Search found 7097 matches

by Koub
Tue Feb 10, 2015 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][Oxyd] chests asking too much drives bots mad
Replies: 5
Views: 4969

Re: [0.10.2] requester chest asking too much drives bots mad

Not really : they spend all their time going back and forth between the requester chest and the surrouding roboports to recharge. Thus, they don't stop moving, and are not particularly easy to pick-up.
by Koub
Sun Feb 08, 2015 9:10 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][Oxyd] chests asking too much drives bots mad
Replies: 5
Views: 4969

Re: [0.10.2] requester chest asking too much drives bots mad

Sorry for the necro, but this is still true with [0.11.15]. I have the problem when I limit a requester chest's capacity with the red cross to lower than what requested items would need. Here is a screenshot, and the revelant savegame. I have surrounded the requester chest. Factorio requester should...
by Koub
Sat Feb 07, 2015 9:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Some items are not deconstructed
Replies: 4
Views: 1311

Re: [0.11.15] [kovarex] Some items are not deconstructed

Do you have many open deconstruction tasks? See this: https://forums.factorio.com/forum/viewtopic.php?f=23&t=5653 and https://forums.factorio.com/forum/viewtopic.php?f=23&t=8353 - I don't have a shitload of unreachable entities marked for deconstruction out of logistic network's reach :ugee...
by Koub
Sat Feb 07, 2015 11:13 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Some items are not deconstructed
Replies: 4
Views: 1311

[0.11.15] [kovarex] Some items are not deconstructed

Hi, I have searched in all bug reports speaking of deconstruction bugs, and couldn't find the same, even if there are some similar that have been resolved already. I have ordered the deconstruction of a line of belts, and some of them do not get deconstructed, whereas : - I have construction bots id...
by Koub
Sat Feb 07, 2015 10:47 am
Forum: General discussion
Topic: Best way to clear forest?
Replies: 9
Views: 5348

Re: Best way to clear forest?

Water only in starting area option on map creation.
Forests removed before even you start to play :)

Else, poison caps or construction bots if I have a roboport nearby.
by Koub
Fri Feb 06, 2015 9:32 pm
Forum: Implemented Suggestions
Topic: Always maximize toolbelt stacks
Replies: 3
Views: 1580

Re: Always maximize toolbelt stacks

You, sir, win the internets tonight :)
Thanks a LOT for the tip ^^
by Koub
Fri Feb 06, 2015 12:33 pm
Forum: Implemented Suggestions
Topic: Always maximize toolbelt stacks
Replies: 3
Views: 1580

Always maximize toolbelt stacks

Hi, I often see threads asking for a keybound manual inventory sorting, but I have another suggestion, slightly different (that's why I don't just +1 one of the numerous threads about inventory sorting). I would like, when I have more than one stack in my toolbelt, that the same item stacks I have i...
by Koub
Thu Feb 05, 2015 7:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.14] [kovarex] Crash on redimensionning Factorio window
Replies: 16
Views: 5422

Re: [0.11.14] [kovarex] Crash on redimensionning Factorio wi

At the topic starter, the game crashes. Maybe he can test the new version, and the new debuggin functionality? Yeah, sure, there you are : 0880.059473 Info Logger.cpp:152: 2015-02-05 20:07:27; Factorio 0.11.15 (Build 13276, win64) 0880.059514 Info Logger.cpp:156: Operating system: Windows 7 Service...
by Koub
Thu Feb 05, 2015 6:54 am
Forum: General discussion
Topic: Why do my robots keep going to storage?
Replies: 5
Views: 5459

Re: Why do my robots keep going to storage?

The roboport is the natural storage for logistic robots that have nothing to do at a particular moment. For construction and logistic robots to get to work, you need : - either a ghost building (the one you get with shift-click or with a blueprint) AND what's needed to build it in your logistic netw...
by Koub
Thu Feb 05, 2015 6:46 am
Forum: Ideas and Suggestions
Topic: Need a way to save blueprints between games
Replies: 3
Views: 1388

Re: Need a way to save blueprints between games

You sir, are just the millionth person to emit such suggestion \o/ You are the winner of our big lottery, and you may just have won a factory. please call 555-123456 (50 alien artifacts per minute) for more details :mrgreen: (forums, and before them bulletin boards have been including search feature...
by Koub
Tue Feb 03, 2015 11:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.14] [kovarex] Crash on redimensionning Factorio window
Replies: 16
Views: 5422

Re: [0.11.14] Crash on redimensionning Factorio window

It does indeed prevent the crash. Just disabled it for good :). Thanks for the help.
However, I'm not sure it's intended that bitmap caching is in fact bitmap crashing :mrgreen:
by Koub
Tue Feb 03, 2015 9:29 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 325363

Re: Foreman - A factory optimisation tool. Now 11.X compatib

Just tried with 1.7, exactly the same behaviour. Of course, I installed the x64 version of the Visual C++ 2012 redistribuable :mrgreen:. I'm downloading the x86 version, and I'll tell you what as soon as it's installed. [Edit] That was it : Visual C++ 2012 x86 redist seems to be a prerequisite. Than...
by Koub
Tue Feb 03, 2015 8:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.14] [kovarex] Crash on redimensionning Factorio window
Replies: 16
Views: 5422

Re: [0.11.14] Crash on redimensionning Factorio window

When I use the 0.11.15 experimental, I now get this error message when I redim twice my Factorio window : Capture.JPG These are my Graphical settings : Factorio Graph Settings.JPG And the error log I get : 7193.553140 Info Logger.cpp:152: 2015-02-03 21:19:38; Factorio 0.11.15 (Build 13246, win64) 71...
by Koub
Tue Feb 03, 2015 8:15 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 325363

Re: Foreman - A factory optimisation tool. Now 11.X compatib

Nicksaurus wrote:
Koub wrote:---Errors and stuff---
Someone on reddit had the same problem, and he managed to fix it by doing a clean install of visual c++ 2012. Could you let me know if that works for you?
Tried it, but doesn't change anything unfortutnately. Do you have another idea ?
by Koub
Tue Feb 03, 2015 8:11 pm
Forum: Ideas and Suggestions
Topic: Show "unconnected" symbol on electricity poles too
Replies: 4
Views: 1755

Re: Show "unconnected" symbol on electricity poles too

Yeah totally, that way you can see where what you thought to be a single power network is split after a major redesign of your base.
by Koub
Tue Feb 03, 2015 8:09 pm
Forum: Modding discussion
Topic: Boiler energy is bounded ?!
Replies: 8
Views: 10482

Re: Boiler energy is quantized ?!

Quantum mechanics applied to Factorio boilers :)
/mind blown
by Koub
Tue Feb 03, 2015 8:07 pm
Forum: General discussion
Topic: Little things I love about the game
Replies: 10
Views: 4603

Re: Little things I love about the game

Factorio
Little thing (just 8 chars) :mrgreen:
by Koub
Tue Feb 03, 2015 6:53 pm
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 38382

Re: That moment when,

FishSandwich wrote:Your oil refinery stops working because someone introduced water into all of your oil pipes. >:D
... and you play solo :mrgreen:
by Koub
Tue Feb 03, 2015 11:57 am
Forum: Gameplay Help
Topic: Actual length of game night?
Replies: 6
Views: 12361

Re: Actual length of game night?

Added the method I used to measure the day/night cycle in my initial post. My guess is that the method used to time what's written in the wiki had a flaw : if your solar panels produce more than your factory needs, you don't start to see the lowering of power produced by solar before you underproduc...
by Koub
Tue Feb 03, 2015 7:31 am
Forum: Resolved Problems and Bugs
Topic: [0.11.14] [kovarex] Crash on redimensionning Factorio window
Replies: 16
Views: 5422

[0.11.14] [kovarex] Crash on redimensionning Factorio window

Hi, I have a consistent crash I have been able to reproduce 100% so far now that I know how to trigger it. Here's the context : When I launch Factorio, it always starts with a small 1300x762 resolution (since ever). I opened a thread about that, but the solutions I was given were not satisfacting me...

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