Search found 17 matches

by Charidan
Wed Nov 13, 2024 7:45 am
Forum: Ideas and Suggestions
Topic: Show logistic range for ghost robotports
Replies: 14
Views: 1075

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 ...
by Charidan
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: 820

[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 ...
by Charidan
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: 227

[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 ...
by Charidan
Fri Oct 25, 2019 4:55 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 58040

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 sense trying to ...
by Charidan
Tue Apr 09, 2019 7:19 pm
Forum: Releases
Topic: Version 0.17.28
Replies: 25
Views: 19403

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?
by Charidan
Fri Mar 01, 2019 6:53 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 81304

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 ...
by Charidan
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: 1439

0.17.1 graphical bug: inserter appears over foreground power pole

Haven't devoted effort into reproduction yet, just saw this while placing objects.
Image
The inserter is being drawn over the power pole despite the pole being in front.
by Charidan
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: 9337

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 ...
by Charidan
Wed Feb 27, 2019 5:50 am
Forum: Ideas and Suggestions
Topic: 0.17 Feature Request: Mine to hand
Replies: 1
Views: 974

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 ...
by Charidan
Fri Nov 16, 2018 5:43 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 101393

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 the core ...
by Charidan
Fri Nov 02, 2018 4:46 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 56379

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.
by Charidan
Fri Sep 14, 2018 6:19 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 145341

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 ...
by Charidan
Fri Aug 03, 2018 6:08 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 101358

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 ...
by Charidan
Sat Apr 14, 2018 2:43 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 67345

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 ...
by Charidan
Sun Dec 31, 2017 10:37 pm
Forum: Releases
Topic: Version 0.16.12
Replies: 10
Views: 14854

Re: Version 0.16.12

What do ya'll mean? They are having fun! They're fixing Factorio! The Factory grows!
by Charidan
Wed Oct 04, 2017 1:49 am
Forum: Modding help
Topic: [API bug?] surface_index of event is 0
Replies: 2
Views: 1503

Re: [API bug?] surface_index of event is 0

Thanks!
by Charidan
Tue Oct 03, 2017 4:49 am
Forum: Modding help
Topic: [API bug?] surface_index of event is 0
Replies: 2
Views: 1503

[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 ...

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