Search found 70 matches

by Dark_star
Tue Aug 02, 2016 7:54 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282284

Re: [MOD 0.13.9] Robot Army. 0.2.0

Well we don't want then going too far away, and if they do they need to come bacK, but we also want them to cover a larger area - thats where the patrol post comes in usefulness. I been watching them more and they can get far from home when activated, which fine by me, so the patrol area is about r...
by Dark_star
Tue Aug 02, 2016 3:43 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282284

Re: [MOD 0.13.9] Robot Army. 0.2.0

great mod, but after the last update 13.13, started receiving err message; "Error while running the event handler: __robotarmy__/control.lua:514:position not specified" this during placement of 1of 20 guard stations, each with 20+ terminators a reload of last backup did not stop error, bu...
by Dark_star
Mon Aug 01, 2016 9:19 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282284

Re: [MOD 0.13.9] Robot Army. 0.2.0

great mod, but after the last update 13.13, started receiving err message; "Error while running the event handler: __robotarmy__/control.lua:514:position not specified" this during placement of 1of 20 guard stations, each with 20+ terminators a reload of last backup did not stop error, but...
by Dark_star
Tue Jul 26, 2016 4:38 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 5257

Re: Logistic Bots stuck in far parts of Base

Why not use the bots to return each other? On your "no-vacation" outer-edge roboports, have an inserter (preferably a regular one) relocate the bots from the roboport into a provider chest. Then, you can have a request chest back in the middle that requests them and then re-injects them i...
by Dark_star
Wed Jul 20, 2016 5:24 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 5257

Re: Logistic Bots stuck in far parts of Base

These are great suggestions for "improving" current system. For now until a mod happens, moving bots by train/car (airplane mod) back to central factory area seems best. Also having depots of common items located at far points loaded by trains, may help keep bot count down. But there is st...
by Dark_star
Sun Jul 17, 2016 9:18 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 5257

Re: Logistic Bots stuck in far parts of Base

It is a good idea and one of the best accepted methods, but my style is more encompassing, to have all areas enclosed and covered by Roboports instead of outposts method. Also unfortunately the number of "vacationing" bots can be in the hundreds . between 25% and 30% of total. Note: I do n...
by Dark_star
Sun Jul 17, 2016 7:00 pm
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 5257

Logistic Bots stuck in far parts of Base

Late game problem with large base and logistical bots. After delivering item they go to nearest Roboport and park, do not seem to return to central part of factory . Example: gun turret requester calls for ammo, the bot drops off item then goes to nearest roboport and (goes on vacation) parks. The o...
by Dark_star
Sun Jul 17, 2016 4:18 pm
Forum: Ideas and Suggestions
Topic: Improvment to Roboports Charging
Replies: 15
Views: 4605

Re: Inprovment to Roboports Charging

Does a traveling Bot when it reaches some value (like 10%) charge remaining, do a calculation of distance/energy-use to target vs energy remaining. If short then look for nearest charging station ?
Note: still problem of moving target (character) calculation.
by Dark_star
Sun Jul 17, 2016 4:03 pm
Forum: Gameplay Help
Topic: Is Storage useless?
Replies: 18
Views: 8078

Re: Is Storage useless?

Storage is good, but must be managed. Storage allows saving of items produced in the past. Ratios are also about items produced over time. A slow production can be saved up for producing a single item in future while need research is finished. Example: Steel for rocket silo Assembly and satellite, e...
by Dark_star
Sun Jul 03, 2016 8:57 pm
Forum: Balancing
Topic: is day-night cycle a little too Fast ?
Replies: 4
Views: 2118

Re: is day-night cycle a little too Fast ?

Thanks for help, yes gloomnight works fine, solved my problem
Note: I did not notice this fast cycle before 13.0
suggest: day-night cycle adjustment should be in game, an official ratio day to night.
Thanks
by Dark_star
Sat Jul 02, 2016 11:22 pm
Forum: Balancing
Topic: is day-night cycle a little too Fast ?
Replies: 4
Views: 2118

is day-night cycle a little too Fast ?

13.3 it seems to me the day-night cycle is a little too fast, I just start planing out a setup and its night again.
Question is there a way to extend day-night cycle ? (make them both longer)?
There is the notgloom mod but not sure about it
by Dark_star
Sat Mar 05, 2016 5:36 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204500

Re: Friday Facts #128 - Back down to earth

First, I wish to congratulate you and the team on a very successful launch. All of you have done a superb work in designing, developing and managing the factorio project. Thank you The loader idea seems to be a simpler solution with using cost to balance impact, a good addition. I always had a probl...
by Dark_star
Sun Feb 14, 2016 7:58 pm
Forum: Not a bug
Topic: train got NO PATH, but all ok [0.12.20]
Replies: 6
Views: 18377

Re: train got NO PATH, but all ok [0.12.20]

ran into a minor bug, if station is placed too close to start of curve, the train will have "No path error".
if station relocated back one position then train moves to station.
Note: rail line was east west and curve was going north.
by Dark_star
Mon Jan 11, 2016 6:50 pm
Forum: Mods
Topic: [0.12.0] Aircraft mod [WIP]
Replies: 9
Views: 21223

Re: [0.12.0] Aircraft mod [WIP]

Really like this mod.
Suggestion for late game fun and play balance.
Health same as car ( light but very fast)
Fuel should only be rocket fuel
Build using Low density structure items
Note: assume if shot down over water character dies
hope this can be for MP
Thanks :D
by Dark_star
Wed Dec 30, 2015 5:14 pm
Forum: Not a bug
Topic: logistic robots setting out on impossible journey
Replies: 2
Views: 10186

Re: logistic robots setting out on impossible journey

Thank you for the reply. looking forward to 13 and beyond
by Dark_star
Sat Dec 12, 2015 8:51 pm
Forum: Not a bug
Topic: logistic robots setting out on impossible journey
Replies: 2
Views: 10186

logistic robots setting out on impossible journey

The building of mining posts as extensions of the main base causes them look like very long "L" s. see example below And when using chained roboports to support these bases and a request is made for an item this causes the Logistic bots to "cut the corner" across biter land. 1. T...
by Dark_star
Tue Nov 24, 2015 11:59 pm
Forum: Ideas and Suggestions
Topic: add Colony housing
Replies: 1
Views: 4032

add Colony housing

First like to say delaying orbital platform was a good idea, if the base game is solid then follow-on items (games/mods/DLC) will be solid. instead of building a rocket/shuttle an option to build housing for future colonies. Each unit can be self contained or be tie into other units supplying water,...
by Dark_star
Wed Oct 07, 2015 7:23 pm
Forum: Resolved Problems and Bugs
Topic: 0.12.10 MacOS 10.8 fails to launch 2nd run
Replies: 2
Views: 2856

0.12.10 MacOS 10.8 fails to launch 2nd run

launch factorio (double click) wants to update , get it ok to do so. finishes update, start game, elect new game. save and quit. next try to start double click = nothing happens see below console log 10/7/15 12:02:50.064 PM com.apple.launchd.peruser.501[138]: ([0x0-0x12b02af].com.factorio[10237]) Ex...
by Dark_star
Thu Sep 10, 2015 3:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.5] [mac os] minor bug 2nd launch fails-has work around
Replies: 8
Views: 6671

Re: [0.12.5] [mac os] minor bug 2nd launch fails-has work around

The problem is that neither 12.5 or 12.6 factorio after install, will start, each seems to do nothing. The problem start with 12.5, (Workaround) Install & start 12.4, it will ask and load updates 12.5 & 12.6 and after updating I can play normal. After I exiting the game. Next time clicking o...
by Dark_star
Thu Sep 10, 2015 1:02 am
Forum: Resolved Problems and Bugs
Topic: [0.12.5] [mac os] minor bug 2nd launch fails-has work around
Replies: 8
Views: 6671

Re: [0.12.5] [mac os] minor bug 2nd launch fails-has work around

last two lines are two attempts start factorio when 12.6
hope helps

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