) "buggy" behaviour. Items disappearing from the gameworld without any explanation or reason never seems to be intended.

I have always been wondering, but just accepted it "because of alpha".
by BurnHard
Sun Jul 06, 2014 8:11 am
Forum: Resolved Problems and Bugs
Topic: [10.2] Incorrect block detection for rail signals
Replies: 3
Views: 2740

Re: [10.2] Incorrect block detection for rail signals

Have you tried to remove the signal in the bottom left corner of the picture? That one makes no sense for me.
by BurnHard
Sun Jun 22, 2014 7:43 am
Forum: Releases
Topic: Version 0.10.1
Replies: 36
Views: 38371

Re: Version 0.10.1

1.) Is it still planned to change the behaviour of the logistic robots, in that way that they take requested material from storage chests first instead of provider chests? Was hoping for it for 0.10.1 :) Short explanation for this: Now when the robots want something to build, they take it from the ...
by BurnHard
Fri Jun 20, 2014 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.1][slpwnd]Replay from earlier versions cause crash
Replies: 5
Views: 1319

Re: [0.10.1]Replay from earlier version causes Factorio to c

Replays only work with the same versions of save and installed game, even though the error message is not specific in your case ^^
by BurnHard
Fri Jun 20, 2014 10:27 pm
Forum: General discussion
Topic: speedy
Replies: 13
Views: 3769

Re: speedy

Speed modules don't work of course... But you can use multiple exoskeletons
by BurnHard
Fri Jun 20, 2014 7:32 pm
Forum: Releases
Topic: Version 0.10.1
Replies: 36
Views: 38371

Re: Version 0.10.1

My savegamesize went down from 130MB to 13MB, thx. Two questions: 1.) Is it still planned to change the behaviour of the logistic robots, in that way that they take requested material from storage chests first instead of provider chests? Was hoping for it for 0.10.1 :) 2.) I would like to have a pos...
by BurnHard
Fri Jun 20, 2014 9:10 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Massive base, fps drops, filesize triples
Replies: 10
Views: 5895

Re: [0.10.0] Massive base, fps drops, filesize triples

After 22 hours of play my savegame is also already 140MB big, with the uncompressed level.dat at an impressive size of 580 MB. Where will this end after another 24 hours of play? Will we end up with savegames of 1gigabyte or larger if I keep on playing? Hopefully 0.10.1 can help a litte bit.. And ye...

Go to advanced search