Search found 1641 matches
- Fri Jan 19, 2018 12:11 am
- Forum: Not a bug
- Topic: [0.16.16] Logistic robots only picking up now and then
- Replies: 7
- Views: 2722
Re: [0.16.16] Logistic robots only picking up now and then
This isn't a bug. A roboport only has 4 charge ports, so all those robots are waiting in line to charge. Place more roboports to let them charge faster. But that's the thing, they're not waiting to charge and there's plenty of charge ports available in the two 'Large robot charging point'. Looking ...
- Thu Jan 18, 2018 9:29 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508634
Re: Simple Questions and Short Answers
Changing weapons using TAb is working for me. It does require both weapons to have ammo in their ammo slot. Could that be your problem? (Changing to a weapon without ammo doesn't make much sense). (Tested in 0.16.16)
- Thu Jan 18, 2018 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Automatic train placement
- Replies: 3
- Views: 3261
Re: Automatic train placement
There is mod for automatic train deployment. viewtopic.php?f=93&t=49689 Not qutie what you are asking for.
- Thu Jan 18, 2018 9:03 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508634
Re: Simple Questions and Short Answers
Q is the pipette tool by default, so I would definitely not bind change weapon to that key.
- Thu Jan 18, 2018 7:25 pm
- Forum: Gameplay Help
- Topic: Can someone help with this stacker problem?
- Replies: 3
- Views: 1454
- Thu Jan 18, 2018 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16][Win10,Steam] Left Mouse Button random re-click
- Replies: 9
- Views: 3048
Re: [0.16.16][Win10,Steam] Left Mouse Button random re-click
I'd try restarting windows without loading most of your startup programs. See if you can reproduce it there. It might be caused by interaction with another program.
I recall a similar thread from a few weeks ago. viewtopic.php?f=11&t=56097&p=330062#p330118
I recall a similar thread from a few weeks ago. viewtopic.php?f=11&t=56097&p=330062#p330118
- Wed Jan 17, 2018 6:33 pm
- Forum: Technical Help
- Topic: [0.15.40][macOS] Unexpected Error
- Replies: 2
- Views: 931
Re: [0.15.40][macOS] Unexpected Error
Support for OSX 10.9.5 is currently broken in the latest releases. See https://forums.factorio.com/viewtopic.php?f=7&t=54643 . You should be able to run 0.15.37, which should be available through Steam. Right click on Factorio -> properties -> betas. The devs think that they have this fixed for ...
- Wed Jan 17, 2018 4:00 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508634
Re: Simple Questions and Short Answers
That might depend on how the mod is creating those big chests. It's at least possible that internally the vertical chest is a different entity to a horizontal chest, in which case only 180 degree rotations would make sense.
- Wed Jan 17, 2018 1:10 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508634
Re: Simple Questions and Short Answers
I'm guessing that is a modded big chest? Can that be placed vertically, can you rotate a blueprint of just the chest by 90 degrees ?
- Tue Jan 16, 2018 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Making belts more relevant compared to Bots
- Replies: 2
- Views: 1086
Re: Making belts more relevant compared to Bots
This is kind of a hot topic right now, so here are my 2 cents. I think belt performance (as in throughput) is currently on a good level, however the process of building belt contraptions makes you run into different kinds of QoL issues. My passion for belts lasts only so much of them before giving ...
- Tue Jan 16, 2018 2:03 pm
- Forum: Technical Help
- Topic: Unable to start or connect to a multiplayer match
- Replies: 9
- Views: 3297
Re: Unable to start or connect to a multiplayer match
"impossible to determin external IP address, other players could not be able to connect" the error is either in 0.16 As other people have already said that sounds like NAT /router issue, not a factorio issue. See https://forums.factorio.com/viewtopic.php?f=53&t=50200 for free external...
- Tue Jan 16, 2018 1:37 pm
- Forum: Ideas and Suggestions
- Topic: belt splitter ratio
- Replies: 7
- Views: 3509
Re: belt splitter ratio
I feel like these building blocks are getting too powerful. Create the network such that each branch goes through exactly the same number of splitters and loop some branches back to the input to create the proper ratios instead. I tried thus mutch but never get it really to work. As long as all out...
- Tue Jan 16, 2018 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Forward Train Hinting
- Replies: 3
- Views: 2163
Re: Forward Train Hinting
+1, although I don't think it needs to be an option, just enable it all the time. When building what I call a linear stacker I'm normally placing signals from the station(s), to back towards the junction withhe mainline.
- Tue Jan 16, 2018 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Lag Killer
- Replies: 11
- Views: 4160
Re: Factorio Lag Killer
Every example of needing smarter bots i've seen is a result of poor design. Design your base so that you are using the bot behaviours, rather than needing different behaviours.
- Tue Jan 16, 2018 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Train to train loading --> bigger chests (1x2)
- Replies: 20
- Views: 5541
Re: Train to train loading --> bigger chests (1x2)
See viewtopic.php?f=18&t=53839#p315971 and viewtopic.php?f=6&t=53858 . Also there are mods that add 4x4 and 6x6 storage warehouses.
- Mon Jan 15, 2018 7:02 pm
- Forum: General discussion
- Topic: In support of twinsen and open/polite debate
- Replies: 23
- Views: 7432
Re: In support of twinsen and open/polite debate
Been there done that. For a typical game, prior to launching a satellite I only use logistics bots for resupplying the player and sometimes low volume constructions. (eg radars. But if I'm I playing a strict no logistics bots build, then I'll either route a belt, or handcraft the few radars I want b...
- Mon Jan 15, 2018 2:24 pm
- Forum: General discussion
- Topic: In support of twinsen and open/polite debate
- Replies: 23
- Views: 7432
Re: In support of twinsen and open/polite debate
Yes, it's OP, and with it, endgame content is less of a challenge. But that's normal : it's the endgame content. Logibots and logistic network are endgame content. If they were less powerful than the belts or on par with the belts, it would be unfair. Whilst I agree with the main thrust of your poi...
- Mon Jan 15, 2018 1:12 pm
- Forum: Duplicates
- Topic: Circuit network rounds down causing pumps to stop too soon
- Replies: 7
- Views: 2297
- Mon Jan 15, 2018 1:10 pm
- Forum: Not a bug
- Topic: 16.15 It is possible to "upgrade" a splitter with a belt
- Replies: 4
- Views: 1992
Re: 16.15 It is possible to "upgrade" a splitter with a belt
Another way to "fix" this is to integrate something like Upgrade Planner into the base game. That way people wouldn't need to manually upgrade belts (at least once they had construction robots). Atm manually upgrading belts in vanilla is a pain, because all too often you replace a splitter...
- Sun Jan 14, 2018 9:41 pm
- Forum: Not a bug
- Topic: [0.16.16] mining prod research location in research tree
- Replies: 8
- Views: 2396
Re: [0.16.16] mining prod research location in research tree
Make all the infinite military researches take all seven science packs? That sorts them all at the end. I think it's odd that they don't depend on production science atm.