Search found 138 matches

by tamanous
Thu May 18, 2017 6:37 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392002

Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12

This probably means bad karma for the next few weeks of my life ... bet hey, we're all anonymous OCDs here, right? ... Version 0.3.5 (May 19, 2017): - Fixes: Fixed loading errors for 0.15.12. Fixed the super boiler, super cooler and super configurable boiler. They can be connected with red and green...
by tamanous
Thu May 18, 2017 6:28 pm
Forum: Gameplay Help
Topic: Beacon usage
Replies: 8
Views: 5902

Re: Beacon usage

When I got to the point you (the OP) are at right now, I found Productivity Module Math . Then i started understanding the calculations and found, that I wanted to not follow them to the letter but rather set my own assumptions and priorities (note: there is a "optimal" solar panel to accu...
by tamanous
Wed May 17, 2017 7:17 pm
Forum: Ideas and Suggestions
Topic: increase visibility of ghost buildings over grass
Replies: 3
Views: 2279

Re: increase visibility of ghost buildings over grass

Maybe add light borders to ghost buildings like this? So far, I like it. Yes. There are many more cases, when ghosts become invisible. And sometimes the other way around: Sometimes it's not easy to distinguish between ghost and already places entity. Added to https://forums.factorio.com/viewtopic.p...
by tamanous
Wed May 17, 2017 3:18 pm
Forum: Ideas and Suggestions
Topic: Food and sleep?
Replies: 7
Views: 4131

Re: Food and sleep?

There's a forums poll on this.

Personally, I'd like to see this classic element of survival games not implemented in vanilla. As a mod or scenario, though, I think this might be quite tempting to some players - but these mods are existing right now.
by tamanous
Wed May 17, 2017 1:52 pm
Forum: General discussion
Topic: Any ideas for powerswitch mechanism?
Replies: 7
Views: 3186

Re: Any ideas for powerswitch mechanism?

Assuming that a) there is enough input to run the machines at 100% load, and b) the output is taken away fast enough to not jam the machines, further c) you don't want to store items than that flickering is what comes closest to the "perfect" energy saving because of its programmed accurac...
by tamanous
Tue May 16, 2017 7:00 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392002

Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11

Thank you very much.
by tamanous
Tue May 16, 2017 5:40 pm
Forum: Ideas and Suggestions
Topic: Two new signals: ON and OFF.
Replies: 11
Views: 2486

Re: Two new signals: ON and OFF.

In addition, entities could output their activity status "working" (on) and "not working" (off), too.
by tamanous
Tue May 16, 2017 5:38 pm
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 18553

Re: [0.15.9] Confirm Blueprint Book Deletion

bobingabout wrote:I deleted my blueprint book by accident.

I loaded from my latest savegame.
Same here. :)
by tamanous
Tue May 16, 2017 5:34 pm
Forum: Ideas and Suggestions
Topic: I hate beacons...
Replies: 4
Views: 1807

Re: I hate beacons...

I like the challenge to place my production lines between never ending parallel lines of beacons ...
by tamanous
Tue May 16, 2017 5:28 pm
Forum: Ideas and Suggestions
Topic: increase visibility of ghost buildings over grass
Replies: 3
Views: 2279

increase visibility of ghost buildings over grass

Greetings fellow earthlings. TL;DR I would like to increase the visibility of ghosts, so that I can see what should be placed (and of course: its alignment). can't see the ghost build underneath the grass. Requesting help. As you can (not) see, there are some transport belts placed as ghosts. ghost ...
by tamanous
Wed May 10, 2017 3:00 pm
Forum: Show your Creations
Topic: Did You add the Blueprint?
Replies: 5
Views: 19053

Re: Did You add the Blueprint?

forums description subtext still links to the old mod. :)
by tamanous
Tue May 09, 2017 8:38 pm
Forum: Show your Creations
Topic: [0.15.9] Science pack production 170 pm, with beacons
Replies: 0
Views: 3018

[0.15.9] Science pack production 170 pm, with beacons

Greetings fellow earthlings. I'd like to share my attempt on science pack production (since there is some lack here in the forums). The assembly produces about 170 packs each per minute. I've excluded space science packs. This is a nearly full view that includes the side-BUS feeding the assembly. I'...
by tamanous
Fri Dec 23, 2016 10:42 pm
Forum: Ideas and Suggestions
Topic: Option to label ores on the map
Replies: 8
Views: 3492

Re: Option to label ores on the map

I support this.
by tamanous
Fri Dec 23, 2016 10:26 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 35795

Re: Friday Facts #170 - Blueprint library GUI design and redesign

a) Welcome Norbert! b) I would like to have the possibility to zoom ( and move shown zoom-in ) the blueprint preview. It happens quite often that i just want to change only some parts on a 2k+ items blueprint. Right-clicking them with the given preview becomes close to impossible at some point. c) s...
by tamanous
Thu Aug 11, 2016 8:48 pm
Forum: Wiki Talk
Topic: Factorio Wiki's MediaWiki version
Replies: 8
Views: 15035

Re: Factorio Wiki's MediaWiki version

Sorry for necroing. Along with the rising complexity of the game goes the need for proper documentation. Forums usually bundle a lot of documentation and direct feedback/support, but using this as a base for documentation is hard, especially if the reader hasn't been there from the start and joins d...
by tamanous
Thu Aug 11, 2016 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Replies: 31
Views: 17247

Re: Power Switch blueprint doesn't remember power line positions

Uhm, I thought that was broader known. This problem occures when you try to import a manually wired blueprints via Blueprint string mod , as it says it can not be imported because of the wiring. Thanks for taking care. I strongly believe that solving this would be appreciated by many players. Perhap...
by tamanous
Thu Aug 11, 2016 7:46 pm
Forum: Pending
Topic: [0.13.15] mouse captured by factorio on linux
Replies: 16
Views: 5488

Re: [0.13.15] mouse captured by factorio on linux

I experience(d) a similar issue. But I do not want to point only in the direction of the factorio game. Before .13 it happened after - I have to guess - somewhat between 15 and 180 minutes. But both mouse and keyboard got fetched by the game. I was still able to see & move the mouse cursor, and ...
by tamanous
Wed Aug 10, 2016 8:59 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 297372

Re: Thank you (Make the dev-team happy today!)

My boss told me to concentrate more on my work. My colleagues asked me to use the breaks for talking, not for reading. My friends shake their heads when I start to explain what drives me. My girlfriend dislikes your awesome work. Ok, she dislikes going to bed first, just because I want to just do th...

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