Search found 134 matches

by Stevetrov
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: 230

[2.0.23] Stack Inserters don't wait for a full hand when the set filter option is enabled.

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 anywa...
by Stevetrov
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: 2063

Re: [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it

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.
I am not surprised that ship was rather tuned to the environment.
by Stevetrov
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: 2063

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 r...
by Stevetrov
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: 2063

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 progre...
by Stevetrov
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: 1447

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.
by Stevetrov
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: 2063

[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 thi...
by Stevetrov
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: 1447

[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 bioflu...
by Stevetrov
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: 2287

[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 windo...
by Stevetrov
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: 825

Re: [1.1.92] Chart update appears broken after tick overflow

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.
No worries, thought you might say that.
by Stevetrov
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: 825

[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 ed...
by Stevetrov
Mon May 15, 2023 4:40 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 19344

Re: UPS Optimization - Red Science (editor)

Belter wrote: Fri May 12, 2023 7:34 pm
Stevetrov wrote: Sat Apr 29, 2023 11:06 am My second submission
https://factoriobox.1au.us/map/info/411 ... 4a91e874a4
I cannot download it, gives 404. Can you please re-upload it?
It should be fixed now. same link.
by Stevetrov
Tue May 02, 2023 3:30 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 19344

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 place...
by Stevetrov
Mon May 01, 2023 3:42 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 19344

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 r...
by Stevetrov
Sat Apr 29, 2023 11:06 am
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 19344

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 improve on it ...
by Stevetrov
Mon Apr 17, 2023 1:16 pm
Forum: Combinator Creations
Topic: UPS Optimization - Red Science (editor)
Replies: 85
Views: 19344

Re: UPS Optimization - Red Science (editor)

My first submission

https://factoriobox.1au.us/map/info/016 ... 43c248b3ee
red_science_1.png
red_science_1.png (573.08 KiB) Viewed 3397 times
Offsetting saves a lot of beacons that reduces electric update significantly.
by Stevetrov
Fri Mar 25, 2022 10:32 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 1000spm ... in TradeRouteOverhaul
Replies: 1
Views: 2510

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
by Stevetrov
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: 5468

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 civilized??? where ...
by Stevetrov
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: 5468

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.get_tra...
by Stevetrov
Wed Dec 23, 2020 2:45 pm
Forum: Not a bug
Topic: [1.1.6] Biters attacking rails
Replies: 8
Views: 3328

[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 b...

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