Search found 519 matches

by BurnHard
Thu Dec 04, 2014 5:24 pm
Forum: Releases
Topic: Version 0.11.4
Replies: 23
Views: 37002

Re: Version 0.11.4

The new running animation looks better than the old one, not really realistic, but better ;)

But I noticed that since the camera's viewpoint is fixed on some moving part of the (left-right bobbing) animation, when running the whole scene on the screen vibrates and becomes blurry
by BurnHard
Wed Nov 26, 2014 4:21 pm
Forum: General discussion
Topic: Size of banners in signatures on this forum
Replies: 14
Views: 7049

Re: Size of banners in signatures on this forum

Well, big thumbs up. Even 50px height can be very annoying, if a person writes multiple times in a thread and the signature consists of screaming colours ^^.
by BurnHard
Tue Nov 25, 2014 11:35 am
Forum: Gameplay Help
Topic: Power Problems
Replies: 6
Views: 3245

Re: Power Problems

Build more steam engines . Main source for pollution are NOT the boilers for the steam engines, but miners, assemblers, refineries, chem plants, furnaces. But the only thing that really helps: Destroy nearby enemy bases that are within area of pollution. You say you have a large bank of accus, are ...
by BurnHard
Sun Nov 23, 2014 9:04 pm
Forum: General discussion
Topic: How big is/are your logistic network(s)?
Replies: 9
Views: 3782

Re: How big is/are your logistic network(s)?

1300 roboports at the moment :D But the area, where logistic chests are placed, is within 2-3 screens As you say, long distances would cause too much delay

Be sure to have all researches done, regarding robots flying speed etc.
by BurnHard
Sun Nov 23, 2014 9:01 pm
Forum: General discussion
Topic: Challenge Idea: The 1000-Of-Everything-Factory!
Replies: 15
Views: 5544

Re: Challenge Idea: The 1000-Of-Everything-Factory!

Well after 42h gameplay (with A LOT of just messing around) I am stockpiling nearly 13.000 artifacts (so 100 rocket defences already possible). So If someone really wants 100k artifacts it should be a matter of 5-10 hours collecting. Screenshot 2014-11-23 22.08.20.jpg The roboports would be really n...
by BurnHard
Sat Nov 22, 2014 9:08 am
Forum: General discussion
Topic: Long distance transport
Replies: 31
Views: 17918

Re: Long distance transport

It must be clearly said, that this depends on the map you're playing. Best example against is a map like this: https://forums.factorio.com/forum/viewtopic.php?f=8&t=6828 You can use fast belts, but if you have a lack of iron this is a really bad idea. A train is here the only alternative you ha...
by BurnHard
Fri Nov 21, 2014 5:28 pm
Forum: Show your Creations
Topic: Proper belt rebalancer
Replies: 4
Views: 5926

Re: Proper belt rebalancer

...or you just use faster corner belts and one faster belt at the merging point. (express in that case)
by BurnHard
Fri Nov 21, 2014 8:52 am
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 19647

Re: Faster Belt Corners

Thanks for the feedback.
by BurnHard
Thu Nov 20, 2014 7:34 pm
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 19647

Re: Faster Belt Corners

Yes I remember, that he said something about optimizations on belts. Roadmap first post: https://forums.factorio.com/forum/viewtopic.php?f=3&t=678&p=4516&hilit=belts+optimizations#p4516 ... Factorio 0.11 (31. October 2014) ... Optimization of the game simulation (mainly transport belts a...
by BurnHard
Thu Nov 20, 2014 5:35 pm
Forum: General discussion
Topic: Long distance transport
Replies: 31
Views: 17918

Re: Long distance transport

Als long as belts don't have any maintenance costs such as needing electricity, definitely take belts. The slow ones. if you need more, just use two belts parallel. Trains need fuel, complicated loading/unloading areas, schedules, more space. For oil just take pipes, don't even bother with barreling...
by BurnHard
Mon Nov 17, 2014 8:34 pm
Forum: Gameplay Help
Topic: Construction Robots not doing repairs
Replies: 11
Views: 12739

Re: Construction Robots not doing repairs

Just place the handcrafted repairpacks in a storage chest and check if all the bots repair damaged objects now immediately. (They should take the repairpacks from the logistic storage when something has to be repaired)
by BurnHard
Mon Nov 17, 2014 8:25 pm
Forum: Gameplay Help
Topic: Construction Robots not doing repairs
Replies: 11
Views: 12739

Re: Construction Robots not doing repairs

Have you tried putting the repairpacks in eg a nearby storage- or provider-chest? I think Robots will only use repairpacks stored in a roboport if the robots are exactely there waiting, when getting the repairorder. If they find no other repair packs in the logistic network (provider- or storage-che...
by BurnHard
Sun Nov 16, 2014 7:57 pm
Forum: Pending
Topic: [0.11.3] log bots not filling request
Replies: 6
Views: 4392

Re: [0.11.3] log bots not filling request

I experienced something similar with construction robots. I have A LOT of workorders open (trees marked for harvesting), a lot of construction bots ideling in the roboport. Then after some time (even one minute and more) they start to come out in small waves. Is that some kind of internal limiting o...
by BurnHard
Sun Nov 16, 2014 9:30 am
Forum: Gameplay Help
Topic: Change Blueprint ghosts lifetime
Replies: 14
Views: 14288

Re: Change Blueprint ghosts lifetime

Repairing wall segments from occasional attacks never was the problem, the defences are strong enough to never let something be destroyed at all. The problems always occured when i tried to expand my territory. So I would always have to take the material (the roboports, the power lines, the contruct...
by BurnHard
Sat Nov 15, 2014 10:15 pm
Forum: Gameplay Help
Topic: Change Blueprint ghosts lifetime
Replies: 14
Views: 14288

Re: Change Blueprint ghosts lifetime

n9103 wrote:Well, for a simple application like that, just plop a few storage chests down in the different quadrants with a bunch of walls and repair packs. :p
Too much micro-management for a game with such a focus on automation :D
by BurnHard
Sat Nov 15, 2014 9:58 pm
Forum: Gameplay Help
Topic: Change Blueprint ghosts lifetime
Replies: 14
Views: 14288

Re: Change Blueprint ghosts lifetime

Well, actually I use very few logistic robots in a very small space, my mainbase. But I try to cover as much space with roboports so that my construction robots can repair my walls and I have space for my solar fields and accumulators. Just to give you a little impression of the current empire :) Ea...
by BurnHard
Sat Nov 15, 2014 9:20 pm
Forum: Gameplay Help
Topic: Change Blueprint ghosts lifetime
Replies: 14
Views: 14288

Re: Change Blueprint ghosts lifetime

Thanks a lot! :ugeek:
by BurnHard
Sat Nov 15, 2014 8:55 pm
Forum: Gameplay Help
Topic: Change Blueprint ghosts lifetime
Replies: 14
Views: 14288

Change Blueprint ghosts lifetime

I need to change the lifetime of the blueprint ghosts. My map is already HUGE, and the blueprint ghost buildings don't live long enough, even if the material is in stock and the robots start immediately.

Is there some sort of command-line-Command? Can I change it somewhere else?
by BurnHard
Sat Nov 15, 2014 8:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Crash when entering vehicle
Replies: 2
Views: 1133

Re: [0.11.1] Crash when entering vehicle

0.11.3 is the most actual version, does the error occur there too?
by BurnHard
Fri Nov 14, 2014 7:02 pm
Forum: Releases
Topic: Version 0.11.3
Replies: 48
Views: 53926

Re: Version 0.11.3

Thanks for this really quick fix on the Roboports ;)

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