Search found 25 matches

by blackbat
Thu Dec 12, 2024 2:12 pm
Forum: Not a bug
Topic: [2.0.24] Bots not being recalled to roboport
Replies: 4
Views: 297

Re: [2.0.24] Bots not being recalled to roboport

I understand, but then automatically upgrading the quality of the robots becomes very difficult, if you have any kind of constant logistic load on your network.
by blackbat
Thu Dec 12, 2024 1:51 pm
Forum: Not a bug
Topic: [2.0.24] Bots not being recalled to roboport
Replies: 4
Views: 297

Re: [2.0.24] Bots not being recalled to roboport

Forgot to attach a savefile.
My character is standing next to the roboport that does the request
by blackbat
Thu Dec 12, 2024 1:49 pm
Forum: Not a bug
Topic: [2.0.24] Bots not being recalled to roboport
Replies: 4
Views: 297

[2.0.24] Bots not being recalled to roboport

Hi,

I'm at the tail end of upgrading my robots to Legendary. I've managed to remove about 5k of each robot type (basic quality) from the main network in Nauvis while introducing Legendary robots.
This was done with Robot requests in a roboport, and inserters removing the basic robots.
12-12-2024 ...
by blackbat
Sat Nov 02, 2024 12:23 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.13] Recycler output arrow not showing in alt-mode
Replies: 1
Views: 1547

[StrangePan][2.0.13] Recycler output arrow not showing in alt-mode

With alt-mode enabled, the recycler's output arrow is not shown.
I think it should, similarly to the miner.
I have checked the options, and I have all alt-mode options turned on.
11-02-2024, 00-22-29.png
11-02-2024, 00-22-29.png (1.39 MiB) Viewed 1547 times
11-02-2024, 00-23-04.png
11-02-2024, 00-23-04.png (41.59 KiB) Viewed 1547 times
by blackbat
Tue Mar 29, 2022 2:35 pm
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 42636

Re: Version 1.1.57

It is just mean to drop
Improved overall performance by 5-10% when fully zoomed out.
and not telling us how you did it :D
by blackbat
Mon Nov 23, 2020 8:38 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 157153

Re: Version 1.1.0

The absolute madlads did it again.
by blackbat
Fri Aug 28, 2020 11:12 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 1581

Re: Re-binding of mouse wheel zoom not working properly



Thanks that works!
But if you don't mind my $0.05, having two bindings for what is essentially the same thing is not very intuitive.


The two bindings are to allow controlling when the zoom switches between the standard map view and the zoomed in view.


but clearly, one is interfering with ...
by blackbat
Fri Aug 28, 2020 9:08 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 1581

Re: Re-binding of mouse wheel zoom not working properly

Thanks that works!
But if you don't mind my $0.05, having two bindings for what is essentially the same thing is not very intuitive.
by blackbat
Thu Aug 27, 2020 11:52 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 1581

Re-binding of mouse wheel zoom not working properly

Hi,

I'm expecting to be told I'm doing something wrong, and that's probably the truth, but I tried re-binding the zoom action to the inverse of the default, and all I can do now is zoom in, unless I press shift - then I can zoom out. Before changing the bindings it was working ok (although reversed ...
by blackbat
Fri Feb 07, 2020 7:56 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 22717

Re: Friday Facts #333 - Terrain scrolling



I would like to go back to previous FFF where we discussed new sounds and there were many critical voices. Would you mind commenting on that?


We got a lot of feedback, and will take our time digesting it and working on it, aswell as fixing all the issues and bugs that have been found since ...
by blackbat
Fri Aug 23, 2019 5:26 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 150155

Re: Friday Facts #309 - Controversial opinions

My vote (are we counting?)

Inserters should not chase items - Maybe, really depends on the implementation
Blueprint import/export should be a modded feature - No
Weapons shouldn't lock on - No
Biters should be more aggressive, and probe your defenses - Yes
Clearing bases should not leave you safe ...
by blackbat
Fri Apr 19, 2019 12:57 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 23905

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

gaelyte wrote: Fri Apr 19, 2019 12:52 pm If you want to launch a massive server, you could try to tell it in a FFF, More players will be there
Isn't that what they literally just did‽


Also, @Klonan, I hope you tweak the icon for the Assemble Mk3, the gears on this one are... not functional.

Otherwise, great stuff, as usual.
by blackbat
Fri Aug 25, 2017 5:09 pm
Forum: Technical Help
Topic: [Solved] Cannot save the game
Replies: 2
Views: 5209

Re: Cannot save the game

Have you tried the self-contained zip version of the game? Click here (you need to login to the factorio site) and select the "MS Windows (64 bit zip package)" option.
by blackbat
Sat May 27, 2017 2:27 am
Forum: Ideas and Suggestions
Topic: Detailed recipe output in tooltip
Replies: 1
Views: 2354

Re: Detailed recipe output in tooltip

Yes, OMG yes, please yes.

My last bobs+angels would have been so much easier with this. I had to use (and abuse) the 'What is it used for?'' mod...
by blackbat
Fri May 19, 2017 6:40 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 178567

Re: Friday Facts #191 - Gui improvements

10/10 Twinsen. while you're at it, comb through every GUI. Recipes in inventory and machines should name components and products. With some mods it's hard to tell.

And maybe make the recipe search output two sections: components and products
by blackbat
Tue May 02, 2017 1:02 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 35370

Re: Version 0.15.6


Bugfixes

Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45847)



The link to bugreport-thread is not correct, it goes to other bugreport.

Added: I just want to know what the bug it was :)

see my ...
by blackbat
Tue May 02, 2017 12:51 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 35370

Re: Version 0.15.6

FactorioBot wrote:Fixed input underground belt fast replace would also replace output piece even if input changed direction. (45847)
should be:

Fixed input underground belt fast replace would also replace output piece even if input changed direction. (45846)
by blackbat
Mon Apr 24, 2017 5:06 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 154140

Re: Version 0.15.0

Silba wrote:
Ubertwink wrote:
JoeWhizer wrote:
Sado Mundo wrote:

Same here
I have the exact same issue
Same issue, win10 x64, Steam.
Mine isnt updating on steam, does it not update for everyone at the same time?

Try restarting steam. And check you have steam set to update to latest experimental release
by blackbat
Mon Apr 24, 2017 4:49 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 154140

Re: Version 0.15.0

Ohz wrote:
Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
What does this mean please?
when you upgrade a splitter, instead of having its contents move to your inventory, they stay in the new splitter
by blackbat
Mon Apr 24, 2017 4:36 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 154140

Re: Version 0.15.0

crashes on ubuntu 16.04.2 amd64 at 98% as well.

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