Search found 13 matches
- Sun Jul 11, 2021 5:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Targeted/Directional Radars
- Replies: 1
- Views: 1291
Targeted/Directional Radars
Summary: New radar building and research which doesn't scan in all directions and in the immediate vicinity, but instead a player-defined patch at any range provided enough power can be supplied. Details/thoughts: You plop down a vanilla radar, it consumes 300kW and immediately gives you I think a 7...
- Sun Oct 04, 2020 8:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Equipment Module - Cloaking or Invisibility
- Replies: 1
- Views: 850
Equipment Module - Cloaking or Invisibility
Title says it all I think. Would be great for late-game battle against the biters. I've never done PvP but I bet it would really spice things up there as well. Maybe a mandatory recharge time? Maybe linked to research so that it starts at only 10 seconds, recharge 20 at base and decreases recharge t...
- Sun Aug 16, 2020 1:54 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron can't use roboport if logistic while moving is disabled
- Replies: 5
- Views: 6374
Re: [1.0.0] Spidertron can't use roboport if logistic while moving is disabled
I accidentally made a duplicate (viewtopic.php?f=47&t=88048). Here's a video of the issue.
https://youtu.be/yDvRhiLDJK8
https://youtu.be/yDvRhiLDJK8
- Sun Aug 16, 2020 1:52 am
- Forum: Duplicates
- Topic: [1.0.0] Spidertron Roboport Not working
- Replies: 4
- Views: 3017
Re: [1.0.0] Spidertron Roboport Not working
How frustrating, I could have swore I ruled that out before filing my report! No matter, thanks!
Verified: https://youtu.be/yDvRhiLDJK8
- Sun Aug 16, 2020 1:32 am
- Forum: Duplicates
- Topic: [1.0.0] Spidertron Roboport Not working
- Replies: 4
- Views: 3017
Re: [1.0.0] Spidertron Roboport Not working
I'm sorry, this is really bad footage as I was fumbling around trying to find things in a cluttered inventory. But indeed there are -- if you look at 1:12 I do put repair packs in the yellow spidertron and nothing happens.
- Sun Aug 16, 2020 12:14 am
- Forum: Duplicates
- Topic: [1.0.0] Spidertron Roboport Not working
- Replies: 4
- Views: 3017
[1.0.0] Spidertron Roboport Not working
I don't really know how to reproduce this, I just noticed it while playing so I fired up OBS and started recording. You can see in the recording around 1:40 I figure out a workaround by picking up the spidertron and placing it back down again. I've attached the log file and the save file just prior ...
- Sun May 24, 2020 2:29 am
- Forum: Won't fix.
- Topic: [0.18.26] Audio - Incorrect Vehicle Entry Sound in Map View
- Replies: 5
- Views: 3175
[0.18.26] Audio - Incorrect Vehicle Entry Sound in Map View
See attached IRC log - not just my machine, not just on one OS platform. Sorry if this has already been reported, I could not find any similar topics. Reproduction works best when you mute the game music and crank up the game effects to maximum Two ways to reproduce: Method A: Place a vehicle (Tank ...
- Sun Jan 05, 2020 9:21 pm
- Forum: Logistic Train Network
- Topic: [Not a bug] Collision Box Ignores Entities
- Replies: 5
- Views: 2703
[Not a bug] Collision Box Ignores Entities
Imgur Link: https://i.imgur.com/SWJmVh7.mp4
Sorry if this is already a known bug/feature. I noticed this symptom with walls so that's what I demonstrated in the gif but I also tried the collision with transport belts, chests, and even an assembling machine and all worked.
Sorry if this is already a known bug/feature. I noticed this symptom with walls so that's what I demonstrated in the gif but I also tried the collision with transport belts, chests, and even an assembling machine and all worked.
- Thu Dec 26, 2019 2:46 pm
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 8876
Re: Factorio on Stadia please
How much of the game processing is accomplished by the server in a multiplayer game? Literally none. Zero. Nothing. 100% of the game processing happens on every game client in syncronization with eachother. Each and every tick will always have the same result, and end in the same state. If it doesn...
- Thu Dec 26, 2019 4:22 am
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 8876
Re: Factorio on Stadia please
I don't mean to derail the thread but the OP has given me the following thought. How much of the game processing is accomplished by the server in a multiplayer game? I imagine being able to run the game from a multiplayer server from any popular cloud provider and then accessing the server with the ...
- Mon Dec 23, 2019 6:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2847
Re: Virtual Logistic Networks
Closest I see is: https://mods.factorio.com/mod/Robo-Charge-1x1/discussion/5cec7e276325fc000ce98539 ... Edit: whoops. That mod even includes differently ranged versions: "Mod that adds a new small charging towers (one tile) that can charge 4 robots, though they can't dock with it, and they hav...
- Mon Dec 23, 2019 4:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2847
Re: Virtual Logistic Networks
Thanks to the both of you for your constructive responses! It's good to see some interest in this idea - makes me feel like I'm not alone. Edit: only option is to make a bunch of roboports with smaller ranges. I think I've seen some with no support for bots leaving/entering, only charging, don't kno...
- Mon Dec 23, 2019 1:18 am
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2847
Virtual Logistic Networks
TL;DR - Read the summary Preamble I'd like to apologize in advance if my lexicon is a bit off - I haven't played Factorio for some time but I'd like to get into it again if I could find a mod or solution to my problem. I also understand that the Robot logic is very complicated so I completely accept...