Search found 109 matches

by Brathahn
Mon Jan 14, 2019 10:34 pm
Forum: Duplicates
Topic: [0.16.51] inserter interaction with car on belt
Replies: 4
Views: 1890

Re: [0.16.51] inserter interaction with car on belt

You are right. It works fine with one belt. Thanks!
But i think it should work with two belts too.
by Brathahn
Mon Jan 14, 2019 4:19 pm
Forum: Duplicates
Topic: [0.16.51] inserter interaction with car on belt
Replies: 4
Views: 1890

[0.16.51] inserter interaction with car on belt

Hello, when you try to unload a car on a belt, the inserter will not grab anything from the car. loading with an inserter to a car on a belt works fine. i think unloading on a belt should work too. i also know it worked once. factoriocarbelt1.PNG without the belts the inserters work like expected. f...
by Brathahn
Mon Dec 24, 2018 12:13 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72551

Re: Friday Facts #274 - New fluid system 2

Sorry, my bad, I misunderstood what you wrote. So yes, if you put 5 fluid into 101 pipes, it should eventually disappear. But that is not a very frequent case. Most common case is the pipes are full all the time and that loss does not seem very large to me. Not great, sure, but lower limit means mo...
by Brathahn
Fri Nov 30, 2018 4:37 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51144

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

dog80 wrote: ↑
Fri Nov 30, 2018 3:56 pm
the robots "working" on the assembler reminds me on starcraft svc's when they work at building sth - pretty cool
thats a furnace :D
by Brathahn
Sat Oct 27, 2018 11:10 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23885

Re: Gigatrains: 720-car trains supplying a 10K science/min base

herkalurk wrote: ↑
Mon Oct 22, 2018 2:30 pm
Would you be willing to post a game save? Exploring this factory sounds very enjoyable.
i second that!
by Brathahn
Sat Jul 21, 2018 8:18 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44049

Re: Friday Facts #252 - Sound design & Map editor

spawners.jpg
spawners.jpg (233.15 KiB) Viewed 7832 times
by Brathahn
Sat May 19, 2018 4:06 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 60137

Re: Friday Facts #243 - New GUI tileset

Really nice GUI!
But what are the different colors on the filters meaning?

Also found a typo :D can i keep it?
sahdow.PNG
sahdow.PNG (16.33 KiB) Viewed 6575 times
by Brathahn
Tue May 01, 2018 10:14 am
Forum: Ideas and Requests For Mods
Topic: [Request] Oil patch remover
Replies: 4
Views: 2127

Re: [Request] Oil patch remover

Creative mode can do that. Use the modifier wand to remove oil patches.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
by Brathahn
Fri Apr 27, 2018 12:25 am
Forum: Combinator Creations
Topic: Game of Life
Replies: 0
Views: 1641

Game of Life

Hi, i made a Game of Life cell thats easily tileable. (so finally i have beat the trailer :lol: ) GOL1.PNG The actual cell looks like this: GOL2.PNG With the famous glider: GOL3.PNG To set or reset a cell turn on and off the two constant combinators with L for life and D for death. (dont forget to t...
by Brathahn
Sat Apr 21, 2018 1:52 am
Forum: Ideas and Suggestions
Topic: Self-Fueling for Burner Drills
Replies: 21
Views: 13374

Re: Self-Fueling for Burner Drills

Then we get things like "but it happens with burner mining drills, why can't it happen with this?" Thats exactly the point. when you make parts of the game "doing it by itself" then other parts will follow. Maybe you will get logistic request turrets because an ammo belt is too ...
by Brathahn
Fri Apr 20, 2018 9:20 pm
Forum: Ideas and Suggestions
Topic: Self-Fueling for Burner Drills
Replies: 21
Views: 13374

Re: Self-Fueling for Burner Drills

You can already refuel burner drills automatically very easily:
burnerrefuel.PNG
burnerrefuel.PNG (226.7 KiB) Viewed 12462 times
if everything is perfectly self-maintaining, the game gets pretty boring in my opinion.
by Brathahn
Sat Apr 07, 2018 11:41 pm
Forum: Ideas and Suggestions
Topic: Water Well
Replies: 8
Views: 2984

Re: Water Well

You could also use the waterfill mod.
Maybe it will make its way into vanilla someday when biters learn to swim.
Otherwise its super OP because you can make uncrossable barriers with it.
by Brathahn
Sat Apr 07, 2018 4:16 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 38452

Re: Friday Facts #237 - Rich & interactive text

Oh boy, i can see the rainbows in the chat from here!

Also Really nice idea to link icons in blueprint names.
by Brathahn
Fri Apr 06, 2018 3:31 pm
Forum: Show your Creations
Topic: 0.16 Strategy: Bus Belt Shift instead of Belt Balancing
Replies: 8
Views: 8293

Re: 0.16 Strategy: Bus Belt Shift instead of Belt Balancing

I see a problem when your belt is starved. So it will only supply the first outputline and empty the complete bus behind it.
With a balanced splitter you will always have items everywhere.
by Brathahn
Mon Apr 02, 2018 2:23 pm
Forum: General discussion
Topic: How to use/manage blueprints properly??
Replies: 12
Views: 7756

Re: How to use/manage blueprints properly??

I think you should use a Blueprint book. With it you can use your mousewheel to scroll through the blueprints in it.
If you want to remove them permanently you can use the red trashcan button in the blueprint itself to delete it.
by Brathahn
Sat Dec 23, 2017 7:54 pm
Forum: Ideas and Suggestions
Topic: mixed ore fields
Replies: 2
Views: 1380

Re: mixed ore fields

by Brathahn
Sat Dec 16, 2017 12:57 am
Forum: Won't fix.
Topic: [0.16.3] Substation supply area not rendering
Replies: 1
Views: 1574

[0.16.3] Substation supply area not rendering

Hi, the substation supply area is not rendered when outside of view Here i placed a substation with concrete over its supply area to show where it should render: power1.PNG So when you zoom in with a power entity in hand it will render it as expected: power2.PNG But when you move a bit away from it ...
by Brathahn
Fri Dec 15, 2017 10:46 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 59215

Re: Friday Facts #221 - 0.16 is out

Vandroiy wrote:Belt compression is also about late-game balance!
I beg to differ.
Compressing belts is a pretty early game issue. when you making your furnace lines and a bus you want "full belt in/full belt out"

Also aye for sideload compressing,
nay for inserter/underground compressing.
by Brathahn
Fri Dec 15, 2017 7:57 pm
Forum: Won't fix.
Topic: [0.16][gfx] Pickaxe flips in player animation
Replies: 2
Views: 1423

[0.16][gfx] Pickaxe flips in player animation

Hi,
not a real bug more of a graphical thing:
the pickaxe on the players back flips when you are running or standing still:
player2.PNG
player2.PNG (71.06 KiB) Viewed 1423 times
player1.PNG
player1.PNG (71.06 KiB) Viewed 1423 times
Thanks for noticing.
by Brathahn
Sun Dec 03, 2017 3:35 am
Forum: Ideas and Suggestions
Topic: Pickaxe -> Matter Manipulator
Replies: 6
Views: 3328

Re: Pickaxe -> Matter Manipulator

I like some of the ideas.
This could also fix the free wires in blueprint or the suggested wire gun problem for the circuit network.

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