Search found 174 matches
- Thu Sep 04, 2014 12:20 pm
- Forum: Gameplay Help
- Topic: Help understanding Logistic System
- Replies: 5
- Views: 2364
Re: Help understanding Logistic System
my constructors would take the items from the closest PP chest and build the outpost. if you're playing in > 0.10, remember that chest priority has changed (have a look here ) First off, now whenever I destruct something, the bots seem to *randomly* decide to place it in the furthest chest possible...
- Wed Sep 03, 2014 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Solid lubricant and portable water production
- Replies: 6
- Views: 4319
Re: Solid lubricant and portable water production
I recognize that you put lot of effort in your analysis; anyway I find that most of the problems related to fluids (oil, water) is not related to fluids themself but how to move them. While several ideas have been proposed (oil tanker, liquid in barrels) I personally think that simply making pipes n...
- Wed Sep 03, 2014 11:56 am
- Forum: Implemented Suggestions
- Topic: Minimap preview in map generator
- Replies: 3
- Views: 2751
Re: Minimap preview in map generator
Generator is not random, but pseudo-random. It means that given a fixed seed result will always be the same. This is at the base of the map exchange string system. The biggest problem I found is that map is generated on the fly when you enter in a "new" unexplored zone, so the preview coul...
- Tue Sep 02, 2014 11:42 am
- Forum: General discussion
- Topic: [Forum] Some ideas about bug reports threads
- Replies: 3
- Views: 1080
Re: [Forum] Some ideas about bug reports threads
I don't know about the other devs, but I watch all the subforums of bug reports oh, I'm happy about that. Thanks! it's better to open a new thread if the bug is marked as resolved and in fact it isn't what do you suggest in case of thread marked as "not a bug" but I'm sure it is? like thi...
- Tue Sep 02, 2014 11:39 am
- Forum: Minor issues
- Topic: Any way to remove a red/green cable?
- Replies: 7
- Views: 11868
Re: Any way to remove a red/green cable?
yes but onlyslpwnd wrote:Yeah, you can remove but don't get the stuff back.
FishSandwich wrote:it works when it is pole to pole but not pole to chest, pole to inserter etc
- Mon Sep 01, 2014 5:39 pm
- Forum: General discussion
- Topic: [Forum] Some ideas about bug reports threads
- Replies: 3
- Views: 1080
[Forum] Some ideas about bug reports threads
I don't know if this is the correct section, but I'd like to share my 2 cents on bug report threads. Sometimes I found that topics are moved into "not a bug" section without a single word explaining the reason. Sometimes it is quite clear, because there's a discussion in topic, but some ot...
- Mon Sep 01, 2014 8:20 am
- Forum: Implemented Suggestions
- Topic: Player logistic slot - provider
- Replies: 0
- Views: 2786
Player logistic slot - provider
I find it would be nice to have a small number of player inventory slot that can be used as a provider slot. Would be nice, for example, if after coming back from enemy spawner with my load of alien artifacts, robots arrive to take them and move them to a factory for conversion into purple bottles. ...
- Mon Sep 01, 2014 8:16 am
- Forum: Not a bug
- Topic: [0.10.9] axe "used" even if chest not removed
- Replies: 3
- Views: 1632
Re: [0.10.9] axe "used" even if chest not removed
I consider it as a bug. in no other cases durability is decreased if no item is "mined". Further, it opens the door to a situation where "different actions that cause the same results have different side effects". In other words, opening a chest, taking everything inside up to my...
- Sun Aug 31, 2014 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] starting chest should contains integer stacks
- Replies: 1
- Views: 863
[0.10.9] starting chest should contains integer stacks
not properly a bug but starting chest should contain only 5 locos and 10 wagons (integer number of stacks, as all other items) instead of 6 and 12.
- Sun Aug 31, 2014 4:31 pm
- Forum: Not a bug
- Topic: [0.10.9] axe "used" even if chest not removed
- Replies: 3
- Views: 1632
[0.10.9] axe "used" even if chest not removed
If I try to mine a chest but my inventory is full, axe durability is decreased even if I'm unable to mine the chest.
- Sun Aug 31, 2014 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9][kovarex] inventory not sorted
- Replies: 3
- Views: 1218
[0.10.9][kovarex] inventory not sorted
I have a chest with 400 copper plates. my inventory contains 100 copper plates and has a single free slot (all other slots are occupied) I try to get all 400 copper plates from chest - I got only 100 (correct!) they appears in the only free slot, not adjacent to other copper plates. if I take them ...
- Sun Aug 31, 2014 4:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] logistic count glitch
- Replies: 2
- Views: 2633
[0.10.9] logistic count glitch
item count on logistic chest has some glitches. I did a test: on sandbox scenario I put 50 iron chest in an active provider chest. I also added a storage chest and a roboport with 100 robots. you can find the savegame here (it is at 0.25 speed so you can see it in action easily - simply put the 50 i...
- Sat Aug 30, 2014 7:33 am
- Forum: Minor issues
- Topic: Any way to remove a red/green cable?
- Replies: 7
- Views: 11868
Re: Any way to remove a red/green cable?
will you move it to bug section or should I create a new topic there?
- Sat Aug 30, 2014 7:10 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: [guide] calculate screenshot dimensions
- Replies: 3
- Views: 12282
Re: [guide] calculate screenshot dimensions
on my pc (4core 2 GHz) no more than 3/4 seconds for generating and almost the same to display it in windows (it take same time to load such a file)OBAMA MCLAMA wrote: How long did it take to render the 127mb picture?
- Fri Aug 29, 2014 2:20 pm
- Forum: General discussion
- Topic: Dump map? Export to PNG?
- Replies: 8
- Views: 7457
Re: Dump map? Export to PNG?
So this might not be very "normal-user"-friendly, but I saw nothing that can't be made easier with the help of a "screenshot-mod" that helps the user to make screenshots from their base, defined area etc. Unfortunately a mod like that doesn't exist, yet. I just put a bit of math...
- Fri Aug 29, 2014 1:28 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: [guide] calculate screenshot dimensions
- Replies: 3
- Views: 12282
[guide] calculate screenshot dimensions
edit: I'm attaching a ods spreadsheet that calculates correct dimensions for you. You simply need to provide top left and bottom right corners and zoom level. you'll receive the string to use in-game. it should work with any locale but I'm not 100% sure (in Italy we use "," as decimal sep...
- Thu Aug 28, 2014 5:26 pm
- Forum: Gameplay Help
- Topic: Turrets shooting range
- Replies: 9
- Views: 2426
Re: Turrets shooting range
would be nice but no: in inventory screen it only shows shooting speed for gun turret and energy consumption for laser turret.OBAMA MCLAMA wrote:I think if you mouse over the turret, it tells you the range.
when placed, lot of info are displayed (# of kills, damage per shot, etc) but no range
- Thu Aug 28, 2014 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8]clearing logistic slot keeps amount
- Replies: 1
- Views: 707
[0.10.8]clearing logistic slot keeps amount
I already suggested a change here but then I found what I suppose is a bug or at least a strange behavior. Talking about logistic slots, when you first open your inventory no slot is selected and displayed amount on slide is 0. then you select a slot - it get highlighted and the set amount is displa...
- Thu Aug 28, 2014 4:40 pm
- Forum: Not a bug
- Topic: [0.10.8] oil field abundance
- Replies: 7
- Views: 2447
Re: [0.10.8] oil field abundance
I think you can find useful analysis on the following threads
https://forums.factorio.com/forum/vie ... 363#p20363
https://forums.factorio.com/forum/vie ... 1&start=10
https://forums.factorio.com/forum/vie ... 363#p20363
https://forums.factorio.com/forum/vie ... 1&start=10
- Thu Aug 28, 2014 4:35 pm
- Forum: Gameplay Help
- Topic: Turrets shooting range
- Replies: 9
- Views: 2426
Re: Turrets shooting range
I agree that this information should be available in game (maybe with a circle that could be show when placing/holding a key).
Anyway, from lua files I found that
Anyway, from lua files I found that
range is 17 squaresHeilTec wrote:How far can a gun turret shoot?
range is 25 squaresHeilTec wrote:How far can a laser turret shoot?