Search found 19 matches

by Planks
Fri Mar 22, 2019 8:00 pm
Forum: Not a bug
Topic: [0.17.17] Burner inserter fuel irregularity
Replies: 4
Views: 1314

Re: [0.17.17] Burner inserter fuel irregularity

Ah, thanks for the info. Makes sense - thinking about it, trains are just the same (you don't see the current fuel only the stack)
by Planks
Fri Mar 22, 2019 6:35 pm
Forum: Not a bug
Topic: [0.17.17] Burner inserter fuel irregularity
Replies: 4
Views: 1314

[0.17.17] Burner inserter fuel irregularity

Hi,

If you manually feed an out-of-fuel burner inserter rocket fuel, the graphic that shows up is still the coal one but the energy burn rate appears to be correct (veeeeeeeery slow)
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Not much to say than that, odd little bug!
by Planks
Tue Mar 12, 2019 9:36 am
Forum: Ideas and Suggestions
Topic: Status tooltip for ghost entities
Replies: 1
Views: 856

Status tooltip for ghost entities

TL;DR A way of seeing the construction logistic status for ghosts What ? Since 0.17 the new status tooltip was introduced for inserters and assembly machines that shows what it is doing. For example, "Waiting for source items", "Working", and "Item ingredient shortage"...
by Planks
Sat Jan 19, 2019 10:34 pm
Forum: Balancing
Topic: Logistics Chests - Configurable cap on concurrent worker actions
Replies: 3
Views: 1859

Re: Logistics Chests - Configurable cap on concurrent worker actions

Thanks for the suggestions! I extensively use discrete networks just now and have now dabbled in feeder chests to emulate the behaviour I described. Both work well enough for what they are. I thought I'd post this as the latter I believe the devs see discrete networks as broadly undesirable behaviou...
by Planks
Fri Jan 11, 2019 3:04 pm
Forum: Balancing
Topic: Logistics Chests - Configurable cap on concurrent worker actions
Replies: 3
Views: 1859

Logistics Chests - Configurable cap on concurrent worker actions

Yo So at the moment, logistic chests don't have a cap on the number of requests or deliveries that can be made at once. This leads to some undesirable surging behaviour if you start loading high volumes - say for example, an ore train. If you try to load an ore train from a robo-mine an entire facto...
by Planks
Fri Dec 28, 2018 2:29 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152778

Re: Friday Facts #275 - 0.17 Science changes

Ohhh, you're visiting tech trees. Back in January there was a FF about bots vs belts . This significantly impacted my gameplay this year - now my 3000 science 2 rocket per minute base is back to 90% belt+train factories rather than 90% robot factories. It is visually appealing - you can see the good...
by Planks
Fri Aug 17, 2018 3:24 pm
Forum: Ideas and Suggestions
Topic: (QoL) Reskin the world model for Low Density Structures
Replies: 0
Views: 637

(QoL) Reskin the world model for Low Density Structures

What?
Reskin the world model for Low Density Structures to one that has higher contrast with belts
Why?
They're nearly invisible on belts
Are you sure?
:)
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by Planks
Sat May 19, 2018 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Crash Report (was afk)
Replies: 1
Views: 2283

[kovarex] [0.16.43] Crash Report (was afk)

I wasn't doing anything actively at the time, I had just sat back in my chair to check my phone!

Here's the logs:
by Planks
Thu May 03, 2018 9:21 am
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 16046

Re: [0.16.40] Train signals no longer working

My save / mod combination also exhibits this problem. I didn't save and rolled back to 16.39, all good again.sd
by Planks
Tue May 01, 2018 8:40 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.36] Crash on: "Train::resolveRailTransition"
Replies: 1
Views: 887

[kovarex] [0.16.36] Crash on: "Train::resolveRailTransition"

Hope the log files are useful. I was just derping around laying belts, there was also some blueprinting/deconstructing/constructing activity going on at the same time.

Game: 0.16.36
Mods: LoaderRedux 1.2.5, op_train_speed 1.0.7
by Planks
Tue Mar 27, 2018 7:30 pm
Forum: Balancing
Topic: Rail Upkeep
Replies: 3
Views: 2022

Rail Upkeep

This is something that's bothered me for a while - there's no disadvantage to rail creeps. Except in the very very very early game when trains have just been researched, I've felt completely unlimited by rails. Once you have a blueprint to lay down two (or later four) lines together, even in vanilla...
by Planks
Mon Jan 01, 2018 2:30 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 499052

Re: Simple Questions and Short Answers

Is it intended that productivity modules become relatively irrelevant in late game mining? My baseline mining bonus from research is 272% and each productivity 3 is only a further 10% additive (for a total of 302%), rather than multiplicative which would be 354% However, the pollution and speed debu...
by Planks
Sun Dec 31, 2017 7:01 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Still having requester problems
Replies: 15
Views: 6973

Re: [0.16.12] Still having requester problems

I did some science In my save file, deconstructing the roboports applicable to the requester chests, and then rebuilding them, sometimes allows requests to resume. BUT deconstructing the chests (like in the OP) and rebuilding them in the same place does nothing After a while, they just stopped worki...
by Planks
Sun Dec 31, 2017 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Still having requester problems
Replies: 15
Views: 6973

[Rseding91] [0.16.12] Still having requester problems

In this save, Low density parts are not being flown from buffer chests to requester chests

I've re-made both sets of requesters and buffers
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by Planks
Sat Dec 30, 2017 9:26 pm
Forum: Duplicates
Topic: [0.16.10] Steel won't be flown from Buffer to Requester
Replies: 1
Views: 867

Re: [0.16.10] Steel won't be flown from Buffer to Requester

Hi,

This is still (not) happening in 16.11

edit: Recreating the buffer chests fixed it, rather than the requesters
by Planks
Sat Dec 30, 2017 4:52 pm
Forum: Duplicates
Topic: [0.16.10] Steel won't be flown from Buffer to Requester
Replies: 1
Views: 867

[0.16.10] Steel won't be flown from Buffer to Requester

Quite simple- I'm in the process of meshing together all my previous individual logistics networks into one using the new buffer chests to avoid infinite loops. Steel however isn't being flown from a buffer (or at all?) to a requester, despite the tick. Other materials (like blue chips) are being fl...
by Planks
Thu May 18, 2017 6:21 pm
Forum: Not a bug
Topic: [0.15.12] Ctrl+click speedmods into a factory deletes them
Replies: 1
Views: 954

[0.15.12] Ctrl+click speedmods into a factory deletes them

Very simple to reproduce! https://www.youtube.com/watch?v=eQYsSOfXxuc Take a factory 2 or factory 3 that is set to produce rocket control units . It doesn't matter if it already has modules in it. Control click speedmodules into it *poof* now your entire in-hand stack is vanished and none go into th...
by Planks
Mon May 15, 2017 2:58 pm
Forum: Not a bug
Topic: [0.15.10] Personal construction robots dont use chests
Replies: 4
Views: 2063

Re: [0.15.10] Personal construction robots dont use chests

Ok, fair enough. One question though,

Why aren't the 60 logistics bots in the roboport adjacent to me taking from my auto trash?
by Planks
Mon May 15, 2017 2:37 pm
Forum: Not a bug
Topic: [0.15.10] Personal construction robots dont use chests
Replies: 4
Views: 2063

[0.15.10] Personal construction robots dont use chests

I was torn whether to post this to bug reports or balancing. It doesn't seem like a bug in the sense of it being a regression, it's just really easy to lock yourself into a really lame gameplay situation. Please move if you feel appropriate Here's the scenario: I've Red-x'd a bunch of ore chests. Th...

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