Search found 17 matches

by Vetinary
Sat May 20, 2017 6:28 pm
Forum: Ideas and Suggestions
Topic: [0.15.12] Infinite research does not show past researches
Replies: 4
Views: 1632

Re: [0.15.12] Infinite research does not show past researches

Yes, this one please. This would be perfect!
by Vetinary
Sat May 20, 2017 6:11 pm
Forum: Ideas and Suggestions
Topic: [0.15.12] Infinite research does not show past researches
Replies: 4
Views: 1632

Re: [0.15.12] Infinite research does not show past researches

Sure. There is no need for a tile to every infinite research stage. But there has got to be a better way than this. As it it is now, this is not a tech tree. A tech tree would always show 7-infinite. And a progress chart would always show any stage you reasearched. You already posted a possible solu...
by Vetinary
Sat May 20, 2017 5:57 pm
Forum: Ideas and Suggestions
Topic: [0.15.12] Infinite research does not show past researches
Replies: 4
Views: 1632

[0.15.12] Infinite research does not show past researches

The Infinite research tech tree does not show past researched stages. They only show the pre-infinite research stages like 1-6 for example and the current infinite one, like 8 for example (with the infinite sign following). The result is a tech tree showning 1-6 and then 8. I thought this was a bug ...
by Vetinary
Sat May 20, 2017 5:43 pm
Forum: Not a bug
Topic: [0.15.12] Infinite research UI not consistent
Replies: 1
Views: 845

[0.15.12] Infinite research UI not consistent

The information about what is infinite research is not consistent. The robot count got the research stage in the bottom right corner and the "infinite" information in the top right corner. Every other research seems to have both information in the bottom right corner. I made a post about t...
by Vetinary
Sat May 20, 2017 4:17 pm
Forum: Not a bug
Topic: [0.15.12] follower robot count research missing "7"
Replies: 1
Views: 866

[0.15.12] follower robot count research missing "7"

The tech-tree for follower robot count research got steps 1-6 and then 8, but no 7. In addition there is no clear indication wether this is infinite research or not. Every (other) infinite research got the "[6,7,8,whatever]-infinite sign" marker in the bottom right corner. Follower robot r...
by Vetinary
Thu Jul 14, 2016 7:54 pm
Forum: Not a bug
Topic: [0.13.08] no red/green wires are consumed by blueprint build
Replies: 4
Views: 3355

[0.13.08] no red/green wires are consumed by blueprint build

When any given blueprint containing red/green wire is being build by personal robots, no red/green wire from the players inventory is consumed. I did not test it with the robot network, but my guess is, its the same.
by Vetinary
Thu Jul 14, 2016 7:49 pm
Forum: Ideas and Suggestions
Topic: prioritised ghost check in vicinity of player
Replies: 3
Views: 1321

Re: prioritised ghost check in vicinity of player

Mybe you misunderstood me. I do not want the robotic network to prioritise ghost builds in the vicinity of the player, only the personal robots should do that.
by Vetinary
Thu Jul 14, 2016 7:47 pm
Forum: Ideas and Suggestions
Topic: robots not picking up something they can not store
Replies: 3
Views: 1345

Re: robots not picking up something they can not store

I agree with you, but that another matter. stationary roboports picking up stuff they can not store, and personal robots pickting up stuff you have no inventory space for are different things. In my case, stationary construction robots that are (for example) only ment to repair you walls are picking...
by Vetinary
Thu Jul 14, 2016 11:07 am
Forum: Ideas and Suggestions
Topic: robots not picking up something they can not store
Replies: 3
Views: 1345

robots not picking up something they can not store

Something that really annoys me are robots from stationary roboports picking up stuff that I mark for demolition even when they have nowhere to put it, because there is no storage place for it. Especially when I do have personal robots and wantet them to do the deconstructing. Why not prioritise the...
by Vetinary
Thu Jul 14, 2016 10:40 am
Forum: Ideas and Suggestions
Topic: prioritised ghost check in vicinity of player
Replies: 3
Views: 1321

prioritised ghost check in vicinity of player

So I came across the problem of not being able to build blueprint setups with my personal roboport when my stationary roboports are building many other things, like a base full of concrete. (You may check my initial bug repot here: https://forums.factorio.com/viewtopic.php?f=23&t=28984&p=184...
by Vetinary
Thu Jul 14, 2016 10:30 am
Forum: Not a bug
Topic: [0.13.8] Personal robots will not build full blueprint
Replies: 2
Views: 1383

Re: [0.13.8] Personal robots will not build full blueprint

Allright, its pretty easy so work arroud it as long as one knows it, but why not prioritise ghost check in the vicinity of the player?

Edit: wrong forum for this, I will post it in the suggestions box
by Vetinary
Thu Jul 14, 2016 10:03 am
Forum: Not a bug
Topic: [0.13.8] Personal robots will not build full blueprint
Replies: 2
Views: 1383

[0.13.8] Personal robots will not build full blueprint

My personal robots will not build the full blueprint as you can see in the screenshot. Its as if part of the blueprint is marked to be build by robots from a stationary roboport, but there is no such roboport anywere close to the building spot. Saving and reloading after blueprint placement does not...
by Vetinary
Sat Jul 02, 2016 9:36 pm
Forum: Duplicates
Topic: 0.13.2 water Pump still working After filling water with sto
Replies: 2
Views: 1001

0.13.2 water Pump still working After filling water with sto

After filling a body if water with the landfill Option any previously build water Pumps still Pump water
by Vetinary
Sat Jul 02, 2016 1:05 pm
Forum: Resolved Problems and Bugs
Topic: 0.13.3 local Game will not start, not valid address
Replies: 1
Views: 1826

0.13.3 local Game will not start, not valid address

First time trying to run factorio on a local network, no Internet connection ist available. Trying to start a game and get a "pingpong1.factorio.com:34197 ist not a valid address" error message. Cliking the ok Button does nothing, i have to force factorio down via Task Manager. Why does fa...
by Vetinary
Tue Jan 26, 2016 10:55 am
Forum: Pending
Topic: [0.12.22] [save-needed] Crash to desktop
Replies: 3
Views: 10710

Re: [0.12.22] [save-needed] Crash to desktop

I'm sorry, but the autosaves are overridden and I had no manual save done by that time.
by Vetinary
Mon Jan 25, 2016 11:27 am
Forum: Pending
Topic: [0.12.22] [save-needed] Crash to desktop
Replies: 3
Views: 10710

[0.12.22] [save-needed] Crash to desktop

Crash to desktop while early game, see log file.
by Vetinary
Tue Nov 24, 2015 10:27 am
Forum: Duplicates
Topic: [0.12.18] Crash to Desktop
Replies: 1
Views: 1473

[0.12.18] Crash to Desktop

Crash to Desktop, see log File.

Windows 10, 64bit

Go to advanced search