Verion 2.0 took robots out of the debug view as entities.
Any way to know how much robots are active and how much cpu-time they're consuming?
There's a new item called logistiv manager, but I don't think that represents the bots.
Search found 149 matches
- Sat Nov 09, 2024 5:15 am
- Forum: Gameplay Help
- Topic: Any way to know how many robots are active since 2.0 debug changes?
- Replies: 0
- Views: 121
- Tue Oct 22, 2024 3:44 am
- Forum: Gameplay Help
- Topic: No more modular bases?
- Replies: 3
- Views: 561
No more modular bases?
As the rockets now return the science packs only to the cargo landing pad,
I guess modular bases (many small bases where everything is produced from scratch on-site) are impossible?
I guess modular bases (many small bases where everything is produced from scratch on-site) are impossible?
- Sun Sep 29, 2024 8:11 am
- Forum: Technical Help
- Topic: Updater error on startup
- Replies: 1
- Views: 161
Re: Updater error on startup
It seems the problem only comes up when I'm running on vpn (Hotspot), but I have no explanation for this behaviour.
- Sat Sep 28, 2024 1:50 am
- Forum: Technical Help
- Topic: Updater error on startup
- Replies: 1
- Views: 161
Updater error on startup
Since today I get an error message when starting the game, I'm the only one?
- Wed Sep 25, 2024 4:17 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 66396
Re: Friday Facts #393 - Putting things on top of other things
The wait-for-full-hand feature for the bulk inserter sounds nice, but why not make that an option for all inserters? Would be very UPS friendly.
- Sun Aug 28, 2022 11:42 pm
- Forum: Technical Help
- Topic: Error loading Mods after update
- Replies: 0
- Views: 621
Error loading Mods after update
I updated from 1.1.31 up to 1.1.68 and now I get this error message:
Any Idea?
EDIT: Downloaded the full Game Package and now its running. Must be a Problem with the Updater.
Any Idea?
EDIT: Downloaded the full Game Package and now its running. Must be a Problem with the Updater.
- Tue Feb 09, 2021 8:05 pm
- Forum: Gameplay Help
- Topic: Help with choosing balance between belt and bots transportation in a blueprint
- Replies: 5
- Views: 2079
Re: Help with choosing balance between belt and bots transportation in a blueprint
1) How bad is this belt spaghetti gonna be along with everything else ups wise? 2) Would it be better to just build 2 smelters for each chip instead of optimizing with 6 to 4? 4) Would it be better to use bots? Bots for everything? Or may be only for the "leftover" chips column? How do I ...
- Tue Feb 09, 2021 7:37 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 225683
Re: Parrallel processing in games & applications
I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base. In short, at any point of the development, there...
- Tue Feb 09, 2021 3:40 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 225683
Re: Parrallel processing in games & applications
I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base.
- Sun Feb 07, 2021 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
- Replies: 6
- Views: 3741
[kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
When changing personal logistic requests, and you hit ENTER to confirm, it doesn't confirm the logistic request but instead it makes you enter or leave a vehicle when you're near to one. Untitled.png I am used to change the numbers and hit ENTER twice to confirm and exit the window. But it doesn't w...
- Sat Feb 06, 2021 5:20 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183588
Re: Friday Facts #365 - Future plans
Factorio is the best Game I ever bought, gave me much more bang for my bucks than any other game before.
I have faith in Kovarex that he's going into the right direction, so whatever you will sell next, I buy it.
I have faith in Kovarex that he's going into the right direction, so whatever you will sell next, I buy it.
- Mon Feb 01, 2021 8:05 pm
- Forum: Gameplay Help
- Topic: Assambler output blocking input with clocked inserters
- Replies: 8
- Views: 3484
Re: Assambler output blocking input with clocked inserters
Is using a clocked stack filter inserter still ups-friendlier than a normal stack inserter? I thought that had changed?
- Sun Jan 31, 2021 8:48 pm
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 26792
Re: Nerf the Portable Fusion Reactor?
I constantly run out of energy when building larger blueprints, even with 3 PFR and ~8 Batteries.
If the PFR gets nerfed it wouldn't be any fun to play anymore.
If the PFR gets nerfed it wouldn't be any fun to play anymore.
- Sun Jan 31, 2021 8:34 pm
- Forum: Gameplay Help
- Topic: Very basic train circuit condition question
- Replies: 4
- Views: 6800
Re: Very basic train circuit condition question
When the train stop is not connected to any circuit network, the wait-condition "circuit condition" should use the contents of the train. I use the same setup and Ore=0 on unloading and Ore > x on loading side works fine. Use Item-count instead of Circuit-condition. Sorry for bad advise.
- Thu Jan 21, 2021 5:48 am
- Forum: Gameplay Help
- Topic: Train stops with limit change assigned numbers of trains
- Replies: 12
- Views: 5698
Re: Train stops with limit change assigned numbers of trains
You might consider adding holding stations into the schedule between the loading and unloading, then reduce the trains limit on the loading stations. Trains departing the unloading will find the closest unloaded holding station and wait there for the next available loading station. This means you c...
- Thu Jan 21, 2021 5:43 am
- Forum: Gameplay Help
- Topic: Idle Bots
- Replies: 10
- Views: 4074
Re: Idle Bots
When I enlarge my solar fields I can get something around 2000 construction-bots working, but if the construction-area gets too big this number decreases.
- Wed Jan 20, 2021 8:46 pm
- Forum: Gameplay Help
- Topic: Inserter optimization question
- Replies: 14
- Views: 4349
Re: Inserter optimization question
I suppose you could make a mod that automatically moves assembler products to an adjacent chest, then make a circuit between that chest and the inserter to only activate the inserter when the chest has at least X items. That would just double the amount of inserters, don't think that's any better f...
- Wed Jan 20, 2021 7:33 pm
- Forum: Gameplay Help
- Topic: Inserter optimization question
- Replies: 14
- Views: 4349
Re: Inserter optimization question
How would inserters only moving with full hands actually reduce CPU usage though? I expect inserters to belt to be most UPS efficient at a stack size of 1, since the inserter only needs to look at the belt for a minimum of 1 tick on a swing to drop the item. With more items in hand, it needs to che...
- Tue Jan 19, 2021 8:50 pm
- Forum: Gameplay Help
- Topic: Train stops with limit change assigned numbers of trains
- Replies: 12
- Views: 5698
Re: Train stops with limit change assigned numbers of trains
Why do you have the bypass? Having a bypass means that trains waiting in the stacker might choose to go to other stations. Alternatively put another station of the bypass, to add a penalty that will discourage trains from choosing to go another station. The bypass is a relic from building various f...
- Mon Jan 18, 2021 8:26 pm
- Forum: Gameplay Help
- Topic: Train stops with limit change assigned numbers of trains
- Replies: 12
- Views: 5698
Re: Train stops with limit change assigned numbers of trains
While what happens i think is triggering this rule : "A train stop that is part of the train's schedule gets enabled, renamed or created." or this one "The train limit of a train stop that is part of the train's schedule becomes not full." This causes repath, and not just revali...