Search found 355 matches
- Sun Jan 05, 2025 2:32 am
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 9
- Views: 2841
Re: Items on space platform belts are lost when the belt is mined
So, I'd like 'free' stuff to disapear and don't trash my hub, but obviously not quantum chips.
I think it would make the most sense / simplest implementation for only asteroids themselves to be destroyed, as those are the things that would quickly fill the hub space. Most other things the ...
- Thu Jan 02, 2025 10:17 pm
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 9
- Views: 2841
Re: Items on space platform belts are lost when the belt is mined
The reasoning I was given is: those items are theoretically collected and built from asteroid chunks and will simply be re-built as more chunks show up. Filling the hub with them would add annoyance.
This would make sense if only asteroid derived items were destroyed, but so is anything else ...
- Thu Dec 05, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Production Statistic Groups
- Replies: 2
- Views: 345
Re: Production Statistic Groups
I've run into this myself, but mostly typing the same search in each time I reopen the production stats box. Items which are selected / deselected are saved. It would also be handy if the previous search entry remained until it was cleared (as well as the global statistics checkbox and quality ...
- Thu Dec 05, 2024 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 3440
Re: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
I believe this was fully resolved in .22/.23.
It is in “resolved for next release” which has not gone out yet.
Understood. Seems odd though as I had a setup that appeared to be triggering this bug, and on .23 I've switched that setup back over to stack inserters and have not yet repro'd ...
- Thu Dec 05, 2024 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Production/consumption stats of Fluoroketone are missing / inconsistent with similar processes.
- Replies: 2
- Views: 1286
[boskid][2.0.23] Production/consumption stats of Fluoroketone are missing / inconsistent with similar processes.
- Fluoroketone production stats appear to be broken. The player can not determine over/underproduction via production stats.
- This is inconsistent with similar net consumption / production processes (Kovarex Enrichment, Coal Liquefaction) which properly report the net production stats where ...
- This is inconsistent with similar net consumption / production processes (Kovarex Enrichment, Coal Liquefaction) which properly report the net production stats where ...
- Wed Dec 04, 2024 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 3440
Re: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
I believe this was fully resolved in .22/.23.
- Wed Dec 04, 2024 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 395
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
Looks like .23 might have fixed the behavior. Will continue to monitor.
- Tue Dec 03, 2024 6:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 395
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
You are on an outdated version, if you can reproduce this in at least 2.0.21 post a save file please, see https://forums.factorio.com/3638.
Appears I spoke too soon. Was able to repro on .21 - it just took some time to recur. While the bots will path correctly if they are going somewhere, they ...
- Sun Dec 01, 2024 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 395
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
You are on an outdated version, if you can reproduce this in at least 2.0.21 post a save file please, see https://forums.factorio.com/3638.
Display sync issue is fixed in .21 but the pathing issue persists. Want me to submit that as a separate bug or edit this one?
*edit* disregard, it's still ...
- Sun Dec 01, 2024 6:20 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 79685
Re: The order of construction
I think you are severely underestimating the amount of optimization that has gone into bots already. I think you should also research first how things work and why, and what is already planned for 2.0 before making threads like this.
And yet the behavior remains identical in 2.0, despite said ...
- Tue Nov 26, 2024 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 395
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
It may be helpful if the roboports could be set to a maximum in addition to a minimum (similar to requestor chests, etc), as this could be used to prevent the entire base supply of logi bots from collecting at the far end of a delivery location.
- Tue Nov 26, 2024 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 395
[2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
There are some scenarios where remote clients think bots change direction at a different time than the server. It appears the remote assumes the bot is going full speed for some time after it turns, but then has to reset the bot location as if it turned back at its out of power speed. Note that for ...
- Mon Nov 25, 2024 4:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 3440
Re: [boskid] [2.0.11] Stack inserter deadlocks with containers
I see now, I was looking at the wrong inserter in the video.
Just ran into this. Here is more amplifying info in case it has not been fully reporo'd:
- Appears when assembler is feeding from both sides of a mixed belt with a stack inserter. Stack inserter will be stuck 'waiting for more items ...
- Sun Nov 03, 2024 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 25
- Views: 18782
Re: Scroll up in chat
...or in SE if your ship got destroyed while you weren't looking and you wanted to scroll back to see when it happened.Hares wrote: Wed May 15, 2024 10:51 am +1 on that.
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages
- Thu Oct 31, 2024 4:52 pm
- Forum: Duplicates
- Topic: [2.0.12] Crash clicking on remote user in map after user crashed (TextRenderer::parseIdTag)
- Replies: 1
- Views: 388
[2.0.12] Crash clicking on remote user in map after user crashed (TextRenderer::parseIdTag)
- Playing .12 with a headless server.
- User A had their laptop crash (unrelated to Factorio).
- User B clicks on user A in map view just after A crashed (preview worked, crash happens immediately upon clicking on user A).
- User B's game instantly crashes with the attached info (.log and .dmp ...
- User A had their laptop crash (unrelated to Factorio).
- User B clicks on user A in map view just after A crashed (preview worked, crash happens immediately upon clicking on user A).
- User B's game instantly crashes with the attached info (.log and .dmp ...
- Fri Jan 19, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 41013
Re: Friday Facts #394 - Assembler flipping and circuit control
From the FFF:
When copy and pasting from one machine to another (though this won't change the direction, just the flipped nature of the pipe connections)
If the copy-paste does not alter the rotation, then it should also not alter the flip. Copy-paste of this type everywhere else in the game ...
When copy and pasting from one machine to another (though this won't change the direction, just the flipped nature of the pipe connections)
If the copy-paste does not alter the rotation, then it should also not alter the flip. Copy-paste of this type everywhere else in the game ...
- Tue Sep 26, 2023 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 40073
Re: Do not pause game when looking at research in single player
I am against this. I want to play in a relaxed manner and it helps me to pause the game when I'm in the tech tree and think about what I want to research next.
If the suggestion should be implemented, please make it optional so that everyone can decide whether the game should continue or be paused ...
- Sat Sep 02, 2023 1:57 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 75784
Re: Friday Facts #374 - Smarter robots
WAIT!!! YOu're telling me that "closest first bot priority" is AVAIALABLE!!@>!@ HWERE??!
I need that SO BAD. (Checking it out now...)
Yeah, it's been a thing for a while in mod form, but it is UPS-heavy and the implementation is less than ideal (the initial wave of bots will go far away as ...
- Fri Sep 01, 2023 10:40 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 75784
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player.
...
This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ...
- Sat Aug 19, 2023 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Incorrect Achievement playtime warning
- Replies: 7
- Views: 5697
Re: [1.1.87] Incorrect Achievement playtime warning
Whether it was 512h30m6s or 37h13m42s or 129h6m2s , I got the message every time.
It has over 13K hours. It is one that has one of the problems .
Please do not state malformed facts if you cannot verify them
...so was this bug not fully reproduced, or are we accusing the OP of lying ...