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: 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...
- 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
- 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...
- 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...
- 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.
- 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...
- 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: 1447
- 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...
- 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...
- 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
- 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...
- 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)
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: 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...
- 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...
- 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 ...
- 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
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: 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
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: 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 ...
- 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...
- 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...