Search found 17 matches
- Wed Nov 13, 2024 7:45 am
- Forum: Ideas and Suggestions
- Topic: Show logistic range for ghost robotports
- Replies: 11
- Views: 510
Show logistic range for ghost robotports
The problem Placing multiple roboport ghosts is very frustrating as the ghost roboport does not emit a coverage prediction, making it impossible to tell how far to place the next roboport to make a max-range connected network without memorizing distances. The solution Ghost roboports should display...
- Wed Nov 13, 2024 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] Cancelling upgrade does not cancel requests for nonexistent upgrade slots
- Replies: 1
- Views: 399
[Genhis][2.0.15] Cancelling upgrade does not cancel requests for nonexistent upgrade slots
What did you do? Used Alt+U upgrade planner to schedule an upgrade for an assembly 2 to assembly 3. Used map view to get ghost speed modules in hand and ctrl+click to schedule module insertion to all slots. Used Alt+U upgrade planner to shift+click unschedule assembly machine upgrade. Cancelled pla...
- Thu Oct 24, 2024 7:42 am
- Forum: Not a bug
- Topic: [2.0.9] Quality stone cannot be smelted into brick
- Replies: 1
- Views: 163
[2.0.9] Quality stone cannot be smelted into brick
1. High-quality stone was placed in a furnace 2. High-quality stone cannot be smelted into stone brick in a furnace, because the furnace cannot set quality for the smelting recipe. 10-24-2024, 00-29-07.png 3. The furnace should have automatically matched quality of recipe to quality of input, the sa...
- Fri Oct 25, 2019 4:55 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 53464
Re: Friday Facts #318 - New Tooltips
I'm unsure of what the "standard" use case for bots is considered to be if you assume that entities aren't being built next to each other. The main thing I use bots for is placing solar panels and batteries in big clumps. I can understand limiting the "vision" range of bots (no s...
- Tue Apr 09, 2019 7:19 pm
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 18726
Re: Version 0.17.28
No, the post body says 27 and the post title says 28. This is a typo, not an intentional version skip.
EDIT: Except if FactorioBot is actually a bot (and why wouldn't it be?) how did it accomplish a typo?
EDIT: Except if FactorioBot is actually a bot (and why wouldn't it be?) how did it accomplish a typo?
- Fri Mar 01, 2019 6:53 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 75347
Re: Friday Facts #284 - 0.17 experimental
I agree with the FFF on this one: the campaign is much harder for veteran players than new ones. As a veteran player in freeplay, I generally start games with 2-4 people, stick a pair of burner miners on coal and then quickly establish steam power and electric drills and inserters. I bypass burner i...
- Wed Feb 27, 2019 7:34 am
- Forum: Won't fix.
- Topic: 0.17.1 graphical bug: inserter appears over foreground power pole
- Replies: 2
- Views: 1352
0.17.1 graphical bug: inserter appears over foreground power pole
Haven't devoted effort into reproduction yet, just saw this while placing objects.
The inserter is being drawn over the power pole despite the pole being in front.
The inserter is being drawn over the power pole despite the pole being in front.
- Wed Feb 27, 2019 7:01 am
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 8255
Feature request: set ghost assembly machine product
When copy+pasting assembly machines the ghost retains the product setting and displays the icon for it. When manually placing assembly machines, you cannot set the product and have to remember what everything is. This can be very confusing if you leave and come back or are working in multiplayer and...
- Wed Feb 27, 2019 5:50 am
- Forum: Ideas and Suggestions
- Topic: 0.17 Feature Request: Mine to hand
- Replies: 1
- Views: 864
0.17 Feature Request: Mine to hand
Please add some sort of mining option so that the item you mine goes to your hand (with a hand-placeholder appearing in your inventory so you can Q clear it there and don't break inventory limits). This probably wants to have a modifier key associated with it so it only happens when you want it, or ...
- Fri Nov 16, 2018 5:43 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 94649
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Am I the only one who feels weird about the angle on belts? I immediately looked at them and said "I can see too much of the side". I think the belt housing is supposed to be going straight down, but it feels like it comes way too far out from the belt for a 45 degree camera angle. I think...
- Fri Nov 02, 2018 4:46 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 53341
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Interactive text looks really clean! I'll be happy to have a way to send recipes to people so they don't have to find them in the crafting menu while they're busy.
- Fri Sep 14, 2018 6:19 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 133877
Re: Friday Facts #260 - New fluid system
Don't wanna sound negative, but thinking about actual setups used in game (see pictures) and seeing how many junction there are and relatively few straight pipe sections, I'm not sure it would really be that much of an optimization to be honest. Even in the images you link there are pipe segments o...
- Fri Aug 03, 2018 6:08 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 94429
Re: Friday Facts #254 - No research queue for you
I just got Automation 2! Open the tech tree and browse to figure out what I want next Find logistics robots . I want those! Go up the tree and notice I need engines Select engines to research next Wait Engines finished! Remember I was going for logistics robots (which might not be easy if I quit fo...
- Sat Apr 14, 2018 2:43 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 63223
Re: Friday Facts #238 - The GUI update (Part II)
I wanna start with that I really like the direction this is taking and I think it's an improvement overall. I need to make that clear in advance though, cause most of this post is gonna be suggestions on fixes to it. Good: The queue The way progress is displayed on a research card Large research des...
- Sun Dec 31, 2017 10:37 pm
- Forum: Releases
- Topic: Version 0.16.12
- Replies: 10
- Views: 14402
Re: Version 0.16.12
What do ya'll mean? They are having fun! They're fixing Factorio! The Factory grows!
- Wed Oct 04, 2017 1:49 am
- Forum: Modding help
- Topic: [API bug?] surface_index of event is 0
- Replies: 2
- Views: 1387
- Tue Oct 03, 2017 4:49 am
- Forum: Modding help
- Topic: [API bug?] surface_index of event is 0
- Replies: 2
- Views: 1387
[API bug?] surface_index of event is 0
I tried outputting the contents of some on_player_mine events, specifically on_player_mined_tile, and the surface_index is coming back as 0, which isn't a real surface. At first I thought this was because I had made water minable and was mining it off the map, but it was also true of stone paths. Is...