Search found 14 matches
- Sat Jan 16, 2021 5:23 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 5837
Re: [1.1.9] Roboports in vehicles don't work properly
from the descriptions in this thread, a couple questions pop into mind.
Do equipment roboports have player-avatar bound checks?
Do they start working if the player gets near while they are being sluggish?
Is Spidertron basically a remote controlled player?
The player and player-occupied ...
- Mon Dec 14, 2020 9:03 pm
- Forum: Not a bug
- Topic: [1.1.5] Character colliding with Factorio logo in menu simulation
- Replies: 4
- Views: 1591
Re: [1.1.5] Powersuited engineer hanging up on Factorio logo in menu vignette
Ok, I uninstalled all my mods and waited for it to come around again and the engineer successfully get around the logo. It appears it is mod-induced after all.
- Mon Dec 14, 2020 8:49 pm
- Forum: Not a bug
- Topic: [1.1.5] Character colliding with Factorio logo in menu simulation
- Replies: 4
- Views: 1591
Re: [1.1.5] Powersuited engineer hanging up on Factorio logo in menu vignette
I do have mods installed, but none that should impact the menu vignettes.
- Mon Dec 14, 2020 12:50 am
- Forum: Not a bug
- Topic: [1.1.5] Character colliding with Factorio logo in menu simulation
- Replies: 4
- Views: 1591
[1.1.5] Character colliding with Factorio logo in menu simulation
It looks like in the powersuited engineer vs. biters vignette, the engineer is hanging up on the Factorio logo on the map rather than finishing his destruction of the biter base.
- Sat Jan 20, 2018 7:05 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 75599
Re: [MOD 0.12.26] Picker: Easily select items from inventory
It looks like picker tweaks is rearranging the priority order of color signals to lights. I was just playing with someone's unloading station with colored status indicators and they're sending both yellow and green signals to their lights when they want green. The green shows normally when I have ...
- Thu Jan 11, 2018 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] [Dominik] Can't change research when window maximized
- Replies: 9
- Views: 9003
Re: [0.16.15] Can't change research when window maximized
1920x1080. The whole research interface is on screen, but it simply doesn't respond at all to mouse clicks. I launch through steam, but I have the steam overlay disabled. And the fact that enabling mods changes if it works or not seems to imply it's not because of an external program.
- Thu Jan 11, 2018 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] [Dominik] Can't change research when window maximized
- Replies: 9
- Views: 9003
[0.16.15] [Dominik] Can't change research when window maximized
I've encountered a rather unusual UI issue. When running an unmodded game and my game window is maximized (on Windows 10), I'm unable to click around inside the research tree to select a new research option or to browse future research possibilities. As soon as I unmaximize the window I'm able to do ...
- Thu Jan 11, 2018 12:44 am
- Forum: Not a bug
- Topic: [0.16.16] Logistic bots don't dump in closest storage chest
- Replies: 3
- Views: 2740
Re: [16.16] Logistic bots don't dump in closest storage chest
Not a bug. Bots prefer requester chests/player requests (not certain in which order), followed by storage chests containing that item, in the order the chests are placed, followed by empty storage chests, in the order the chests were placed, followed by non-empty storage chests, in the order in ...
- Sat Jan 06, 2018 3:03 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1642930
Re: Bugs & FAQ
When creating a new game, I've noticed that the resource overrides for the various default options are mixed up a little bit. The Rubyte and Bobmonium settings under "Rich Resources" are the ones more suitable to "Rail World", Gas Well isn't modified at all on this setting. Under Rail World, Rubyte ...
- Tue Dec 19, 2017 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] achievements are reset
- Replies: 9
- Views: 4874
Re: achievments are reset
Same problem here, every time I load up a save I start getting pop-ups for the achievements I've gotten previously.
- Sun Jun 11, 2017 5:11 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 240584
Re: [MOD 0.14] Upgrade planner - v1.2.7
Disabled all mods except this one, recipe appears. Re-enable all mods, recipe gone. Disable just "Picker Extended Version", recipe is back. Seem like that mod suppresses the recipe for this one.
UPDATE
Build upgrade planner, re-enable "Picker Extended Version" and it still works fine.
In case ...
UPDATE
Build upgrade planner, re-enable "Picker Extended Version" and it still works fine.
In case ...
- Sat Jun 10, 2017 10:22 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1033378
Re: 4-way intersection testing: Throughput and deadlocks
What really surprises me is the lower throughput on the 4-lane "simple" then on the Christmas design, where they seem almost identical pathwise. I'm guessing it's simply a factor of a smaller intersection size reduces the duration of blocked paths.
- Sun Jun 04, 2017 1:18 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compacted 32x32 Blue Belt Balancer for 0.15
- Replies: 2
- Views: 5385
Re: Compacted 32x32 Blue Belt Balancer for 0.15
With a little further work, i have 2 more variants.
First, a version with even fewer normal belts, with undergrounds added where they are an overall savings in iron usage for normal recipes (9-10 belt lengths).
http://i.imgur.com/XHmcRJ4.jpg
Blueprint: https://pastebin.com/09ex4USK
And second ...
First, a version with even fewer normal belts, with undergrounds added where they are an overall savings in iron usage for normal recipes (9-10 belt lengths).
http://i.imgur.com/XHmcRJ4.jpg
Blueprint: https://pastebin.com/09ex4USK
And second ...
- Sat Jun 03, 2017 3:21 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compacted 32x32 Blue Belt Balancer for 0.15
- Replies: 2
- Views: 5385
Compacted 32x32 Blue Belt Balancer for 0.15
I took ideas from the fractal balancer and the compact 16x16 balancers that have been posted, used blue belts to trim a few rows of the 32x32 crossover section, and came up with 2 versions of this:
First, a "pretty" one with as much space occupied by belts as possible.
https://i.imgur.com/HSo5Odk ...
First, a "pretty" one with as much space occupied by belts as possible.
https://i.imgur.com/HSo5Odk ...