Search found 13 matches

by jokoon
Fri Nov 10, 2023 3:51 pm
Forum: Ideas and Suggestions
Topic: Missile/rocket turret or a mortar
Replies: 1
Views: 333

Missile/rocket turret or a mortar

The game is lacking a good alternative to attack spawners at a medium distance. The rocket launcher has a poor range. 1. A turret that shoots rockets at a medium distance, same than the rocket launcher Why: I was playing deathworld marathon, and I realized that it was difficult to snipe spawners wit...
by jokoon
Sun May 24, 2020 1:50 pm
Forum: Ideas and Requests For Mods
Topic: Auction house trading, and land buying
Replies: 0
Views: 794

Auction house trading, and land buying

Ok so first, I want to say I find vanilla multiplayer pretty uninteresting and chaotic: trolls can remove entities/belts/etc it's very difficult or impossible to agree on how to organize a base (I mean with 20 players it becomes difficult: who does what? where's the main bus? etc) I have about 1200 ...
by jokoon
Sat Mar 23, 2019 10:45 am
Forum: Not a bug
Topic: Possible bug, logistics bot not queueing appropriately
Replies: 4
Views: 1586

Re: Possible bug, logistics bot not queueing appropriately

Probably not a factorio bug. See https://wiki.factorio.com/Robotic_network#Choosing_the_post_for_charging. This is more likely to be considered a feature of that particular design. Handling bot charging is one of the things that make bot based design not as simple as it seems at first glance. For a...
by jokoon
Sat Mar 23, 2019 10:36 am
Forum: Not a bug
Topic: Possible bug, logistics bot not queueing appropriately
Replies: 4
Views: 1586

Re: Possible bug, logistics bot not queueing appropriately

Thanks for the report but as you've speculated: this isn't a bug. Robots use a heuristic for "should I charge at this roboport or find another" and they use distance from themselves as the first value and number of robots charging/waiting to charge as the second. The distance value plays ...
by jokoon
Thu Mar 21, 2019 11:53 am
Forum: Not a bug
Topic: Possible bug, logistics bot not queueing appropriately
Replies: 4
Views: 1586

Possible bug, logistics bot not queueing appropriately

I have 2500 logistics bots, with about 70 roboports. All bots are busy, and I can see that many are queuing for charging to very busy roboports, while other nearby roboports seems completely idle without bots charging. I'm not sure it's really a bug, or if the game is working as intended. Screenshot...
by jokoon
Thu Mar 07, 2019 10:53 am
Forum: Ideas and Suggestions
Topic: [0.15] make temp. av. perf. etc available to circuit net
Replies: 12
Views: 3074

Make temperature of turbines/heat exchangers readable by the circuit network

It's currently difficult to feed a nuclear reactor with the right amount of nuclear fuel because of the temperature inertia, since players are left to watch the amount of steam, but temperature inertia makes steam irrelevant.
by jokoon
Sun Mar 03, 2019 5:39 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.4] Crash: "Error TextureStreamingManager.cpp:344: Run out of physical tiles"
Replies: 5
Views: 2752

Re: Crash during an intensive biter battle

Uploading a 40MB save file failed again... I might be able to send it elsewhere?
by jokoon
Sun Mar 03, 2019 5:04 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.4] Crash: "Error TextureStreamingManager.cpp:344: Run out of physical tiles"
Replies: 5
Views: 2752

[posila] [0.17.4] Crash: "Error TextureStreamingManager.cpp:344: Run out of physical tiles"

I just saved before feeding artillery cannons, which triggered many biters to come fight against laser cannons which started to be destroyed.

I pressed escape to pause, and the game crashed.

The save file is 40MB. The forum thing had an issue uploading it, my internet is not great.
by jokoon
Sat Mar 02, 2019 4:27 pm
Forum: Gameplay Help
Topic: kovarex enrichment with logistics bots and productivity modules
Replies: 1
Views: 1864

kovarex enrichment with logistics bots and productivity modules

It is again possible to use productivity modules on kovarex enrichment. The problem is that now, this blueprint has the annoying flaw of accumulating the bonus U235 and re-inserting it inside the centrifuge instead of putting it inside the logistics network. 0eNrsvdtuXUeyLfgrDT2bxsx7ZgGn3/qpP2GjYFAy...
by jokoon
Mon Feb 25, 2019 10:02 am
Forum: Ideas and Suggestions
Topic: LEDs on assemblers, radar upgrade, satellites scanning
Replies: 8
Views: 2297

LEDs on assemblers, radar upgrade, satellites scanning

A colored LED to quickly visualize which assembler/chemical plan are actively doing something. This can be really helpful to diagnose bottlenecks. An research upgrade to the radar range, even if the distance bonus is very small or part of the infinite research. Not sure if it's technically possible...
by jokoon
Sat Jan 06, 2018 5:29 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346761

Re: Friday Facts #224 - Bots versus belts

It's true that bots are powerful, but they are useful in places where you either have too many different items to spread through a factory, or where spreading items is just more efficient with bots. Either: add a faster belt, or some kind of portal belt to teleport items. allow a very very fast inse...
by jokoon
Tue Jul 18, 2017 12:12 pm
Forum: Ideas and Suggestions
Topic: Portals, factory ownership in multi, and other
Replies: 1
Views: 1002

Re: Portals, factory ownership in multi, and other

Added filter slots for chests (enabled only for wagons, not for chests)
by jokoon
Sat Jul 15, 2017 12:38 pm
Forum: Ideas and Suggestions
Topic: Portals, factory ownership in multi, and other
Replies: 1
Views: 1002

Portals, factory ownership in multi, and other

Less grey Low Density Structure icon The icon is barely visible when it is on a belt, a less grey color would be appreciated! (same thing for the forum, cannot see my text mouse cursor). Filter slots in chests Just like wagons can have dedicated slots for certain items, I don't understand why it wa...

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