Search found 7097 matches
- 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.
- 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...
- 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...
- 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...
- 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.
Forests removed before even you start to play
Else, poison caps or construction bots if I have a roboport nearby.
- 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 ^^
Thanks a LOT for the tip ^^
- 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...
- 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...
- 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...
- 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...
- 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
However, I'm not sure it's intended that bitmap caching is in fact bitmap crashing
- 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...
- 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...
- 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
Tried it, but doesn't change anything unfortutnately. Do you have another idea ?Nicksaurus wrote: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?Koub wrote:---Errors and stuff---
- 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.
- 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
/mind blown
- 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)
Little thing (just 8 chars)
- Tue Feb 03, 2015 6:53 pm
- Forum: General discussion
- Topic: That moment when,
- Replies: 69
- Views: 38382
Re: That moment when,
... and you play soloFishSandwich wrote:Your oil refinery stops working because someone introduced water into all of your oil pipes. >:D
- 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...
- 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...