Search found 166 matches
- Mon Jun 27, 2022 3:17 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 46977
Re: Industrial Revolution 2 discussion
You have to mine the ruby naturally, the recipe is just for reliability later. copper/gold
- Sat Jun 04, 2022 12:28 pm
- Forum: Ideas and Suggestions
- Topic: When placing an inserter on a ghost, have the inserter's direction match the direction of the ghost
- Replies: 9
- Views: 1947
Re: When placing an inserter on a ghost, have the inserter's direction match the direction of the ghost
behavior in game is a little mixed power poles - drag build matches ghosts assemblers - rotation is automatic to match ghost pipes belts - manual rotation, straight building is groovy though inserters - manual rotation, precision placement required, drag build is out unless you prefer mining the off...
- Fri Jun 03, 2022 8:28 pm
- Forum: Ideas and Suggestions
- Topic: When placing an inserter on a ghost, have the inserter's direction match the direction of the ghost
- Replies: 9
- Views: 1947
Re: When placing an inserter on a ghost, have the inserter's direction match the direction of the ghost
The devs have several times said that they didn't wish to make the "handbuilding" part any easier to push the players towards construction bot automated building. So don't expect too much. I am curious if this was before or after the bots were pushed deeper in the tech tree, kinda feels l...
- Tue Sep 28, 2021 7:08 pm
- Forum: 1 / 0 magic
- Topic: [1.1.39] Mouse clicks and position are read at different times
- Replies: 5
- Views: 2253
Re: [1.1.39] Mouse clicks and position are read at different times
I have also experienced this issue. could it be event compression with the tick based timing? IE the click comes in during the autosave, along with the whole pool of move events, jammed together into one input state for the resuming tick, effectively dropping the click location. simplest resolution ...
- Tue Aug 24, 2021 12:08 pm
- Forum: Technical Help
- Topic: Use Xbox Elite Series 2 Controller on Mac OS
- Replies: 8
- Views: 2847
Re: Use Xbox Elite Series 2 Controller on Mac OS
pretty sure you can set it up to launch through steam without repurchasing, this should also allow the controller mapping to apply.
- Sat May 29, 2021 2:44 pm
- Forum: Not a bug
- Topic: [1.1.33] Nuclear reactor wrong request
- Replies: 3
- Views: 1066
Re: [1.1.33] Nuclear reactor wrong request
The post sounds like a recipe copy/past from reactor to requester for fuel delivery. I just tested in sandbox mode and the reactor doesn't copy. I suspect the fuel assembler was the last entity copied based on the screenshot.
- Tue May 25, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Script to remove decorations on already placed concrete
- Replies: 5
- Views: 2266
Re: Script to remove decorations on already placed concrete
might need to adjust the tile specification depending on what concrete is being used in the base
- Sat May 15, 2021 1:49 am
- Forum: 1 / 0 magic
- Topic: [1.1.33] Crash (GraphicsInterfaceDX11::swapBuffers)
- Replies: 5
- Views: 2011
Re: [1.1.33] Crash (GraphicsInterfaceDX11::swapBuffers)
you got some heavy oil in the upper pipe that is blocking you
- Thu May 13, 2021 4:09 pm
- Forum: Technical Help
- Topic: Factorio in 4K, should be gtx 970 enough?
- Replies: 8
- Views: 2699
Re: Factorio in 4K, should be gtx 970 enough?
the VRAM use shouldn't change much with resolution, 1920x1080x4(32bit)x3(triple buffer)=~25MB to ~100MB with 3840x2160x4x3, the rest is effectively the same since the sprites are already loaded at the lower resolution.
- Wed Apr 21, 2021 2:57 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 46977
Re: Industrial Revolution 2 discussion
Wood goes in, Charcoal comes out, no need for additional fuel. You're trading time and pollution for fuel value.
- Tue Apr 20, 2021 10:23 pm
- Forum: Technical Help
- Topic: FreeSync + VSync = DeadSync
- Replies: 4
- Views: 2215
Re: FreeSync + VSync = DeadSync
That combination of settings sounds like a deadlock, the monitor waiting on the video update and the video update waiting on the monitor refresh.
could your video drivers have been updated automatically?
could your video drivers have been updated automatically?
- Sun Apr 18, 2021 2:31 pm
- Forum: Pending
- Topic: wetware or software issue?: deconstruction bots corner-case behavior
- Replies: 9
- Views: 3318
Re: wetware or software issue?: deconstruction bots corner-case behavior
sounds like robots are getting stuck in an out of logistic storage state (like when hovering over a full chest) and not following like when deployed from player inventory, nor being adopted into another network once the spidertron leaves the area. golfmiketango, a save with bots in this state may be...
- Sun Mar 14, 2021 7:34 pm
- Forum: Technical Help
- Topic: [1.1.26] Mining is super janky, constantly dropping mouse input, flashing progress bar.
- Replies: 4
- Views: 1553
Re: [1.1.26] Mining is super janky, constantly dropping mouse input, flashing progress bar.
sounds like the microswitch in the mouse is starting to go, another symptom is random doubling of clicks.
- Sun Mar 07, 2021 3:33 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
- Replies: 6
- Views: 2067
Re: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
I stand corrected, thought I had used a blank remote to set the quickbar I tested with.
- Sun Mar 07, 2021 2:48 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
- Replies: 6
- Views: 2067
Re: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
the only odd part is that the remote(none) quickbar behaves as remote(any)
- Fri Mar 05, 2021 2:54 am
- Forum: Not a bug
- Topic: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
- Replies: 6
- Views: 2067
Re: Spidertron remote in quickbar gives unexpected results
makes sense from a code point of view, the quickbar is set for generic remotes rather than specific ones and grabs the first remote in inventory. does it grab an unlinked remote if you have them and they are after the linked ones? - edit: upon testing it does not and just grabs the first remote in i...
- Sat Feb 27, 2021 6:44 pm
- Forum: Gameplay Help
- Topic: Blueprint flipping not working at all
- Replies: 8
- Views: 2947
Re: Blueprint flipping not working at all
I'd start by checking the control bindings. Next, get a blueprint in hand ready to place, note: flipping only works in hand from what I've seen, copying a belt bend is good as it covers both flip axes. Fluid prints may not flip due to their fixed inputs/outputs.
- Fri Feb 26, 2021 3:57 am
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6104
Re: Constructions robots get "lost" in unpowered roboports
could argue that things are a bit fiddly already, example: viewtopic.php?f=6&t=96412
- Fri Feb 26, 2021 1:36 am
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6104
Re: Constructions robots get "lost" in unpowered roboports
Imagine if the roboports started without power. large blueprints would naturally increment as the infrastructure progresses (power and ports) bots would no longer be able to place a port, then immediately discharge it to sleep, nor would they be able to make a chain of unsupported ports that was why...
- Thu Feb 25, 2021 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6104
Re: Constructions robots get "lost" in unpowered roboports
Starting with power means that they contribute to the construction area right away, which might be necessary for the power poles intended to bring them power to be in construction range. The construction range of roboports is set up to be just enough to build another roboport next to it (optionally...