This is due to the change that queued items are not counted for new production input.
NaB.
-0.13.14
Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This ...
Search found 18 matches
- Fri Aug 05, 2016 10:44 pm
- Forum: Not a bug
- Topic: [0.13.11] Copper Cable excess production
- Replies: 2
- Views: 1781
- Thu Jul 28, 2016 3:58 am
- Forum: Not a bug
- Topic: [0.13.11] Copper Cable excess production
- Replies: 2
- Views: 1781
[0.13.11] Copper Cable excess production
When attempting to queue up 3 electronic circuits (green) quickly via manual production you will craft an excess 3 copper cable.
It will queue up as follows:
2 copper cable, 1 electronic circuit, 2 copper cable, 1 electronic circuit, 2 copper cable, 1 electronic circuit.
This results in 4-3+4-3+4 ...
It will queue up as follows:
2 copper cable, 1 electronic circuit, 2 copper cable, 1 electronic circuit, 2 copper cable, 1 electronic circuit.
This results in 4-3+4-3+4 ...
- Tue Jun 28, 2016 2:54 am
- Forum: Not a bug
- Topic: [0.13.0]Map strings not the same
- Replies: 5
- Views: 2644
Re: [0.13.0]Map strings not the same
Thank you.Qon wrote:Your thread title makes no sense. You are using the same map string.
But the root of the problem is this: viewtopic.php?f=7&t=27199
But generated map might change even if that bug is fixed anyways.
- Tue Jun 28, 2016 1:44 am
- Forum: Not a bug
- Topic: [0.13.0]Map strings not the same
- Replies: 5
- Views: 2644
[0.13.0]Map strings not the same
>>>AAAMACMAAAADAwcAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCBwAAAHRlbmVtdXQDAwLVYt+0fW
AAAMxjAAAAAAAAAAAAAAMAmYa4pg==<<<
Map seed info still in game client save.
http://prntscr.com/blwz6k
Post 0.13.0.
http://prntscr ...
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCBwAAAHRlbmVtdXQDAwLVYt+0fW
AAAMxjAAAAAAAAAAAAAAMAmYa4pg==<<<
Map seed info still in game client save.
http://prntscr.com/blwz6k
Post 0.13.0.
http://prntscr ...
- Thu Jun 23, 2016 4:36 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 102775
Re: [MOD 0.12.x] Robot Mining Site 0.3.0
Construction robots can "mine" trees right now.mojo2012 wrote:Hey guys, wouldn't it be nice if we could also "mine" trees, like the treehouse does?
The only difference is of course that the trees would have to be re-planted after chopping them down.
- Thu Jun 23, 2016 3:33 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
"Still need a robot to fetch the artifacts."
Yes i'm going to make a way to "scrape" alien artifacts from the ground around squads (within X radius) and make them appear in some kind of "Droid Collection Bay" building/inventory and you can only build one per force (to make it easier to code for now ...
Yes i'm going to make a way to "scrape" alien artifacts from the ground around squads (within X radius) and make them appear in some kind of "Droid Collection Bay" building/inventory and you can only build one per force (to make it easier to code for now ...
- Wed Jun 22, 2016 3:59 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
Terminators - How many exactly did you send out on a rampage? Did you cheat spawn them or produce them yourself?
Can you comment on the cost of them? Would you change the recipe if so, how?
I have decided to implement "guard stations" and "attack outposts" (variations of the droid assembler) one ...
Can you comment on the cost of them? Would you change the recipe if so, how?
I have decided to implement "guard stations" and "attack outposts" (variations of the droid assembler) one ...
- Wed Jun 22, 2016 3:33 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
What's your evolution factor at now? If you want a challenge (and to die horribly) add Misanthrope 0.3.7 to your save. Watch them spring out of hiding and destroy your base! You'll need terminator guard squads at every corner Oh it probably hit max a long time ago. Thing is it still wasn't a ...
- Mon Jun 20, 2016 2:27 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
I can guarantee the droids will hunt down targets not revealed on the map. Makes my map look hilarious at this time.
There is a difference between revealed and generated.. The chunks (and therefore, the enemies and resources in them) are probably not generated unless a player goes in that area ...
There is a difference between revealed and generated.. The chunks (and therefore, the enemies and resources in them) are probably not generated unless a player goes in that area ...
- Sun Jun 19, 2016 6:24 pm
- Forum: General discussion
- Topic: Factorio Science Town Name Needed
- Replies: 9
- Views: 5351
Re: Factorio Science Town Name Needed
Los Alamos. Best/worst science city ever.
- Sun Jun 19, 2016 4:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
I can guarantee the droids will hunt down targets not revealed on the map. Makes my map look hilarious at this time.
- Fri Jun 17, 2016 7:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
Couldn't keep up with the robot speedster horde... got my car... drove after them... got to an area with too many trees to drive thru... got out... car blowed up...
- Fri Jun 17, 2016 4:29 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Army. 0.1.4 Released!
I'm about to test out a large pack of terminators.
Will update with after pic later.
http://prntscr.com/bhlfjz
This is oddly satisfying as they murder their way around the world...
Will update with after pic later.
http://prntscr.com/bhlfjz
This is oddly satisfying as they murder their way around the world...
- Wed Jun 15, 2016 2:22 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Soldiers. 0.1.4 Released!
That fixed it, they exist in my options to build now.
- Wed Jun 15, 2016 1:07 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Soldiers. 0.1.4 Released!
Being hand crafted or not is not a factor due to the object should exist within the build options even if impossible to build by hand.
EG: Flamethrower ammo.
EG: Flamethrower ammo.
- Tue Jun 14, 2016 11:51 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Soldiers. 0.1.4 Released!
They just don't appear in the list of items anywhere on an old map. The research is linked to 1, 2 and 3 but not within my menu of items to build.
I can identify the clockwork riflebot, battle droid, rocket droid, and terminator build requirements with research done but the devices are not in my ...
I can identify the clockwork riflebot, battle droid, rocket droid, and terminator build requirements with research done but the devices are not in my ...
- Tue Jun 14, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 375174
Re: [MOD 0.12.35] Robot Soldiers. 0.1.4 Released!
They don't appear to be useable in old maps.
- Wed Jun 01, 2016 7:57 pm
- Forum: Mods
- Topic: [MOD 0.12.29] Automation
- Replies: 3
- Views: 3024
Re: [MOD 0.12.29] Automation
I watched it basically run around and not build a base or even attempt to. Perhaps it's not yet an automation.