Search found 27 matches

by rbtcollins
Sat Nov 02, 2024 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] Train switches to manual with only interrupts and none applying
Replies: 10
Views: 2333

Re: Trains randomly switching back to Manual instead of Automatic

I'm encountering this too in 2.0.13.

Reproduction: have an interrupt driven schedule with no fixed stations.

Something like:
- fuel on fuel item < X with wait for full fuel
- deliver to [item] drop w/wait for 0 items of that type on has cargo count > 0
- pickup items on no cargo + pickup station ...
by rbtcollins
Tue Feb 26, 2019 8:36 pm
Forum: Minor issues
Topic: [0.17] tech screen colours too subtle
Replies: 1
Views: 1544

[0.17] tech screen colours too subtle

The difference between available and researched techs is very subtle - at least for me (red/green colour insensitive) - I'm not colour *blind*, and colour blind themes are usually fugly; but having something that is more strikingly different would be really nice.
by rbtcollins
Tue Feb 26, 2019 8:34 pm
Forum: Not a bug
Topic: [0.17] excess copper / wrong materials consumed by loaders during repair missions
Replies: 1
Views: 1009

[0.17] excess copper / wrong materials consumed by loaders during repair missions

e.g. feeding iron into the lab repair loader silently eats the iron, rather than it backing up like it would in the main game.
similarly copper production is easily higher than gears, and copper above the 50 target is still consumed
by rbtcollins
Tue Feb 26, 2019 8:32 pm
Forum: Not a bug
Topic: [0.17] Lab-complete tech list missing basic electronics
Replies: 1
Views: 970

[0.17] Lab-complete tech list missing basic electronics

When the reseach page pops up automatically upon repairing the lab, basic electronics was not visible. Exiting and returning to it and it was visible. Perhaps it shouldn't pop up, sp that the mission hint can be followed, or if it does pop up the technology shjould be there to be pickable.
by rbtcollins
Sun Jan 07, 2018 8:04 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 452414

Re: Friday Facts #224 - Bots versus belts

I'm pretty sad to hear that there is a 'right way' to have fun.

For me, a fun game is one that I choose to come back to in my precious spare time, whatever the particular thing is. Chess, go. space invaders, factorio.

I enjoy doing ridiculous things in factorio - 512 way CLOS blue belt balancers ...
by rbtcollins
Thu Dec 28, 2017 2:05 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 66658

Re: Friday Facts #222 - Christmas avalanche

As well as an item to tell requester chests whether to pull from buffer chests, it would be symmetrical to also allow inserter network conditions to have an option to consider amounts in buffer chests or not: right now material in a buffer chest counts towards conditions, but if the requester chest ...
by rbtcollins
Sun Dec 17, 2017 4:25 pm
Forum: Ideas and Suggestions
Topic: Show logistic request tooltip info in the info panel
Replies: 0
Views: 898

Show logistic request tooltip info in the info panel

I really love the ability to see the amount of a requested resource in the logistic request tooltip.

It would be great if separately to showing the full logistic network contents, mousing over a requestor chest, would show the available amounts for the resources requested by the chest - like it ...
by rbtcollins
Sun Dec 17, 2017 7:56 am
Forum: Duplicates
Topic: [0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor
Replies: 4
Views: 1964

[0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor

Loading a map I have from a while back I trigger this crash.





800.121 Loading map C:\Users\robertc\AppData\Roaming\Factorio\saves\TimedStart18g.zip: 10224072 bytes.
800.177 Loading Level.dat: 20160389 bytes.
800.187 Info Scenario.cpp:135: Map version 0.14.13-2
800.190 Info ...
by rbtcollins
Sun Dec 17, 2017 4:14 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 69636

Re: [16.0] Sideloading works completely different now

I very much object to having 'just one way to do it' - that means that we'll end up with exactly one build that newcomers don't know, frustrated newcomers, and less interesting variations.

This is precisely the 0.12 corners bugfix discussion again: in 0.12 anyone using a belt with a corner would ...
by rbtcollins
Sat Nov 04, 2017 8:10 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 52310

Re: Friday Facts #215 - Multithreading issues

Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move.

Given N threads that will be updating in parallel some object type T, create N ...
by rbtcollins
Wed May 31, 2017 7:45 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 121
Views: 171438

Re: Digital Display, Yay!

Thanks, I updated the blueprint.

Here is an expandable 4-combinator display.


I've tweaked it slightly to let me use colours with it (use red to deliver the signal value, green to pass colour info.

0eNrVmetq4zwQhu9FsP+SXWkk ...
by rbtcollins
Sun May 28, 2017 5:27 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 121
Views: 171438

Re: Digital Display, Yay!

DaveMcW wrote:Thanks, I updated the blueprint.

Here is an expandable 4-combinator display.
display4.jpg
Thats very very nice. I'm a little unsure of the encoding - you're left shifting everything by the digit to show + magic-constant. How is magic constant calculated?
by rbtcollins
Thu May 11, 2017 5:37 am
Forum: Ideas and Suggestions
Topic: 'Anything' signal for programmable speaker
Replies: 0
Views: 950

'Anything' signal for programmable speaker

I use the speaker to tell me when an outpost is out of ore, the only thing is right now I need to use a decider to have a no-change-needed blueprint I can just splat down. Its a small thing :).
by rbtcollins
Sun Jan 01, 2017 11:31 pm
Forum: Duplicates
Topic: [0.14.21] personal bots get reassigned to global pool on loa
Replies: 2
Views: 1407

[0.14.21] personal bots get reassigned to global pool on loa

Notice this when I was waaay out in the wilderness and needed to load an autosave after death :(.

The save happened while I was clearing some trees to make way for a rail line, then when I loaded the save, the bots - all of them it looked like - headed off towards my base, leaving me with no bots.
by rbtcollins
Sun Jan 01, 2017 11:26 pm
Forum: Not a bug
Topic: minor bug, spawned resources arent collected by idle miners
Replies: 4
Views: 2985

Re: minor bug, spawned resources arent collected by idle miners

Ok, so, how does one reactivate miners via a script?
by rbtcollins
Sun Jan 01, 2017 10:15 am
Forum: Duplicates
Topic: 0.14.21 regenerate_entities and miners
Replies: 1
Views: 1180

0.14.21 regenerate_entities and miners

I had a map that I made a littttle too sparse on resources, so I ran
game.regenerate_entity("iron-ore") to workaround that.

However, all the miners that had stopped due to having no ore, which now had ore under them, did not actually start mining again until I picked them up and put them down.

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