Search found 52 matches
- Sun Jan 10, 2021 5:33 pm
- Forum: Not a bug
- Topic: [1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
- Replies: 2
- Views: 1158
Re: [1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
Alright, never mind then
- Sun Jan 10, 2021 2:41 pm
- Forum: Not a bug
- Topic: [1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
- Replies: 2
- Views: 1158
[1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
When I use a deconstruction planner set to only flag items on the ground, the items in the yellow box in this image (Right next to my character in the attached save file) are flagged even though they're on a belt https://i.imgur.com/ui8RH7z.jpg Here's what happened to these tiles: 1. Biters destroye...
- Thu Jan 23, 2020 9:52 pm
- Forum: Not a bug
- Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
- Replies: 6
- Views: 2399
- Thu Jan 23, 2020 8:06 pm
- Forum: Not a bug
- Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
- Replies: 6
- Views: 2399
[0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
I've set up a headless server and a client on my PC for testing communication with mods via RCON messages, and sometimes if I send an RCON request to the server from an external program at the same time as logging in with the client, I get a response that includes the '[player] joined the game' comm...
- Sat Jan 11, 2020 9:48 pm
- Forum: Not a bug
- Topic: [0.17.79] RCON message IDs won't go over 255
- Replies: 4
- Views: 1532
Re: [0.17.79] RCON message IDs won't go over 255
Actually ignore what I said. It seems everything was correct and the issue is most likely on your end. I've had 2 other people test and they can encode and send message IDs over 255 without issue so what ever is going wrong is on your end with how you're encoding or decoding them. Ah, you're right....
- Sat Jan 11, 2020 7:09 pm
- Forum: Not a bug
- Topic: [0.17.79] RCON message IDs won't go over 255
- Replies: 4
- Views: 1532
[0.17.79] RCON message IDs won't go over 255
If you send an RCON message to a factorio server with a message ID higher than 255, the ID you get in the response will be [your ID] % 256. Here's some example output from my program: RCON error.png You can see at the bottom that I'm sending a message with an ID of 256 and receiving a response with ...
- Thu May 11, 2017 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15] [Hanziq] Rail signal remains red when there is no train in the block (MR)
- Replies: 13
- Views: 7838
[15.10] Signal still believes block is occupied after rail deletion
I just removed a junction from my unloading area and realised that my trains had become stuck because this train is stopped at a signal that's red despite there clearly being no train in the associated block: http://i.imgur.com/pv4mx0r.jpg . Removing and replacing the signal fixes the problem. I've ...
- Sat May 06, 2017 7:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)
- Replies: 10
- Views: 5402
Re: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)
I came to the bug forum to report this exact issue, so I thought I'd upload my save as well in case that helps.
- Sun Apr 03, 2016 12:48 pm
- Forum: Not a bug
- Topic: Show every construction job in the alerts panel
- Replies: 6
- Views: 2580
Re: Show every construction job in the alerts panel
Known, considered not a bug. https://forums.factorio.com/viewtopic.php?f=23&t=22710 Ah right. Is there no way this could be improved to be a bit more intuitive then? Or if there's a more detailed logistics job screen planned is there a thread for that? There's a logistics screen planned at some...
- Fri Apr 01, 2016 2:42 pm
- Forum: Not a bug
- Topic: Show every construction job in the alerts panel
- Replies: 6
- Views: 2580
Re: Show every construction job in the alerts panel
Ah right. Is there no way this could be improved to be a bit more intuitive then? Or if there's a more detailed logistics job screen planned is there a thread for that?prg wrote:Known, considered not a bug. viewtopic.php?f=23&t=22710
- Wed Mar 30, 2016 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Add "Delivery" indicator to character logistics pane
- Replies: 7
- Views: 2687
Re: Add "Delivery" indicator to character logistics pane
Some speed of robots , distance between storage and you, amount of materials divided by number of robots... something like that you'll need to account for charging That immediately makes things much more complicated If they ever improve the robot pathfinding so robots will include charging into the...
- Wed Mar 30, 2016 6:54 pm
- Forum: Not a bug
- Topic: Show every construction job in the alerts panel
- Replies: 6
- Views: 2580
Show every construction job in the alerts panel
I have about 100,000 robot (de)construction jobs scheduled in my factory. Since I only have 6000 construction bots, there should be 10's of thousands of alerts warning me about jobs missing bots, but there are never more than around 600. I can even look at the map and watch the 600-ish alerts move a...
- Wed Mar 16, 2016 9:18 am
- Forum: Modding help
- Topic: Is there a way to check if a miner is depleted?
- Replies: 2
- Views: 1381
Re: Is there a way to check if a miner is depleted?
Perfect, thanks
- Wed Mar 16, 2016 2:34 am
- Forum: Modding help
- Topic: Is there a way to check if a miner is depleted?
- Replies: 2
- Views: 1381
Is there a way to check if a miner is depleted?
I'm trying to make it so that my miners will automatically get marked for deconstruction when they run out of resources but I can't find a way to actually check if they're depleted (without searching their mining areas for minable resources, which is more effort than I'm prepared to put into this). ...
- Thu Mar 10, 2016 11:29 am
- Forum: Ideas and Suggestions
- Topic: Assembly Machines should emit combinator values
- Replies: 8
- Views: 4245
Re: Assembly Machines should emit combinator values
This release is going to be so good...bobingabout wrote:I am fairly sure that this is already in the works for the next major release (0.13.x series).
- Sun Mar 06, 2016 6:07 pm
- Forum: Modding help
- Topic: Editing enemy AI
- Replies: 1
- Views: 1162
Editing enemy AI
Is there any way to make small changes to the way the enemies path towards the player/pollution-producing buildings or is it all hardcoded in the C++? I just want to make a simple mod that adds a higher pathing cost to areas where lots of biters have died in the past.
- Mon Sep 21, 2015 8:57 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 337250
Re: Foreman 0.1.9 - A factory optimisation tool.
What's missing? It's loading some items for me, but I don't know enough about the mod to tell what's not worked.oLaudix wrote:Anyone has problems with newest version w Yuoki mod? Foreman doesnt seem to recognise it. It works when i switch to older version.
- Thu Sep 17, 2015 11:08 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 337250
Re: Foreman 0.1.9 - A factory optimisation tool.
That looks great! How far did you get with it? Regrettably, I had to remove most of your "machine permutations" code to make it work. I'm not surprised. Sorry you had to wade through that mess. As for the rounding errors, I've been planning to switch from floats to doubles or decimals for...
- Sun Sep 13, 2015 2:06 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 337250
Re: Foreman 0.1.9 - A factory optimisation tool.
Nicksaurus, thank you so much for making this wonderful app. As a way of repaying you (and paying it forward, really), I've started to work on adding Productivity modules to your simulation. The modules can be set on each production node, and can be mixed and matched among available modules with Sp...
- Tue Jul 21, 2015 3:41 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 337250
Re: Foreman 0.1.9 - A factory optimisation tool.
oLaudix wrote:Did it stop using speed modules for anyone else after 0.12 hit?
Issue is probably caused by change to how the number of slots in machines are coded.
Should be sorted now: https://bitbucket.org/Nicksaurus/foreman/downloadsps666 wrote:I have the same problem.