Search found 70 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
Note: still problem of moving target (character) calculation.
- 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...
- 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
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
- 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
Question is there a way to extend day-night cycle ? (make them both longer)?
There is the notgloom mod but not sure about it
- 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...
- 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.
if station relocated back one position then train moves to station.
Note: rail line was east west and curve was going north.
- 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
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
- 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
- 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...
- 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,...
- 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...
- 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...
- 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
hope helps