Search found 53 matches

by Animar
Fri Mar 04, 2016 6:12 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 206516

Re: Friday Facts #128 - Back down to earth

Loaders, well yes. I can see them replace a some belt systhems, yes. But that hasn't to be a bad thing and could be somewhat countered by ramping up the build and power in use cost for un-Loaders and also only let them function with chests, no in and out of factorys or Cargo Wagons. In terms of bein...
by Animar
Fri Feb 05, 2016 7:10 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 108206

Re: Friday Facts #124 - Steam Status I

I do have a question, if all the membership tiers will be merged into one "Have it all" basic pack wich is quivalent to the upcoming version sold on Steam. Will existing accounts on the Factorio site still refer to the old Tiers we once had. Or will they completely vanish into thin air, de...
by Animar
Sat Oct 31, 2015 1:43 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181385

Re: Bob mods for 0.12

I'm getting Unknown key: "autoplace-controll-names.bauxite-ore" etc for all bob's mods item names in factorio 0.12.11. Is anyone else running into this issue? It's a known issue with Factorio 0.12.11. It only happens if you run out of zip files. if you extract these into folders instead i...
by Animar
Sat Jan 31, 2015 12:28 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191289

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

Man I'm feeling dumb right now, I totaly forgot hat. I should had play on instead of freaking out and starting permanently new test maps ...
by Animar
Sat Jan 31, 2015 3:40 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191289

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

Hi guys, I having the weird issue that spiter spawner nests created by RSO spawn normal biters ? - I first used the 1.0.2 self modified for spiter spawner. Spiter nests where created but after a while i noticed that there are only normal biter mobs running at me. - Then I used the 1.0.5 from this th...
by Animar
Tue Jan 27, 2015 6:12 am
Forum: General discussion
Topic: The most useless thing in game.
Replies: 76
Views: 37549

Re: The most useless thing in game.

What about Handgrenades ? I never used them at all.
by Animar
Sat Jan 10, 2015 7:58 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 40809

Re: Friday Facts #68 The trains

Oh man I'm already loving it to play arround with trains but all those upcomming features related to them getting me SOOOOOOOOOOOoooooo much exited. I mean Oil wagons, amasing Pre-Signals and maybe some more train logic like wait until full/empty etc... that just sounds so awsome that I want to play...
by Animar
Fri Jan 02, 2015 9:46 pm
Forum: News
Topic: Friday Facts #67 - Happy new year
Replies: 33
Views: 29651

Re: Friday Facts #67 - Happy new year

Well always nice to hear about upcomming performance improvements
by Animar
Fri Dec 12, 2014 7:32 pm
Forum: Releases
Topic: Version 0.11.6
Replies: 51
Views: 49657

Re: Version 0.11.6

kovarex wrote:
  • The range of all spitters have been set to 15, so they don't outrange the gun turrets.
Thank you so much, it was a bit annoying that spitters could devastate any early defences that one had build.

BTW: why exactly does the tank SMG not get the speed research Bonus ?
by Animar
Mon Dec 08, 2014 2:43 pm
Forum: Modding help
Topic: [technology-description]
Replies: 1
Views: 968

[technology-description]

Hi there More than a year ago, when i first tried to mod something, I encountered a problem with technology-descriptions they just don't apear in game. Uptdating my old files i ran into the same issue again. Naming items entitys and describing them works just fine even technology names do. So why th...
by Animar
Fri Nov 21, 2014 7:16 pm
Forum: General discussion
Topic: Long distance transport
Replies: 31
Views: 17931

Re: Long distance transport

As already said the advantage of trains are that they can carry you too (wich will come verry handy if you play on low resource maps and new mining posts are more far away) and with blueprints its almost no problem to quickly set up new trainstations. The disadvantage in trains for now is the lack o...
by Animar
Fri Oct 31, 2014 6:21 pm
Forum: Releases
Topic: Version 0.11.0
Replies: 81
Views: 98736

Re: Version 0.11.0

As always nice work you guys. I am looking forward to play on Coop with some of my friends tomorrow, but for now i am eager to play just the new version. As much as i love the new gates the tank is kinda disappointment. Don't get me wrong it totally maks fun to play with it arround but it couln't ha...
by Animar
Fri Oct 17, 2014 6:25 pm
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 52117

Re: Version 0.10.12

Screw Multiplayer i want that tank.
by Animar
Fri Sep 26, 2014 9:06 pm
Forum: News
Topic: Friday Facts #52 - Ups and Downs
Replies: 32
Views: 26755

Re: Friday Facts #52 - Ups and Downs

aRatNamedSammy wrote:so impatient to see and try for the tank :D..
Me too ... I hope that the tanks won't turn out to be to weak for Big Biters.
by Animar
Sat Mar 08, 2014 2:04 am
Forum: Releases
Topic: Version 0.9.2
Replies: 24
Views: 27086

Re: Version 0.9.2

kovarex wrote: 90 degrees inserters
I Would like to see them added in 9.3 ^^
by Animar
Tue Feb 04, 2014 11:48 pm
Forum: General discussion
Topic: 0.9
Replies: 31
Views: 12391

Re: 0.9

Um 14/2

Think twice about it, you may get in trubble with some disapointet girls who expected you to do something special for them instead of playing Factorio the whole day.

just a advice ^^
by Animar
Tue Jan 07, 2014 3:05 pm
Forum: Resolved Problems and Bugs
Topic: flickering big map
Replies: 12
Views: 6467

Re: flickering big map

Is there realy no way to rise the limit of 120 cunhks per second ? I realy like the idea to hold my borders under radar vision. I mean the still do their job but every new radar will slow all other down more an more. and it looks like..... http://s14.directupload.net/images/140107/nvlcktlg.png Savga...
by Animar
Tue Jan 07, 2014 2:41 pm
Forum: Ideas and Suggestions
Topic: Radars are lying
Replies: 23
Views: 10484

Re: Radars are lying

I always use The latest version available. (8.6 right now) thanks for the link you posted too the other thgread didn't noticed that one before. So i got this I would like to make clear that in fact, this is not a bug but intended behavior. To make sure the game runs smoothly enough, we limited the c...
by Animar
Tue Jan 07, 2014 5:02 am
Forum: Ideas and Suggestions
Topic: Radars are lying
Replies: 23
Views: 10484

Re: Radars are lying

Initialy i had the same idea as SilverWarrior But i Discovert a whole diverent Problem, after placing more then 20 radars their active zone are getting some flickering shadow spots. At 40 Radars their "active" zone is reduced to a few cunks while the remaning chunks covert with kinda fog o...
by Animar
Mon Dec 23, 2013 11:24 am
Forum: Modding help
Topic: Simple Wood Logger
Replies: 11
Views: 3675

Re: Simple Wood Logger

because i tought it has to be ?

don't get me wrong i prefer code examples rather more than explanations because code always speaks for itself, i only fear that i end up in coping your code one by one instead of developing it self.

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