Search found 25 matches

by _Peter_
Thu Nov 21, 2024 7:38 am
Forum: Not a bug
Topic: [2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics
Replies: 3
Views: 299

Re: [2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics

I found a probably related bug report [1] which is marked as not a bug, however the first reply states that "handcrafted production is not reflected in the stats, which is a bug".

[1] https://forums.factorio.com/viewtopic.php?f=23&t=58487 [16.28] Production stats seem incorrect

Maybe this is not ...
by _Peter_
Tue Nov 19, 2024 10:35 am
Forum: Not a bug
Topic: [2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics
Replies: 3
Views: 299

[2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics

I am trying to see how much coal and stone has been mined manually and I cannot see these resources in LuaForce.get_item_production_statistics if they are mined by deconstructing a huge-rock. I can see them if they are mined from a regular mining patch.

I can see the deconstruction of the huge-rock ...
by _Peter_
Sun Mar 17, 2019 7:44 pm
Forum: Duplicates
Topic: [0.17.14] Loaded Turret not recognized as objective fulfilled
Replies: 1
Views: 911

[0.17.14] Loaded Turret not recognized as objective fulfilled

Maybe because it is built too far away?
Maybe because it is not filled completely?
Screenshot from 2019-03-17 20-41-12.png
Screenshot from 2019-03-17 20-41-12.png (3.48 MiB) Viewed 911 times
by _Peter_
Sun Mar 17, 2019 7:28 pm
Forum: Not a bug
Topic: [0.17.14] Biter running past radar to attack smelter, Biter not attacking player
Replies: 1
Views: 985

[0.17.14] Biter running past radar to attack smelter, Biter not attacking player

In Level 1 of the Scenario, once I moved to the right area next to the water and built my base, Biters start to attack slowly one by one my iron miner (motivating me to research repair packs and turrets).

If I place a radar to the left of the iron ore patch (to see more to the west) the Biter will ...
by _Peter_
Wed Sep 12, 2018 5:55 pm
Forum: Modding help
Topic: Reading file by lua
Replies: 13
Views: 8111

Re: Reading file by lua

I was planning to write a mod that cannot do things that the player cannot do, in essence a voice interface for playing Factorio, including some natural language understanding parts.

This should not cause any desyncs, but of course it would require to get some streaming data from the outside into a ...
by _Peter_
Sat Aug 25, 2018 7:27 pm
Forum: Modding help
Topic: Reading file by lua
Replies: 13
Views: 8111

Re: Reading file by lua

It's it's unbelivable...
WHY I CAN"T JUST READ FILE?! FACTORIO, WHY YOUR LUA IS SO STRANGE!!!
WHYYYY>>>>
Okay...
Let's try to hack it like this, so this is strange.....
because desyncs

factorio relies on each mod doing the exact same thing on each client

arbitrary files don't allow that

I ...
by _Peter_
Tue Jan 23, 2018 6:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] game does not start on Linux (library/.so issue)
Replies: 11
Views: 7721

Re: [0.16.17] game does not start on Linux (library/.so issue)

Thank you, it is fixed for me in 0.16.18!
by _Peter_
Mon Jan 22, 2018 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] game does not start on Linux (library/.so issue)
Replies: 11
Views: 7721

[0.16.17] game does not start on Linux (library/.so issue)

On Ubuntu 16.04.3 (xenial) after upgrading to 0.16.7 the game does not start anymore.

Logfile is not updated, but if I start steam from the shell and try to load Factorio I see the following.

Generating new string page texture 113: 256x256, total string texture memory is 5.60 MB
Generating new ...
by _Peter_
Sat Jan 06, 2018 3:11 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 428006

Re: Friday Facts #224 - Bots versus belts

I think bots are overpowered because they ignore space restrictions and make space a non-issue (for all other things, not only belts, planning for space is the main issue in Factorio).

If bots would occupy airspace and wait if space in front of them is not empty, then

using bots for rare ...
by _Peter_
Sat Jan 06, 2018 2:33 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 428006

Re: Friday Facts #224 - Bots versus belts

Make it an intended feature to make designs where belts contain two item on one lane in a certain ratio. This allows to have one belt delivering four types of items to a factory. Why is this fair compared to bots? Because requester chests can deliver more than four (eight, or is it sixteen ...
by _Peter_
Sat Jan 06, 2018 9:23 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 428006

Re: Friday Facts #224 - Bots versus belts

Your FFF made me think quite a bit, because so far my playing style was always to stay at the lowest Belt tier and wait for the Logistics system to work, and then things got easier to manage but also there was less requirement to plan ahead and to be precise. So in some sense it became less fun.

I ...
by _Peter_
Thu Jun 22, 2017 7:27 pm
Forum: Resolved Problems and Bugs
Topic: Fluid Wagon / Pump trigger
Replies: 2
Views: 2746

Re: Fluid Wagon / Pump trigger

I am sorry I did not notice your question because I did not subscribe the topic.

I tried to reproduce the issue with an old savegame but now everything works as I would expect.
by _Peter_
Thu Jun 22, 2017 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.21] Yellow UG Belt block - mark/unmark deconstruction
Replies: 5
Views: 4651

Re: [0.15.21] Yellow UG Belt block - mark/unmark deconstruction

@Rseding I think I understand the logic. In that case the solution (apart from the correct remark that this is like cheating) would be to use the deconstruction planner to mark the nonworking underground belt for demolition and remove the ghost, and then to unmark the demolition - then the ...
by _Peter_
Wed Jun 21, 2017 8:00 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
Replies: 17
Views: 10333

Re: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes

This post is for my blueprint-storage.dat - to see how I generated this situation, please read my "workflow" in viewtopic.php?f=7&t=50015
by _Peter_
Wed Jun 21, 2017 7:57 am
Forum: Resolved Problems and Bugs
Topic: [0.15.21] Yellow UG Belt block - mark/unmark deconstruction
Replies: 5
Views: 4651

[0.15.21] Yellow UG Belt block - mark/unmark deconstruction

I have a main bus layout and try to do the "there is no spoon" achievement and I often do the following "work flow":

load saved game A
build something new to the existing bus
make a blueprint
store blueprint to global library
store save game to some temporary save game B (this stores the ...
by _Peter_
Mon Jun 05, 2017 10:12 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
Replies: 17
Views: 10333

Re: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes

I use factorio on Ubuntu 16.04 Steam and on another computer on Ubuntu 14.04 Steam.

I have the same duplication issues. In the blueprint library equal blueprints appear. If I want to "achieve" this manually, I cannot, because I get the error message "Cannot export blueprint. An identical blueprint ...
by _Peter_
Wed May 31, 2017 12:41 pm
Forum: Implemented Suggestions
Topic: More ideas for building ghosts
Replies: 7
Views: 4621

Re: More ideas for building ghosts

ssilk wrote:This is an (mostly) implemented suggestion. I recommend to make a new one.
viewtopic.php?f=6&t=47316
Thank you, sorry for posting in the "implemented suggestion", and I created a new suggestion here: viewtopic.php?f=6&t=48983
by _Peter_
Wed May 31, 2017 12:41 pm
Forum: Ideas and Suggestions
Topic: Locked Ghosts for Planning/piece-by-piece building
Replies: 1
Views: 2006

Locked Ghosts for Planning/piece-by-piece building

TL;DR

To use ghosts for planning, I propose to extend the Ghost building system so that Ghosts can be locked which means they are ignored by bots.

What ?

I frequently want to use ghosts for planning. Then it is not practical that available robots will build these ghosts. Therefore I propose ...
by _Peter_
Wed May 31, 2017 7:19 am
Forum: Implemented Suggestions
Topic: More ideas for building ghosts
Replies: 7
Views: 4621

Re: More ideas for building ghosts

I frequently want to use ghosts for planning.

Then it is not practical that available robots will build these ghosts.

Why not introduce a "locked ghost" kind of ghost.
- strg+shift+click (item or bluepring) creates "locked" ghost that is semitransparent and has a lock icon on top (like the X for ...

Go to advanced search