Search found 14 matches
- Sat Jan 11, 2025 7:03 pm
- Forum: Balancing
- Topic: Several railgun issues, and a fix for them
- Replies: 8
- Views: 1402
Re: Several railgun issues, and a fix for them
+1 to this, I was about to post the exact same suggestion of making railgun damage decay after each enemy it pierces.
- Fri Jan 03, 2025 3:55 am
- Forum: Ideas and Suggestions
- Topic: Expand remote driving interactivity
- Replies: 1
- Views: 657
Re: Expand remote driving interactivity
Adding onto this, another annoyance I've run into while remote controlling spidertrons to build on other planets is the camera bob resulting from the springiness of the legs. When using a remote to control spidertrons the wobbly movement doesn't have much of an effect, but when your camera is glued ...
- Wed Dec 04, 2024 8:04 pm
- Forum: Duplicates
- Topic: [2.0.23] Crash on save while cutting and pasting roboport (LogisticSection check)
- Replies: 1
- Views: 306
[2.0.23] Crash on save while cutting and pasting roboport (LogisticSection check)
Encountered a crash when an autosave triggered as I was moving a section of my factory by cutting and pasting it somewhere else. After investigating it further I have determined consistent steps to reproduce this crash.
Select this roboport and the surrounding buildings (found near the Fulgora ...
Select this roboport and the surrounding buildings (found near the Fulgora ...
- Tue Nov 26, 2024 7:32 pm
- Forum: Not a bug
- Topic: [2.0.21] No way to remove damaged items from logistics storage remotely
- Replies: 1
- Views: 365
[2.0.21] No way to remove damaged items from logistics storage remotely
While the player is off-world there is no way to filter damaged items out of logistics storage using remote view to either repair or recycle them. This is an issue with recipes like personal laser defense, which not only requires an entity that is likely to be damaged as an ingredient, but also ...
- Fri Nov 15, 2024 5:25 pm
- Forum: Duplicates
- Topic: [2.0.14] Train Interrupt skips a station
- Replies: 7
- Views: 838
Re: Train Interrupt skips a station
I wasn't playing on experimental before, but having switched over to it the issue does seem to be resolved 

- Fri Nov 15, 2024 6:39 am
- Forum: Duplicates
- Topic: [2.0.14] Train Interrupt skips a station
- Replies: 7
- Views: 838
Re: Train Interrupt skips a station
I encountered the same issue after coming up with pretty much the same train schedule as what you've shown:
factorio_MQ8Yn4aIub.png
The problem in this case is that a train with empty cargo at the dropoff station will attempt to path to the pickup station. If the pickup station is full the ...
factorio_MQ8Yn4aIub.png
The problem in this case is that a train with empty cargo at the dropoff station will attempt to path to the pickup station. If the pickup station is full the ...
- Mon Nov 11, 2024 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Expand remote driving interactivity
- Replies: 1
- Views: 657
Expand remote driving interactivity
TL;DR
Any systems in the game that only apply while controlling the player character should also apply when remote controlling a vehicle if applicable.
What?
The following changes should be made while remotely driving a vehicle to bring the experience in line with that of controlling the ...
Any systems in the game that only apply while controlling the player character should also apply when remote controlling a vehicle if applicable.
What?
The following changes should be made while remotely driving a vehicle to bring the experience in line with that of controlling the ...
- Sun Nov 10, 2024 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.15-4] Agricultural towers destroy ghost entities
- Replies: 4
- Views: 2531
[Lou][2.0.15-4] Agricultural towers destroy ghost entities
Agricultural towers don't respect ghost entities built their territory, and will delete them to plant in that space. This makes it very frustrating to build near them in remote view since you have to deconstruct the towers, then build what you want, then place the towers back once the construction ...
- Wed Nov 06, 2024 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.14] Demolishers won't chase spidertrons.
- Replies: 1
- Views: 2261
[StrangePan][2.0.14] Demolishers won't chase spidertrons.
I was trying to use a remotely piloted spidertron to lure a demolisher into a wall of railguns to test out their effectiveness. However it seems like the demolisher AI can't figure out how to follow the spidertron. The demolisher turns around seemingly at random, sometimes spinning in circles, and ...
- Thu Sep 03, 2020 8:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] low FPS after extended afk
- Replies: 7
- Views: 1650
Re: [1.0.0] low FPS after extended afk
ahhhh yeah that seems to be it, i didnt know that could happen so i had built a loop of logistics chests that constantly make the roboport i put my newly assembled robots into deploy them so when the game was left on that system must have filled up every roboport in my game.
ive gotten rid of that ...
ive gotten rid of that ...
- Thu Sep 03, 2020 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] low FPS after extended afk
- Replies: 7
- Views: 1650
Re: [1.0.0] low FPS after extended afk
ok so this just got weird, after i had marked all those machines for deconstruction and my fps recovered i had thought it was fixed, but once the bots were done deconstructing everything my fps dropped right back down to 20. i replicated this a few times, my fps goes up to 60 while things are being ...
- Thu Sep 03, 2020 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] low FPS after extended afk
- Replies: 7
- Views: 1650
Re: [1.0.0] low FPS after extended afk
looks like youre right, i ran around deconstructing some more outdated sections of my factory and it quickly went up to 60 fps
im still a bit confused because i only had to remove 50 or so assemblers and drills before it started working which is way less than i thought it would be, but at least my ...
im still a bit confused because i only had to remove 50 or so assemblers and drills before it started working which is way less than i thought it would be, but at least my ...
- Thu Sep 03, 2020 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] low FPS after extended afk
- Replies: 7
- Views: 1650
Re: [1.0.0] low FPS after extended afk
sorry i forgot to mention that my world is in peaceful mode because i didnt think that would be relevant.
when looking at task manager it only shows that the game is using about 20% of my CPU (about same as when the game is working properly) so im hesitant to assume its a hardware problem
when looking at task manager it only shows that the game is using about 20% of my CPU (about same as when the game is working properly) so im hesitant to assume its a hardware problem
- Thu Sep 03, 2020 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] low FPS after extended afk
- Replies: 7
- Views: 1650
[1.0.0] low FPS after extended afk
i had accidentally left the game running when i went to sleep last night. when i got back onto the game and saw it i immediately noticed that the game was running poorly because of how slow i moved. i figured leaving the game on overnight wouldnt be good for performance anyways so i restarted my ...