Search found 27 matches
- Thu Nov 14, 2024 10:02 pm
- Forum: Bug Reports
- Topic: [2.0.15] Upgrade planner won't downgrade modules after downgrade of assembler
- Replies: 0
- Views: 53
[2.0.15] Upgrade planner won't downgrade modules after downgrade of assembler
Steps to reproduce: - Place a Assembler 3 with 4 T3 modules in it - Downgrade Assembler 3 to Assembler 2 using an Upgrade Planner - Attempt to downgrade T3 modules to T2 using an Upgrade Planner Only 2 of the modules will be downgraded, the others are able to be downgraded manually by opening the as...
- Tue Feb 13, 2024 11:18 am
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 47
- Views: 22124
Add circuit controls to splitters
TL;DR Add circuit controls to splitters for automated lane prioritisation. What ? I would love to automate setting of priority for outputs (but why stop there) for splitters to control where low flow items end up based upon my current base priorities. Why ? With the addition of assembler automation...
- Sun Nov 26, 2023 12:53 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1413883
Re: Bugs & FAQ
I'm getting back into Factorio and want to do a Bobs/Angels run. But Angels Refining throws up the following error during startup:
Does anyone know of a fix?
Does anyone know of a fix?
- Mon Dec 14, 2020 3:57 am
- Forum: Pending
- Topic: [1.1.5] No Mineable Resources
- Replies: 4
- Views: 1805
- Mon Dec 14, 2020 3:41 am
- Forum: Pending
- Topic: [1.1.5] No Mineable Resources
- Replies: 4
- Views: 1805
[1.1.5] No Mineable Resources
Miners are sometimes showing as "No Mineable Resources" even though they are on a patch.
https://imgur.com/cBshdKS
https://imgur.com/cBshdKS
- Fri Jun 19, 2020 2:59 pm
- Forum: Gameplay Help
- Topic: [0.18.32] Constant Combinators lack ALT-Icons
- Replies: 1
- Views: 859
[0.18.32] Constant Combinators lack ALT-Icons
When using the constant combinators, they do not show icons in the ALT-Icon mode. I often use these to remind me what inputs to put on blueprints, but now have to hover over them to see what the setting is.
- Fri Oct 11, 2019 1:54 am
- Forum: Ideas and Suggestions
- Topic: Roboport Functionality
- Replies: 5
- Views: 2482
Roboport Functionality
It would be nice to have a robot launcher platform. Think of it as a push only Roboport that does not allow robots to land in it. I use an inserter to add robots to a roboport, one for logistics, one for construction. However, these invariably fill up with the other kind of robots at some point, pre...
- Fri Oct 11, 2019 1:52 am
- Forum: Bob's mods
- Topic: 0.17: Some thoughts surrounding modular Roboports
- Replies: 2
- Views: 1999
Re: 0.17: Some thoughts surrounding modular Roboports
In vanilla, there is an option to read network contents. This can return the total number of robots (construction and logistics), and how many are free. With Bobs, I am unable to attach a circuit network wire to either the "Robochest" or the "Logistic Zone Expander". Is there an...
- Thu Oct 10, 2019 10:00 pm
- Forum: Bob's mods
- Topic: 0.17: Some thoughts surrounding modular Roboports
- Replies: 2
- Views: 1999
0.17: Some thoughts surrounding modular Roboports
Having finished vanilla, I am getting into mods. Bobs is first on the list of major changes, and to wrap my head around it I am working on my blueprints for how things work. I'm currently working on my robot manufacturing facility, and have come across some items surrounding roboports that I hope to...
- Thu May 30, 2019 5:26 pm
- Forum: General discussion
- Topic: 0.17 Lazy Bastard / Speed Run without enemies
- Replies: 1
- Views: 1751
0.17 Lazy Bastard / Speed Run without enemies
I ended up getting a decent map without enemies on my island. Made Lazy Bastard quite doable (although tedious), and speed run should work as well as there are plenty of resources nearby. Image of Map: https://imgur.com/gallery/iUoVX8Y Map Exchange String: >>>eNpjYBBk0GFgZQCCBnsGhgMOHCzJ+Yk5MB4IcyXn...
- Thu Mar 21, 2019 11:49 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Item count in hand
- Replies: 15
- Views: 3866
Re: Suggestion: Item count in hand
Another option would be to list N / MaxN where N is stack size remaining, and MaxN is total item count. Solves all scenarios mentioned.
- Mon Mar 04, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Map Preview: Show richness when hovering
- Replies: 0
- Views: 665
Map Preview: Show richness when hovering
When I use the map preview, I would like to see the richness/size of deposits the same way as on the map in game. It would make it easier to pick a good starting map for me.
- Thu Feb 28, 2019 10:35 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions: Blueprints not in inventory
- Replies: 2
- Views: 1050
Re: Suggestions: Blueprints not in inventory
I just noticed the cut/copy/paste features and was heading here to post it when I saw your response.If you're copying something, there's a new Copy feature next to the quickbar so you don't need a blueprint for that.
- Thu Feb 28, 2019 9:27 pm
- Forum: Pending
- Topic: Bug: Q doesn't drop item when inventory full
- Replies: 1
- Views: 822
Bug: Q doesn't drop item when inventory full
If you have a full inventory, grab an item to use, and want to return it to inventory, the Q key says that inventory is full. Open inventory, place item in inventory, and it works fine.
- Thu Feb 28, 2019 9:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Research queue improvements
- Replies: 5
- Views: 1941
Suggestion: Research Queue improvements
Once an item is selected for research, it should not be in the to be researched list, or at least get a different color. As it is, I often try to add something to the research queue that is already in it. There might be other solutions to this as well. Reordering the queue would also be a useful fea...
- Thu Feb 28, 2019 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions: Blueprints not in inventory
- Replies: 2
- Views: 1050
Suggestions: Blueprints not in inventory
It would be nice if blueprints went to my blueprints when I press Q instead of into my inventory. Using the quick bar, I often create blueprints to copy things quickly, then press Q to drop it. It is now in my inventory taking up space. Alternatively it would be nice to have a reusable quick bluepri...
- Thu Feb 28, 2019 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Repair Tools by armor
- Replies: 7
- Views: 1926
Suggestion: Repair Tools by armor
There is a vacated slot where the pickaxe used to be. It would make sense to put the repair tools here for quick access.
- Thu Feb 28, 2019 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Item count in hand
- Replies: 15
- Views: 3866
Suggestion: Item count in hand
When holding an item in my hand, I want to see the total item count, not the count in the current stack. If it says 6, do I have 6 or 56 or 106? Or is the next stack only 8 so I have 14 total?
Tell me what I have to work with.
Tell me what I have to work with.
- Thu Feb 28, 2019 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Game Creation Ideas
- Replies: 1
- Views: 803
Suggestion: Game Creation Ideas
It would be nice if the new game remembered settings so that I don't have to redo them every time I create a new map. This could be an item in the drop down of "Last Created" that is the default when starting a new game. It would also be nice to save settings for map creation that we like....
- Thu Feb 28, 2019 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: User Preferences
- Replies: 1
- Views: 780
Suggestion: User Preferences
I would like some user preferences that carry over from game to game, server to server (ie, stored locally).
- Player Color
- Toolbar Setup (Remember what is where between play throughs)
Other items can be added.
- Player Color
- Toolbar Setup (Remember what is where between play throughs)
Other items can be added.