Bots can't move fluids but they can move barrels.AileTheAlien wrote: ↑Fri Mar 15, 2024 8:05 pmI actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
Search found 240 matches
- Sat Mar 16, 2024 3:41 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 20
- Views: 7461
Re: Nerf barrels and buff liquid tanks!
- Mon Dec 18, 2023 10:18 am
- Forum: Ideas and Suggestions
- Topic: Placing roboports like a pole man!
- Replies: 2
- Views: 264
Re: Placing roboports like a pole man!
While I can see the merit of your suggestion, there are plenty of times one wishes to saturate an area with roboports (eg, around an unload station) and not being able to "tile" them would be annoying. Given roboports are regular placeable items - like assembly machines, furnaces - I think...
- Tue Dec 12, 2023 7:55 am
- Forum: Gameplay Help
- Topic: Artillery Wagon with Destination Full
- Replies: 7
- Views: 701
Re: Artillery Wagon with Destination Full
I'm not sure what you mean about the inactivity. Artillery wagons on an automated train will only operate from when the train arrives at a stop until the wait conditions in the schedule allow it to leave. The fact a train may not move away from a stop when the wait conditions are met (eg because it...
- Tue Nov 14, 2023 8:29 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1179
Re: Roboport Improvements
Maybe I'll make a shameless plug and reshare my idea for an improvement to roboports.
viewtopic.php?f=6&t=64648
viewtopic.php?f=6&t=64648
- Fri Oct 27, 2023 9:15 am
- Forum: Minor issues
- Topic: Downgrade Assem to V1, still has module ghosts?
- Replies: 3
- Views: 920
Re: Downgrade Assem to V1, still has module ghosts?
Fortunately, I did a search and found this issue before I reported it again! In my case, I had a Mk3 assembler ghost with 4 level 1 speed mods. I downgraded to a Mk2 and the 2 speed modules were delivered (after I hand-crafted them), and the module request icon remains. This is really confusing. 202...
- Sun Oct 15, 2023 12:39 am
- Forum: Ideas and Suggestions
- Topic: Player character color setup
- Replies: 4
- Views: 492
Re: Player character color setup
Do you mean this color picker?
Or do you mean as a game startup option?- Sun Sep 24, 2023 2:13 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 47347
Re: Friday Facts #377 - New new rails
What about high-speed-tunnels (or -bridges) designed to traverse very long distances? They would ignore trees, cliffs, buildings, intersecting regular rails etc. and trains could reach a higher max velocity. As a trade-off, no train stops could be placed in them and you couldn't enter or get off a ...
- Tue Sep 12, 2023 9:05 am
- Forum: Ideas and Suggestions
- Topic: Seperate Overlay for Building Rarity
- Replies: 4
- Views: 494
Re: Seperate Overlay for Building Rarity
Alt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.
- Fri Jun 09, 2023 9:41 am
- Forum: Ideas and Suggestions
- Topic: Modpacks with specific mod versions
- Replies: 15
- Views: 1663
Re: Mod Folders to Allow For Easier Mod Management
Instead of "folders" (which sounds like it implies that users know what they're doing in their OS), having the ability to group mods within the in-game UI, or add personal tags, could be a good way to achieve a similar outcome.
- Sun Feb 26, 2023 1:56 am
- Forum: Gameplay Help
- Topic: Request X number of items from a inserter
- Replies: 8
- Views: 2613
Re: Request X number of items from a inserter
You could try setting the item stack override on the inserter to 5 or 10. Then when you count the number picked up, it won't overload.
- Tue Jan 24, 2023 10:09 am
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to clear chest inventory?
- Replies: 4
- Views: 894
- Sat Oct 01, 2022 1:37 am
- Forum: General discussion
- Topic: Please help me on my academic research about Learning with Factorio
- Replies: 1
- Views: 743
Re: Please help me on my academic research about Learning with Factorio
Hi Marina,
I have completed the survey. Have you played Factorio yourself?
I have completed the survey. Have you played Factorio yourself?
- Tue Aug 16, 2022 9:15 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My Megabase
- Replies: 2
- Views: 2938
Re: My Megabase
It is "technically" possible to unload but it requires this https://forums.factorio.com/viewtopic.php?f=194&t=58728&start=140 Yeah, I'm not doing that! :mrgreen: How many trains do you use ? :D Can you show an indication of the "time usage" ? so that is shows train and t...
- Sat Aug 13, 2022 11:31 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My Megabase
- Replies: 2
- Views: 2938
My Megabase
I would just like to share my 3k SPM base. It has run for the obligatory 10 hours with 6 science packs, and will also support military science. I did not focus on saving UPS, and it runs between 50 and 60 UPS on my modest PC. I don't like setting up solar, so it's powered almost exclusively with nuc...
- Sat Aug 13, 2022 4:25 am
- Forum: Ideas and Suggestions
- Topic: Matching colors in production statistics screen when filtering for science packs
- Replies: 9
- Views: 1617
Re: Matching colors in production statistics screen when filtering for science packs
Green circuits
Red circuits
Blue circuits
But I do like your suggestion
Red circuits
Blue circuits
But I do like your suggestion
- Wed Aug 03, 2022 10:32 am
- Forum: Gameplay Help
- Topic: Is there a way to turn on a lamp when a station is open or closed?
- Replies: 3
- Views: 1199
Re: Is there a way to turn on a lamp when a station is open or closed?
If I understood, I think you may want something like this: 0eNq1lcFu2zAMhl+l4NkuaruuUx8GDDv31N2GwVBsJhEgS4YkBzMCv/soyXUzJAEUFLskoCh+In/S0gm2YsRBc2mhPgFvlTRQ/zqB4XvJhFuz04BQA7fYQwKS9c7SjAuYE+Cywz9QZ/PvBFBabjmGeG9MjRz7LWrasEZaCpWpsWog2qAMhSjpziFMWiYw0V9B5I5rbIPvJQHKy2olmi0e2JEr7QIMyq6xqvFEqHdMGExAI+sa...
- Tue Jul 26, 2022 7:25 am
- Forum: Technical Help
- Topic: Factorio crashed when exploring the edge of the map
- Replies: 4
- Views: 1257
Re: Factorio crashed when exploring the edge of the map
Stack trace logging done 7880.586 Error Chunk.cpp:701: Trying to make chunk at unreasonable position [-32769, -9] Logger::writeStacktrace skipped. According to https://wiki.factorio.com/Map_generator the maximum map size is defined as 2,000,000 tiles each side. The square root of 4,000,000,000 is r...
- Mon Jul 25, 2022 10:31 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Perfect half-lane split
- Replies: 4
- Views: 4735
Perfect half-lane split
I'm sure I've not seen these elsewhere, but surely someone else has worked it out before! You can use the side-load-onto-underground-trick to achieve a perfect split of 1 belt onto 2 half-belts.
- Thu Jun 23, 2022 9:04 am
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 4393
Re: Auto-sort chests when player opens inventory
I raised a similar "bug" about the spidertron inventory not sorting and was advised that vehicles' inventories are excluded from sort due to performance issues. Can understand performance hits where there are likely many thousands of chests throughout a decent-sized base, but when cars/tan...
- Sat May 21, 2022 1:58 am
- Forum: Show your Creations
- Topic: Prototype compact all science.
- Replies: 1
- Views: 2261
Re: Prototype compact all science.
Very nice! My next run I was looking to build an "every science pack" module that only takes in raw materials, so this is additional inspiration.