Search found 22 matches

by samr85
Wed Dec 18, 2024 5:05 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
Replies: 26
Views: 4889

Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)

In my save it looked very much like it was destroying a building that caused them to freeze - it was reproducable (I have a save seconds before an attack that I posted https://forums.factorio.com/viewtopic.php?p=641130#p641130) that they froze the moment a building was destoyed, and didn't freeze if ...
by samr85
Fri Dec 13, 2024 12:05 am
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Crash, ElectricSubNetwork consistency check fails (ElectricSubNetwork::removeConnection)
Replies: 5
Views: 890

Re: [2.0.20] Crash, ElectricSubNetwork consistency check fails (ElectricSubNetwork::removeConnection)

I've just had this crash on 2.0.25.
Log file says
"Error ElectricSubNetwork.cpp:1326: position != from->neighbours.end() && position->second > 0 was not true"

I can reproduce it with the attached save (vanilla space age). Simply mine the right hand power switch that the player is standing next to ...
by samr85
Sat Dec 07, 2024 4:30 pm
Forum: Gameplay Help
Topic: All my robots on nauvis died while im away at vulcanus
Replies: 12
Views: 1316

Re: All my robots on nautilus died while im away at vulcanus


A logistic bot can deliver bots as any other items in the logistic network from provider/storage chests to a requesting roboport, right?


The tooltip for the "Robot requests" section in the roboport specifies that the robots requested will only be ones that are stationed in other roboports. So ...
by samr85
Sat Dec 07, 2024 1:21 pm
Forum: Gameplay Help
Topic: All my robots on nauvis died while im away at vulcanus
Replies: 12
Views: 1316

Re: All my robots on nautilus died while im away at vulcanus

Bots cannot launch from chests - when there, they are no different from any other item. If you want them to launch and do stuff, you'll need an inserter from the chest into a roboport. (Can use wires to only insert if the number of free robots in the network is low btw, I tend to do this.)
by samr85
Mon Nov 18, 2024 12:19 am
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 974

Re: [2.0.17] Gleba enemies stay frozen when about to attack

I've managed to reproduce enemies getting disabled during an attack. If you load the save I've posted, and immediately use the map to jump to Gleb (camera should be in the right place when you arrive), an enemy wave is forming up and is just about to attack.

If the wave destroys any turret, then ...
by samr85
Wed Oct 23, 2024 12:35 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [2.0.9] Belt overbuild issue
Replies: 6
Views: 2151

Re: [2.0.9] Error ServerMultiplayerManager.cpp:84: MultiplayerManager failed: "transport line groups are not consistent"

I have a very similar bug with the transport belt not being connected, though have only been playing single player. Here is my save incase that helps. Though it was fine while playing, I can no longer load that save game, as it produces the same error.
by samr85
Wed Oct 23, 2024 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.8]E requires pressing twice after pausing with character pannel up
Replies: 4
Views: 1081

[Genhis][2.0.8]E requires pressing twice after pausing with character pannel up

If you pause the game while you have the character pannel displayed, the pannel is closed automatically. After resuming, you need to press the "e" button twice to make the pannel appear again.
by samr85
Wed Oct 23, 2024 12:06 pm
Forum: Ideas and Suggestions
Topic: 2.0 logistics requests: add new line button
Replies: 0
Views: 195

2.0 logistics requests: add new line button

TL;DR
Please could you replace the right most button on the bottom line of the new logistics interface with a + button for adding a new row?

What ?
In the new interface, if you want a new row, you need to add an item into the final box of the grid. This means that if you prefer to keep them ...
by samr85
Mon Aug 03, 2020 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.40] Bots not finishing upgrade
Replies: 3
Views: 2141

Re: [0.18.40] Bots not finishing upgrade

Taken me quite a few tries to work out how to reproduce it! To reproduce:

Find the chest of ultimate belt (green) next to it's assembly machine (near the right hand end of my bus at [-152, 2])
Turn off your personal robo port
Standing next to that chest, use an upgrade planner to upgrade around ...
by samr85
Sun Aug 02, 2020 9:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.40] Bots not finishing upgrade
Replies: 3
Views: 2141

[0.18.40] Bots not finishing upgrade

Hi,
About 15-20 game play hours ago, I did a mass upgrade of many thousand belts using the upgrade planner. Almost all of the upgrade finished within about 10 minutes, but I've just noticed that a few of the belts are still being marked as to be upgraded. There is plenty of belt in provider chests ...
by samr85
Sun Jul 19, 2020 7:58 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 68220

Re: Friday Facts #356 - Blueprint library for real


I like the BP library changes, but what would really make it perfect IMO is the ability to edit a BP in place, specifically to add things to it. There are times where I'll BP a big section of whatever, then slowly turn off things I don't need. And if it's a complicated area, maybe it takes a few ...
by samr85
Thu Jul 18, 2019 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
Replies: 4
Views: 3889

Re: [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)

Simpler - don't need multiple screens:
Have another program running.
Click and hold on a control, so the tooltip appears.
alt+tab to switch to the other program, if required move mouse to be over the other window.
Release mouse.
With the mouse still over the other program, alt+tab again to switch ...
by samr85
Thu Jul 18, 2019 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
Replies: 4
Views: 3889

Re: [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)

I have managed to reliably reproduce this effect! It's convoluted and quite possibly no point in fixing.

Need a 2 monitor setup, factorio full screen.
Need to have any other program running on the non-factorio monitor.
Click on a slider and hold the mouse down, move the mouse onto the other monitor ...
by samr85
Wed Jul 17, 2019 8:56 pm
Forum: Duplicates
Topic: [0.17.58] map generator tooltip not going
Replies: 1
Views: 1041

[0.17.58] map generator tooltip not going

The iron ore richness tooltip somehow got into a state that it was permanently up. Each time I selected a different option from the preset menu it would update to the new richness of iron ore, but move to where the mouse was when I chose the new preset. Hovering over other things would bring up a ...
by samr85
Fri Jun 07, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 44
Views: 16363

craft from toolbar

Playing with the new toolbars after not playing in a while, it now feels that if you've run out of something on the toolbar there should be some way of crafting it by just clicking on the item without having to bring up the crafting menu and go and find where it is.

Possibly have a 'craft mode ...
by samr85
Sat Nov 03, 2018 9:45 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 56414

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Please could you introduce some way to either scroll the tool tip, or find what information is being cut off if it's too long? Especially for circuit networks - I can see the start, but most of the info just gets cut off... Or maybe an extra tab when selecting a roboport displaying the network ...
by samr85
Sat Jun 30, 2018 7:30 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 88485

Re: Friday Facts #249 - Dead end exploration

In addition to whichever of these is picked, could we have a way of editing blueprints directly, using something like the segregated world of the tutorials? That way it'd be easy to make blueprints of items that you don't currently hold enough of on your character, or move something in it without ...
by samr85
Sat May 20, 2017 10:27 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 184375

Re: Friday Facts #191 - Gui improvements

Great suggestions! I'd also like to suggest:
- Building (for example) a blue belt over a red splitter should upgrade the splitter to blue if you have one
- Rail planner interface for placing straight lines of anything - can use +/- to change the distance between each item, should have sensible ...
by samr85
Sat May 06, 2017 1:10 pm
Forum: Not a bug
Topic: [0.15.9]Tank flamethrower doesn't set fire to trees
Replies: 1
Views: 1256

[0.15.9]Tank flamethrower doesn't set fire to trees

When you use the flamethrower built into the tank on trees, instead of setting fire to them as usual, the trees just vanish. I currently have Flamethrower damage level 1 researched.
Thanks,
Sam

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