there's a mod which do it: https://mods.factorio.com/mod/BotRecaller
but I seriously believe it's something that should be builtin.
Search found 26 matches
- Fri Mar 22, 2019 8:51 pm
- Forum: Ideas and Suggestions
- Topic: Roboport like a Provider/Requester chest for bots/tools
- Replies: 9
- Views: 6025
- Fri Mar 22, 2019 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Roboport "request" bots proposal
- Replies: 3
- Views: 1372
Re: Roboport "request" bots proposal
Yeah I believe it's the same, but I find mine more straightforward.Tekillaa wrote: βFri Mar 22, 2019 6:59 pm Hi, my post got the same suggestion , i'll be happy to let your opinion.
viewtopic.php?f=6&t=67650
- Fri Mar 22, 2019 10:17 am
- Forum: Ideas and Suggestions
- Topic: Roboport "request" bots proposal
- Replies: 3
- Views: 1372
Roboport "request" bots proposal
I would like to propose that roboports, just like requester chests, have an option to "call/request" bots, where user would define which kind (logistic or construction) and how many, and as so all the roboports in the network would send their bots to the requester port. This would be impor...
- Tue Mar 19, 2019 11:24 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
It is so much easy for developers to make it work like it should: FIFO. It's not a simple "this line of code controls it" but the entire logic around updating trains and that's some 2400~ lines across multiple files. If Rseding can't even describe the current order because of the complexi...
- Tue Mar 19, 2019 9:56 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
Because, as mentioned above, we are all total nerds, can you give us some insight into what the deterministic order is based on? Train ID or most/least recently built? X/Y coordinates? I'd rather not. It's not a simple "this line of code controls it" but the entire logic around updating t...
- Tue Mar 19, 2019 5:51 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
Thanks for the report however this is working as intended: trains do not follow "first in, first out" logic when waiting at rail signals. They simply operate in what ever order the train(s) are updated where that order is deterministic. Because, as mentioned above, we are all total nerds,...
- Tue Mar 19, 2019 1:48 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
I've observed that the trains in a waiting station with 6, 8, 10 lanes, are not following the order they arrive in the "block". So sometimes a train with rocket fuel gets there first, but keeps waiting for hours all the other trains join and leave, not respecting the order they arrived th...
- Tue Mar 19, 2019 11:31 am
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
After trying a bunch, I came up with something that sort of works but not entirely. So I'll post my write-up here and maybe it can serve as a foundation for someone else. Alright, here's a FIFO stacker. It took a bit longer than planned to complete since I had to resolve some issues where a train w...
- Mon Mar 18, 2019 9:29 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
In the case of your parking bay, if you want a FIFO queue, wouldn't the easiest solution just be to use a long serial track as your parking instead of parallel ones? This has the drawback of extending travel time for a train that it wouldn't otherwise need when the queue is empty, and takes more sp...
- Mon Mar 18, 2019 8:32 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
I have spent many hours -- probably many 24-hour days -- working on circuit logic to solve this problem in general. I still don't have anything I'm happy with. Admittedly, I've piled several additional design objectives on top of this so that I end up wanting an infinitely tile-able FIFO capable of...
- Mon Mar 18, 2019 7:34 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
Re: There's a bug in the train's parking
Probably NaB, but just out of curiousity, what are the train ID numbers? I'd expect the one with the lowest number to get priority in this sort of situation. well, the train ID number is certain not a good choice for prioritizing it. The arriving order is what it should take in account, so to me IT...
- Mon Mar 18, 2019 7:24 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
- Mon Mar 18, 2019 6:28 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8875
There's a bug in the train's parking
I've observed that the trains in a waiting station with 6, 8, 10 lanes, are not following the order they arrive in the "block". So sometimes a train with rocket fuel gets there first, but keeps waiting for hours all the other trains join and leave, not respecting the order they arrived the...
- Mon Mar 18, 2019 1:28 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10556
Re: Temporary Stations = Manual train mode
I find the best solution to put an option in the settings menu. The option would be cumbersome to use as you might need to toggle it for every other train. Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train tempora...
- Sun Mar 17, 2019 2:31 am
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 3067
Re: Terrain seems like a bug
Well, terrain producing zero minerals in a zone 3 min distant from starting point is certainly a bug. Saying that "its normal" after a software upgrade is ridiculous.
- Sun Mar 17, 2019 2:29 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10556
Re: Temporary Stations = Manual train mode
I find the best solution to put an option in the settings menu.
- Sat Mar 16, 2019 9:01 pm
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 3067
Re: Terrain seems like a bug
I would like to hear from developers
- Sat Mar 16, 2019 6:51 pm
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 3067
Re: Terrain seems like a bug
I have been playing since .16 and so on now in .17
- Sat Mar 16, 2019 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10556
Re: Temporary Stations = Manual train mode
is it going to happen???
- Sat Mar 16, 2019 5:52 pm
- Forum: Not a bug
- Topic: Terrain seems like a bug
- Replies: 11
- Views: 3067
Terrain seems like a bug
There's a clear line separating one kind of terrain from the other. There's a problem with the left part of terrain since it looks like there's no minerals there.