Search found 770 matches
- Thu Dec 15, 2016 10:48 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 268665
Re: [MOD 0.14.x] The Fat Controller. Remote train manager 1.0.1
Would it somehow be possible to disable the 2 minute warning only for specific signals? At my unload stations, I'll often use Inventory Empty conditions and some kind of holding area for further trains. Ideally, I'd like to not get the 2 minute warning for trains waiting in this holding area. For ot...
- Wed Dec 14, 2016 2:58 pm
- Forum: Gameplay Help
- Topic: Active Provider Chests and Storage Chest (stupid robots)
- Replies: 2
- Views: 2140
Re: Active Provider Chests and Storage Chest (stupid robots)
Same thing happens when you deconstruct items while there's no available storage. I suppose the logic is "there's empty space for the items, let's go pick them up". then the empty space fills up, so they have no space to drop them. I suppose it would be possible to make this more intellige...
- Mon Dec 12, 2016 4:10 pm
- Forum: Gameplay Help
- Topic: Charging bots
- Replies: 7
- Views: 3959
Re: Charging bots
You need roboports to establish a robotic network. These roboports also provide charging spots. You'll still need to add your own robots, so number of robots has nothing to do wiht number of roboports in the network (other than that the network can only support as many robots as there's space in rob...
- Mon Dec 12, 2016 11:53 am
- Forum: Implemented Suggestions
- Topic: Blueprint: Always deconstruct trees
- Replies: 5
- Views: 4184
Re: Blueprint: Always deconstruct trees
This sounds like a useful change. I wouldn't mind seeing this as a config option. Choice between current behaviour (shift-click to remove trees AND override placement) and always remove trees/rocks, shift-click only to override.
- Mon Dec 12, 2016 8:48 am
- Forum: Not a bug
- Topic: [14.21]Problems with manually connected power poles.
- Replies: 5
- Views: 2049
Re: [14.21]Problems with manually connected power poles.
You can not disable connections of a pole, you can only remove the connections that are there right now. Expected behavior after shift+LMB on power pole: All automatic connections to this pole must be disabled. Only manual connections allowed. Blueprints must save status of power pole and manual co...
- Thu Dec 08, 2016 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Research filtering on required item
- Replies: 2
- Views: 909
Research filtering on required item
When I'm working on setting up my blue research production chain, I frequently find myself clicking through all available techs to find one that doesn't need blue packs. I think it might be a useful addition to be able to filter the research by required items, so I can see this more easily. Just ena...
- Thu Dec 08, 2016 9:38 pm
- Forum: Not a bug
- Topic: [14.21] Stupid construction bots
- Replies: 9
- Views: 2451
Re: [14.21] Stupid construction bots
There is something to say for deconstruction orders timing out after an hour, if that consumes a lot of processing time. In this case, it's a bit unfortunate. Perhaps a solution that'd take less processing time would be for the ghost objects to periodically check if any objects are blocking their co...
- Thu Dec 08, 2016 8:21 pm
- Forum: Bob's mods
- Topic: Problem with diagonal inserters and train wagons
- Replies: 5
- Views: 1815
Re: Problem with diagonal inserters and train wagons
Could you post a screenshot? I can imagine it's a game limitation, where only the inserters next to the track receive the trigger that a cargo wagon has stopped there.
- Thu Dec 08, 2016 4:46 pm
- Forum: Ideas and Requests For Mods
- Topic: [Req] Trash Requester Chest. (Put trash back in prod. line)
- Replies: 7
- Views: 3681
Re: [Req] Trash Requester Chest. (Put trash back in prod. line)
Whenever I find myself with too much junk to stuff into thrash slots, I just drop an active provider and dump everything in. Eventually, everything finds its way into the network. You could also drop any other kind of chest and instantly put a deconstruction order on it so contents and chest get shu...
- Thu Dec 08, 2016 3:04 pm
- Forum: Not a bug
- Topic: [14.21] Stupid construction bots
- Replies: 9
- Views: 2451
Re: [14.21] Stupid construction bots
Please have a look at the save game. The player character is standing in the middle of the problem zone. The robots are there to deconstruct and they try it. They are just moving between the same trees and the roboport. No, the robots are there to construct but they can't because there's still a tr...
- Wed Dec 07, 2016 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Shift Rick Click Assembler -> Shift Left Click Inserter
- Replies: 8
- Views: 2660
Re: Shift Rick Click Assembler -> Shift Left Click Inserter
In my experience, this isn't too much of a problem in the early game. Setting specific amounts on an inserter isn't something I do often, I generally just block the chest slots I don't want filled. Once I have bots flying, I do use this a lot. What I usually do is set up a standard assembly unit blu...
- Wed Dec 07, 2016 10:24 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63280
Re: [MOD 0.12.35] Logistics Railway 1.0.8
I'd like to use something like this for keeping my supply train loaded with supplies for outposts (so make it a requester chest and give it a fixed waiting time). If we ignore the train wait conditions, is it still feasible to make this mod work on 0.14?
- Tue Dec 06, 2016 3:43 pm
- Forum: Not a bug
- Topic: Burner inserters can't grab coal off of fast transport belt
- Replies: 15
- Views: 5561
Re: Burner inserters can't grab coal off of fast transport belt
I always use burner inserters in combination with yellow belts to fuel my steam power plants, I rarely have them running out of fuel even when supply runs low for a while.factoriouzr wrote:But they also can't pick up from the slowest belt. Please see my previous post.
- Tue Dec 06, 2016 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Make all bots stay inside their network
- Replies: 38
- Views: 18537
Re: Make all bots stay inside their network
As an example, construction bots can prioritize storage chests instead of passive providers same as logistics bots do now, but they don't. Construction bots find the closest location of a good and take it from there. When something was blown up by a biter attack, you'll generally want it replaced a...
- Mon Dec 05, 2016 5:17 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 195441
Re: Uranium Power
Not sure what would be considered minimal, but if you've excluded bob's electronics, there appears to be an issue with angelsrefining:
viewtopic.php?f=185&t=25468&start=600#p229016
Changing the listed three lines to say 'electronic-circuit' fixed it for me.
viewtopic.php?f=185&t=25468&start=600#p229016
Changing the listed three lines to say 'electronic-circuit' fixed it for me.
- Sun Dec 04, 2016 7:50 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188944
Re: Bugs & FAQ
In Angel's refining, there's a few hard references to Bob's "Basic-circuit-board" that cause a load error (Error in AssignID) when Bob's Electronics is disabled. So either Angel's Refining needs Bob's Electronics as a hard requirement, or Angel's refining needs a few items updated: angelsr...
- Sun Dec 04, 2016 7:46 pm
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 12636
Re: Error in AssignID
Version 0.14.21 is still giving this rather nondescript error message with the following mod set:
https://www.dropbox.com/s/q5w7nc2etloxdhy/mods.zip?dl=0
Just including the name of the item that's trying to include the missing item would probably already help massively.
https://www.dropbox.com/s/q5w7nc2etloxdhy/mods.zip?dl=0
Just including the name of the item that's trying to include the missing item would probably already help massively.
- Thu Dec 01, 2016 12:15 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 62706
Re: Friday Facts #166 - Combat Revisit
Unending research will have negative consequences on combat ballance While I believe that the concept of unending research is good for resource consumption and gives the player a way to exhaust resource fields. It will undoubtedly make the task of balancing combat for the duration of a game an impo...
- Thu Dec 01, 2016 10:14 am
- Forum: General discussion
- Topic: Discussion about expensive infrastructure
- Replies: 6
- Views: 3248
Re: Discussion about expensive infrastructure
I have to check that Marathon mod. If I remember, there was also a version for Bob's mods too. Not sure about a specific bob's marathon mod, but I'm in a game right now that combines bob's with regular marathon and that so far works pretty well. Marathon increases amounts needed on science packs 1-...
- Wed Nov 30, 2016 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Prevent accidental pickup of robots
- Replies: 1
- Views: 966
Prevent accidental pickup of robots
Occasionally when I'm rebuilding stuff in my existing factory, I'll swat a few robots out of the air while picking up stretches of belt. It would be nice if the game would ignore robots that fly into range while i'm already holding down the mouse button.