Search found 29 matches
- Mon Apr 01, 2019 2:28 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 50287
Re: Belts vs Bots - A response to FFF #224
To me this whole question is even simpler: Belts are the fun early-mid game. Bots are the late game convenience. Factorio is a sandbox - if I don't want to use bots I don't have to, but like so many other lategame tech they exist to make life easier late game when the player is focusing on the "...
- Mon Apr 01, 2019 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Desync when connecting to Vanilla game
- Replies: 4
- Views: 1708
Re: [0.17.23] Desync when connecting to Vanilla game
haha it does sound a little over-dramatic - but a previous bug report had a random user download the crash log before a dev could see it, so I thought I'd try to avoid having to re-upload and waste everyone's time
- Sat Mar 30, 2019 1:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Desync when connecting to Vanilla game
- Replies: 4
- Views: 1708
[0.17.23] Desync when connecting to Vanilla game
Desync report attached Not much to explain here - I attempted to connect to a server (one I've played on for the last week). The map downloaded, then immediately did a "redownloading map" then desynced once that was complete Edit: Whoops, too big for the forum attachments... Desync report ...
- Thu Mar 21, 2019 4:32 pm
- Forum: Gameplay Help
- Topic: Circuit network on roboport, help needed
- Replies: 7
- Views: 7853
Re: Circuit network on roboport, help needed
A bit of a side note here: but it's usually worth using the "available robots" rather than "total robots" for each type. That way you add robots whenever they're needed by the network, and scale with your base. Eg I have mine setup to insert robots whenever available robots (of t...
- Thu Mar 21, 2019 4:28 pm
- Forum: Gameplay Help
- Topic: Trash slots chest: storage chest filled up with requested items...
- Replies: 2
- Views: 1358
Re: Trash slots chest: storage chest filled up with requested items...
The above comment is correct, but to expand on why: Active providers chests will actively "push" their contents into the logistics network: which means, if they can get rid of their contents they will do so. Passive providers only make them "available" to the network. Without sto...
- Thu Mar 21, 2019 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
Disabling AV is always my first step when encountering a bug, but actually this happened to be a fresh Windows install with literally drivers and Factorio and a couple of utilities on. Great that it’s fixed though, top service as always :) (although I’m still waiting for the “gates as player detecto...
- Wed Mar 20, 2019 1:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
It didn't expire... the file was removed because TruePikachu downloaded it - it's a file sharing service, not a file hosting one. I wasn't expecting anyone else to download the dump file.
https://file.io/ljYWc3
https://file.io/ljYWc3
- Tue Mar 19, 2019 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
Dump file. Produced in 0.17.15 due to the update, but I get the same issue - let me know if you'd like me to download .14 to reproduce it there instead
https://file.io/LVz5cD
https://file.io/LVz5cD
- Mon Mar 18, 2019 2:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
I couldn’t even take a guess - your suggestion sounds plausible but I know nothing about how Factorio works internally
- Mon Mar 18, 2019 1:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
Then the crash is presumably not being logged... my further investigation may shed some light on that though: the game doesn't crash if I delete the logs before launching Factorio. Just to be sure I was getting the right logs, I deleted my logs and repeated (so I could see the files being created) 1...
- Sun Mar 17, 2019 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
Re: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after syn
Sure - I've opened the game again since the report, so I've just reproduced the bug and added both current and previous, in case it matters that they're a matching set
- Sun Mar 17, 2019 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
- Replies: 19
- Views: 7393
[0.17.14] Game crashes when syncing mods with vanilla multiplayer server, but only when using "Join server after sync"
1. What did I do? When I have mods enabled and try to join a multiplayer server (clicking the "Join Game" Button after selecting a server in the "Browse Public Games" dialog) , the game asks if I would like to sync with the server. The selected server has no mods (base 0.17.14)....
- Fri Mar 15, 2019 3:47 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 18265
Re: [0.17.x] Save and Load Quickbar Layouts like blueprints
Yes please!
This isn't such a big deal in singleplayer since we tend to stick to a savegame for a while - but in multiplayer it's a nuisance as I switch servers fairly regularly. Setting up my quickbar 5 times a night is an un-necessary hassle
This isn't such a big deal in singleplayer since we tend to stick to a savegame for a while - but in multiplayer it's a nuisance as I switch servers fairly regularly. Setting up my quickbar 5 times a night is an un-necessary hassle
- Thu Mar 07, 2019 3:25 pm
- Forum: Implemented Suggestions
- Topic: Account synced blueprint books
- Replies: 20
- Views: 12234
Sync blueprints to Steam (like savegames already do)
I think the title probably says it all here: savegames sync to steam, it would be nice if blueprints did too
- Thu Feb 28, 2019 2:36 pm
- Forum: Not a bug
- Topic: Can't open chests while holding items, can't ctrl+click (or shift+click) to drop items in chest
- Replies: 2
- Views: 857
Can't open chests while holding items, can't ctrl+click (or shift+click) to drop items in chest
I can't find anything to say this functionality was deliberately removed, and I'm fairly sure we could do both previously because I've been away from the game for months but both are still in my muscle memory when playing. When holding an item in your hand, ctrl+click/shift+click (I forget which) us...
- Tue Feb 26, 2019 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Player detection for circuit network
- Replies: 8
- Views: 6067
Re: Player detection for circuit network
Nearly 2 years on and this doesn't appear to have made it into 0.16 or 0.17
Devs, any chance?
Devs, any chance?
- Sun May 07, 2017 7:52 am
- Forum: Ideas and Suggestions
- Topic: Option to make deconstruction planner use only personal bots
- Replies: 1
- Views: 982
Re: Option to make deconstruction planner use only personal bots
Yeah I think this would be a great option for both deconstruction and construction
- Sun May 07, 2017 7:51 am
- Forum: Ideas and Suggestions
- Topic: Heavy lifter logistic bots
- Replies: 2
- Views: 1261
Re: Heavy lifter logistic bots
I think the concept of this is good, but that there's no need for extra types of robot... the infinite research for the robot stack bonus just needs to be more sensible, so that you can get to larger bonuses within a sensible time
- Sun May 07, 2017 6:35 am
- Forum: Implemented Suggestions
- Topic: When placing a combinator on a ghost, retain the conditions
- Replies: 4
- Views: 2237
When placing a combinator on a ghost, retain the conditions
One minor bugbear in the fairly early game (pre-robots) is that while robots will keep circuit conditions for blueprint ghosts, placing the combinators manually does not.
This would be a great QoL update, especially if wires were placed too, when placing the second combinator the wire connects to.
This would be a great QoL update, especially if wires were placed too, when placing the second combinator the wire connects to.
- Thu May 04, 2017 2:59 am
- Forum: Ideas and Suggestions
- Topic: Allow trains to send circuit signals indicating passengers
- Replies: 1
- Views: 1031
Re: Allow trains to send circuit signals indicating passengers
Great idea - being able to summon a train by standing next to a gate, then have it leave the station when the gate sensor detects you've gone and the train sensor detects you're on board... perfect