Search found 12 matches

by foxoftheasterisk
Sun Aug 17, 2025 9:27 am
Forum: Gameplay Help
Topic: Read robot requests in circuit network?
Replies: 9
Views: 605

Re: Read robot requests in circuit network?

That's a well-designed system, but it doesn't nearly cover my use case. I want to use robot requests to distribute robots throughout my network, and I want to have a number of robots in the system to make sure those requests stay fulfilled, without adding an excessive amount. Only having requests in ...
by foxoftheasterisk
Sun Aug 17, 2025 9:14 am
Forum: Ideas and Suggestions
Topic: Roboports: Read robot requests in network
Replies: 0
Views: 104

Roboports: Read robot requests in network

TL;DR
Give roboports a circuit setting that reads the total number of robots requested by all roboports in the logistic network.

What?
With Factorio 2.0, roboports now have the ability to request a number of robots to remain "on standby" in the roboport. I want a way to get these requests into ...
by foxoftheasterisk
Sun Aug 17, 2025 12:01 am
Forum: Gameplay Help
Topic: Read robot requests in circuit network?
Replies: 9
Views: 605

Re: Read robot requests in circuit network?



While you can use the “Read Logistic Requests” mode of a Robotport to estimate how many Logistic Bots are needed; there is no equivalent for the Construction Requests. I usually just use some multiple of the Number of Roboports to determine the Bot auto-deploy limits.


Ah this is why i'm not ...
by foxoftheasterisk
Sat Aug 16, 2025 9:43 pm
Forum: Gameplay Help
Topic: Read robot requests in circuit network?
Replies: 9
Views: 605

Read robot requests in circuit network?

Hi, I'm trying to use robot requests to control the amount of robots in my network. I want to insert robots if the number of requested robots is more than the total number of robots in the network (or possibly some other, related ratio). However, it doesn't seem that I can send the robot requests to ...
by foxoftheasterisk
Sat Jul 19, 2025 12:40 am
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 369

Re: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)

No; all I've figured out is that it happens sometimes after dying.

I did try placing, replacing contents of, and creating new blueprint before suiciding to see if those reliably make it crash. None did. It only seems to happen if I've been playing for a while.

I can confirm though, that it's after ...
by foxoftheasterisk
Wed Jul 16, 2025 9:50 pm
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 369

[2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)

1. Died (to a horde of large biters while attempting to clear a base, if it matters)
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
by foxoftheasterisk
Fri May 09, 2025 5:11 am
Forum: Duplicates
Topic: [2.0.47] Decider combinator thinks negative number greater than 0
Replies: 2
Views: 408

Re: [2.0.47] Decider combinator thinks negative number greater than 0

...Yeah, so I figured that out and was coming back here to rescind the bug report.

Kind of confusing, though; maybe the tooltip on "Anything" could specifically mention that it inputs the one that passed if you are using each?
by foxoftheasterisk
Fri May 09, 2025 12:02 am
Forum: Duplicates
Topic: [2.0.47] Decider combinator thinks negative number greater than 0
Replies: 2
Views: 408

[2.0.47] Decider combinator thinks negative number greater than 0


What did you do?
Set up a decider combinator to compare "anything" to 0 and pass through that "anything".
What happened?
Solid fuel ran into the negative numbers but was still being passed through.
https://i.ibb.co/fVnzjcgg/factoriodeciderbug.png
What did you expect to happen instead? It ...
by foxoftheasterisk
Tue May 06, 2025 7:33 am
Forum: Ideas and Suggestions
Topic: Additional train interrupt conditions
Replies: 16
Views: 6361

Re: Additional train interrupt conditions

... so I realized something since I posted the previous post:

Interrupts have to be added to each train's (or group's) schedule.

So in other words... all interrupts are already filtered by train group!

(I just didn't realize it because I'd only used one train group yet, and because the ...
by foxoftheasterisk
Sun May 04, 2025 4:06 am
Forum: Ideas and Suggestions
Topic: Additional train interrupt conditions
Replies: 16
Views: 6361

Re: Additional train interrupt conditions

The condition I really really really want for interrupts is: Train Group . As in, the interrupt will only work for trains that are part of the specified group.

It would solve all sorts of issues, from the basic one of "does this train even have the right cars" (yes, you could have conditions for ...
by foxoftheasterisk
Fri Jan 05, 2024 10:07 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 145
Views: 68079

Re: Friday Facts #392 - Parametrised blueprints

sounds amazing, can't wait :mrgreen:
by foxoftheasterisk
Sat Nov 04, 2023 12:57 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 68878

Re: Friday Facts #383 - Super force building

This looks fantastic!

One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any ...

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