Search found 64 matches
- Sun Oct 02, 2022 10:24 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 2035
Re: bot just hovers above roboport for no reason
Satisfaction: 0/100 On-the-way: 0 Logistic Storage: 1000 I'm inclined to think that this is a mod issue as I haven't experienced behaviors like that before. It's actually not a bug and happens with the vanilla game. The 1000 items in logistic storage are in buffer chests, and so the bots aren't wil...
- Sun Oct 02, 2022 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 18900
Re: Confirm dialog on close in windowed mode
I would disagree with your assessments. Alt+F4 (on Windows) is a built in and known feature across all applications. Someone changing their keybindings such that they can run into situations where they "accidentally" press Alt and F4 at the same time is therefore their own doing. The fact...
- Sat Oct 01, 2022 9:27 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 2035
Re: bot just hovers above roboport for no reason
Well, there were 11 solar panels that were missing material, and had been for days as I didn't care. I've never seen the bots hover like that before when they don't have materials though. Also, it looks like there were only 3 bots construction bots hovering, judging by the bot counts, though I don't...
- Sat Oct 01, 2022 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 18900
Re: Confirm dialog on close in windowed mode
Re: player changing binding keys: then that’s their own fault and they’ve set themselves up for failure, there. One could argue that I'm setting myself up for failure by using the X in the corner of the technology menu rather than just pressing escape. However, the developers obviously intended the...
- Sat Oct 01, 2022 1:33 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 2035
bot just hovers above roboport for no reason
I made a video: hoverbot.mp4 I wish I had included the cursor since without it, it's not obvious when I'm mining the bot, but basically the game always wants a hovering bot it seems. If I mine the hovering bot, a new one pops out of the roboport and just hovers above it. If I place a new bot, the on...
- Sat Oct 01, 2022 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 18900
Re: Confirm dialog on close in windowed mode
If there are others that you think aren't working as they should, I'd be interested to know which ones, either here or on the SE discord. I think it was actually just the navsat that did it to me. If you press escape when it is open, it just brings up the game's escape menu. If you press N while it...
- Wed Sep 28, 2022 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 18900
Re: Confirm dialog on close in windowed mode
Yet another derailed forum post. Dead-simple request, then someone confuses the issue by assuming the intention of the OP is to avoid losing game data, allowing the idea to be rejected with "it won't let you quit so easily if there isn't a recent save." Then someone else brings up Alt-F4. ...
- Mon Sep 19, 2022 8:09 pm
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1257
- Mon Sep 19, 2022 11:48 am
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1257
Re: I can't upload to the mod portal.
If case something more specific is needed:
- Mon Sep 19, 2022 10:45 am
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1257
Re: I can't upload to the mod portal.
I'm using Vivaldi. The forum is letting me upload again so here's a screenshot of the error:
- Sun Sep 18, 2022 4:07 pm
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1257
I can't upload to the mod portal.
There's a few error messages on the page: Status: Invalid Error: Unknown error (JS2) Error information: Error: Network Error Here's the mod I'm trying to upload, which I can't upload as an attachment because "Sorry, the board attachment quota has been reached." https://www.ecstaticlyrics.c...
- Sat Sep 17, 2022 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 2696
Re: Flip Dot Display Pixels
It's not causing any issues on my test map. The power network looks exactly like usual, and the switch-based flip dots are the same color as the ordinary lamps, so there's no visible difference at all. ...which makes sense since there's no copper wires attached to them, so they're not really doing a...
- Sat Sep 17, 2022 4:33 am
- Forum: Modding help
- Topic: How do I find the "what" in data.raw.what?
- Replies: 2
- Views: 830
Re: How do I find the "what" in data.raw.what?
Thanks. I got it to work.
- Sat Sep 17, 2022 4:25 am
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 2696
Re: Flip Dot Display Pixels
Hmm, probably no video player here, but they move now. flipdot.mp4 I had to make them out of power switches instead of lights. So they also use no power, come in only one color, and you can use them to connect two separate power networks. However, the animation is cool and the sound that the power s...
- Fri Sep 16, 2022 10:11 pm
- Forum: Modding help
- Topic: How do I find the "what" in data.raw.what?
- Replies: 2
- Views: 830
How do I find the "what" in data.raw.what?
So in the only Factorio modding tutorial that seems to exist, they make a new armor like this: local fireArmor = table.deepcopy(data.raw["armor"]["heavy-armor"]) This only seems to work with armor though. At first I tried changing it to this: local flip_dot = table.deepcopy(data....
- Thu Sep 15, 2022 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 2696
Re: Flip Dot Display Pixels
I have to agree with those changes though. The game was originally just way too dark. I actually wrote a program to brighten the game's graphics and made a post about it a few years ago: https://forums.factorio.com/viewtopic.php?f=6&t=58290 Here's two before-and-after pictures: https://imgur.com...
- Thu Sep 15, 2022 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 2696
Re: Flip Dot Display Pixels
OK, so I made a crappy mod. Here's how it looks, compared to ordinary lamps set to yellow, the most-readable color they have: flipdot_day.png Above is day, below is night. Note that they don't light up so there are white lights nearby to make it visible. flipdot_night.png IDK if I care to polish it,...
- Thu Sep 15, 2022 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7178
Re: Bots that are aware of their charge level and plan accordingly.
Let me try to rephrase (a slightly altered because it uses the original 20% charge point) the algorithm reusing functionality already in the game where possible: 1) When a target it set for the robot calculate distance to the target and distance the bot can travel 2) if "can travel" < &qu...
- Sun Sep 11, 2022 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7178
Re: Bots that are aware of their charge level and plan accordingly.
I think that no matter how much we think our solutions are "simpler" than what's currently implemented, and how we think it should be lighter computationally wise, in reality, what we suggest always add overhead when compared to what's ingame now. IDK about that, because how I'm imagining...
- Sun Sep 11, 2022 4:15 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7178
Re: Bots that are aware of their charge level and plan accordingly.
Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once reaching low charge divert to a roboport (~ step 3 & 4). I think you may be right actually. Otherwise they wouldn't be able to deal with moving targets nor, as you mention, would enemie...