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 ...
Search found 25 matches
- 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
- 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 ...
I can see the deconstruction of the huge-rock ...
- 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?
Maybe because it is not filled completely?
- 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 ...
If I place a radar to the left of the iron ore patch (to see more to the west) the Biter will ...
- 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 ...
This should not cause any desyncs, but of course it would require to get some streaming data from the outside into a ...
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
If bots would occupy airspace and wait if space in front of them is not empty, then
using bots for rare ...
- 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 ...
- 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 ...
I ...
- Fri Jul 07, 2017 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.21] Yellow UG Belt block - mark/unmark deconstruction
- Replies: 5
- Views: 4651
- 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.
I tried to reproduce the issue with an old savegame but now everything works as I would expect.
- 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 ...
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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
Thank you, sorry for posting in the "implemented suggestion", and I created a new suggestion here: viewtopic.php?f=6&t=48983ssilk wrote:This is an (mostly) implemented suggestion. I recommend to make a new one.
viewtopic.php?f=6&t=47316
- 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 ...
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 ...
- 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 ...
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 ...