What did you do?
Built this blueprint https://gist.github.com/stevetrov/7365f9137d934402a2020dcbd3bba28a
to test something out.
What happened?
The stack inserter doesn't wait until it has a full stack before swinging.
What did you expect to happen instead? It might be obvious to you, but do it ...
Search found 134 matches
- Thu Dec 05, 2024 12:19 pm
- Forum: Not a bug
- Topic: [2.0.23] Stack Inserters don't wait for a full hand when the set filter option is enabled.
- Replies: 3
- Views: 416
- Tue Dec 03, 2024 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
I am not surprised that ship was rather tuned to the environment.Rseding91 wrote: Mon Dec 02, 2024 9:50 pm In your save file, this resulted in so many large, medium, and small asteroids that it overwhelmed the platform and it exploded from all the impacts.
- Sun Dec 01, 2024 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
I saw another bug report earlier which did have a similar issue with rocket turrets and wild biter spawners because spawners actually have a separate bounding box than the graphic one which was preventing rocket turrets from firing capute rockets despite the turret visuals showing it was "In range ...
- Sun Dec 01, 2024 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Hi, stepping through with the editor I also can't find any issue.
If you look at the debug output (f4 option) for the railgun prioritising huge oxide asteroids in a direct line of fire of the asteroid then you will see it starts in state 3 progress 0.54. State 3 is preparing to fire. Then it ...
- Sat Nov 30, 2024 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
- Replies: 9
- Views: 2950
Re: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
Thanks for the fix, and for the explaination, always interesting to hear what causes these little bugs.
- Wed Nov 27, 2024 11:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
[Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
https://drive.google.com/file/d/15oULKfrOzL75a0NjcWrNSFdmKMOJGlVj/view?usp=sharing
What did you do?
Flying towards the shattered planet, my space platform was hit by a huge asteroid, destroying it.
What happened?
Luckily I had an autosave a few seconds before the asteroid hits. (linked above)
In ...
What did you do?
Flying towards the shattered planet, my space platform was hit by a huge asteroid, destroying it.
What happened?
Luckily I had an autosave a few seconds before the asteroid hits. (linked above)
In ...
- Wed Nov 27, 2024 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
- Replies: 9
- Views: 2950
- Wed Nov 20, 2024 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
- Replies: 9
- Views: 2950
[Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
What did I do?
I built a load of captive biter spawners and built rocket turrets with capture bots to recapture then when something inevitably goes wrong. Some of the spawners were within minimum range but I thought they would all be covered by some of the turrets.
What happened?
My supply of ...
I built a load of captive biter spawners and built rocket turrets with capture bots to recapture then when something inevitably goes wrong. Some of the spawners were within minimum range but I thought they would all be covered by some of the turrets.
What happened?
My supply of ...
- Sun Nov 10, 2024 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.16] Holmium Plate not producing at stated rate
- Replies: 8
- Views: 3562
[2.0.16] Holmium Plate not producing at stated rate
I have a legendary foundry with 10 legendary beacons each with 2 legendary speed 3 modules, this gives the foundry a speed of 201.6. this means it should produce 503 holmium plates per second according to the tooltip.
https://i.imgur.com/nBvQ4tU.png
Some of the beacons are below the production ...
https://i.imgur.com/nBvQ4tU.png
Some of the beacons are below the production ...
- Sun Oct 01, 2023 3:16 pm
- Forum: Won't fix.
- Topic: [1.1.92] Chart update appears broken after tick overflow
- Replies: 2
- Views: 966
Re: [1.1.92] Chart update appears broken after tick overflow
No worries, thought you might say that.Rseding91 wrote: Sun Oct 01, 2023 12:52 pm Thanks for the report however once the tick has overflowed the save is broken. We have no plans to try to rescue saves that have gone over the tick limit because the game is simply not designed to do that.
- Sun Oct 01, 2023 12:24 pm
- Forum: Won't fix.
- Topic: [1.1.92] Chart update appears broken after tick overflow
- Replies: 2
- Views: 966
[1.1.92] Chart update appears broken after tick overflow
This save is from the server "AssemblyStorm's factorio server"
Savefile https://drive.google.com/file/d/1Tha_NW5iCiO8TskO_ZaWVeG00r5ySOUx/view?usp=drive_link
What did you do?
The tick overflowed over a year ago, we managed to get through the tick over flow by hacking stuff around in the editor ...
Savefile https://drive.google.com/file/d/1Tha_NW5iCiO8TskO_ZaWVeG00r5ySOUx/view?usp=drive_link
What did you do?
The tick overflowed over a year ago, we managed to get through the tick over flow by hacking stuff around in the editor ...
- Mon May 15, 2023 4:40 pm
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 21844
Re: UPS Optimization - Red Science (editor)
It should be fixed now. same link.Belter wrote: Fri May 12, 2023 7:34 pmI cannot download it, gives 404. Can you please re-upload it?Stevetrov wrote: Sat Apr 29, 2023 11:06 am My second submission
https://factoriobox.1au.us/map/info/411 ... 4a91e874a4
- Tue May 02, 2023 3:30 pm
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 21844
Re: UPS Optimization - Red Science (editor)
I remember looking closely at those monolithic 1K SPM blocks from smurphy1 and fallenghostplayer a while back, and they are impressive feats of engineering. But pretty much immediately my mind wanders to, "how would I even begin to provide 65K+ iron ore per minute to all the conveniently placed ...
- Mon May 01, 2023 3:42 pm
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 21844
Re: UPS Optimization - Red Science (editor)
The one thing that bothered me a bit about these tests was allowing for arbitrary ore patch placement via the editor. I get that it was done to allow for end-to-end DI builds. It's a good way to learn more about optimizing production performance, but obviously there are a lot of other unavoidable ...
- Sat Apr 29, 2023 11:06 am
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 21844
Re: UPS Optimization - Red Science (editor)
My second submission
https://factoriobox.1au.us/map/info/4111803c7129d8f811ade31beee210b287e7eb69b24e3671d000ee4a91e874a4
Its not particularly good, but it has better beacon sharing the guitar 4.2.2 but transport lines are less favourable.
red_science_v2.jpg
I think I might be able to ...
https://factoriobox.1au.us/map/info/4111803c7129d8f811ade31beee210b287e7eb69b24e3671d000ee4a91e874a4
Its not particularly good, but it has better beacon sharing the guitar 4.2.2 but transport lines are less favourable.
red_science_v2.jpg
I think I might be able to ...
- Mon Apr 17, 2023 1:16 pm
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 21844
Re: UPS Optimization - Red Science (editor)
My first submission
https://factoriobox.1au.us/map/info/016 ... 43c248b3ee
Offsetting saves a lot of beacons that reduces electric update significantly.
https://factoriobox.1au.us/map/info/016 ... 43c248b3ee
Offsetting saves a lot of beacons that reduces electric update significantly.
- Fri Mar 25, 2022 10:32 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1000spm ... in TradeRouteOverhaul
- Replies: 1
- Views: 2640
Re: 1000spm ... in TradeRouteOverhaul
Nicely done, I am a big fan of this little mod, also good to see its been updated for 1.1 last time I looked it was out of date.
Making 1K base for this mod has been on my todo list for a while, but you beat me too it!!!!
Gratz
Making 1K base for this mod has been on my todo list for a while, but you beat me too it!!!!
Gratz
- Tue Jan 12, 2021 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
- Replies: 14
- Views: 5919
Re: [1.1.8] Crash using new train UI (Train::getStateDescription)
Code tags for civilized people:
/c
for _,ent in pairs (game.player.force.get_trains()) do
if ent.speed == 0 then
ent.manual_mode = true
end
/c for _,ent in pairs (game.player.force.get_trains()) do
if ent.manual_mode == true
then ent.manual_mode = false
end
end
you call yourself ...
- Tue Jan 12, 2021 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
- Replies: 14
- Views: 5919
Re: [1.1.8] Crash using new train UI (Train::getStateDescription)
You can fix the state by stopping and starting effected trains.
Put all stationary trains into manual
/c for _,ent in pairs (game.player.force.get_trains()) do if ent.speed == 0 then ent.manual_mode = true end end
Put all manual_mode trains into auto.
/c for _,ent in pairs (game.player.force ...
Put all stationary trains into manual
/c for _,ent in pairs (game.player.force.get_trains()) do if ent.speed == 0 then ent.manual_mode = true end end
Put all manual_mode trains into auto.
/c for _,ent in pairs (game.player.force ...
- Wed Dec 23, 2020 2:45 pm
- Forum: Not a bug
- Topic: [1.1.6] Biters attacking rails
- Replies: 8
- Views: 3557
[1.1.6] Biters attacking rails
What did you do?
Been playing a bit of vanilla MP lately on AssemblyStorms weekly server. I have noticed that the biters are attacking rails often in a way that I haven't seen before.
What happened?
I built a new arty outpost (see attached pictures) and a few minutes after it started up a group of ...
Been playing a bit of vanilla MP lately on AssemblyStorms weekly server. I have noticed that the biters are attacking rails often in a way that I haven't seen before.
What happened?
I built a new arty outpost (see attached pictures) and a few minutes after it started up a group of ...