from the descriptions in this thread, a couple questions pop into mind.
Do equipment roboports have player-avatar bound checks?
Do they start working if the player gets near while they are being sluggish?
Is Spidertron basically a remote controlled player?
Search found 176 matches
- Fri Jan 15, 2021 11:35 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 7390
- Sat Nov 28, 2020 3:58 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 66938
Re: Version 1.1.1
secret spiders hidden behind menu
- Sun Aug 30, 2020 2:56 pm
- Forum: Angels Mods
- Topic: Missing Tin ingots
- Replies: 5
- Views: 3055
Re: Missing Tin ingots
Advanced Tin Smelting 1 is the tech you seek, pretty sure it is the dark green icon in the top row of your screenshot.
- Tue May 26, 2020 5:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.27]incorrect sound on GUI opening chem plant
- Replies: 1
- Views: 2319
[0.18.27]incorrect sound on GUI opening chem plant
When opening the chemical plant, the sound is that of the electrical interface.
- Tue Nov 19, 2019 9:09 pm
- Forum: Releases
- Topic: Version 0.17.79 - Stable 3
- Replies: 6
- Views: 23298
Re: Version 0.17.79
The confusing part in this case was the sub 5 hour time frame from experimental posting to stable distribution on Steam. Was caught off guard by the update, then found the post for the same version as experimental had *just* been released. Not that I distrust the actual stability of the game, only ...
- Tue Nov 19, 2019 7:29 pm
- Forum: Releases
- Topic: Version 0.17.79 - Stable 3
- Replies: 6
- Views: 23298
Re: Version 0.17.79
This seems to have been put out on Steam as a stable release, but the post reads as experimental. Intentional?
- Wed Aug 07, 2019 6:38 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 485741
Re: Friday Facts #305 - The Oil Changes
Do I like the oil change? yes. Why? It changes the way I play petroleum.
not trying to twist words, but this part struck me
This is at the heart of the issue as I see it, with the current recipes, the entirety of the refinery setup is for the production of one fluid instead of each fluid ...
- Wed Aug 07, 2019 6:23 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 485741
Re: Friday Facts #305 - The Oil Changes
The solid fuel in 0.17.0 did not really work. The science only consumed miniscule amounts (especially since you could make it from light oil) so it was still just a matter of time.
If sulfur was on HO, then that would change the amount of SF produced to be more in line with consumption, as well ...
- Wed Aug 07, 2019 12:58 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 485741
Re: Friday Facts #305 - The Oil Changes
The "there are too many things on petroleum gas" point is really dangerous to change - if for example we would put sulfur into heavy oil, it could very easily happen that your refinery would deadlock because you only want to produce batteries/acid, say for mining uranium and laser turrets. Even ...
- Tue Aug 06, 2019 3:37 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 485741
Re: Friday Facts #305 - The Oil Changes
I feel that this change is playing into the issue rather than the essence of the game. doesn't 'feel' Factorio
The source of the problem I see is that there is far too much PG demand relative to the others. leading to the whole refinery complexity dedicated to one fluid essentially.
an alternative ...
The source of the problem I see is that there is far too much PG demand relative to the others. leading to the whole refinery complexity dedicated to one fluid essentially.
an alternative ...
- Sun Mar 17, 2019 12:58 pm
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 3573
Re: [0.17.14] Low Density Structure inventory count not updating
note the text colors:
White - you have the items in the ready to use state
Orange - you have the materials to make the missing items, will auto queue them up if you try to craft it with no red text on others
Red - requirement can't be met by auto-handcrafting the missing items
the screenshot you ...
White - you have the items in the ready to use state
Orange - you have the materials to make the missing items, will auto queue them up if you try to craft it with no red text on others
Red - requirement can't be met by auto-handcrafting the missing items
the screenshot you ...
- Thu Mar 07, 2019 4:12 pm
- Forum: Not a bug
- Topic: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients
- Replies: 2
- Views: 1037
Re: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients
To clarify further, it is enough materials, but the auto crafting of the parts is where the friction comes in, it tries to make the circuit, taking 2 copper to make 4 wires, then tries to make the last wire without taking into account the remainder from the circuit.
It is craftable, but manual ...
It is craftable, but manual ...
- Thu Feb 28, 2019 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.2] Station reads train while not in station
- Replies: 1
- Views: 876
[kovarex] [0.17.2] Station reads train while not in station
While attempting to create a sushirail/abomination, I ran into a couple strange and most likely related issues. The setup is a loop of track, all stops the same name, normal signals after each stop, several small trains with 2 stops listed, same name, same wait conditions.
1. if a train has to wait ...
1. if a train has to wait ...
- Wed Feb 06, 2019 11:33 pm
- Forum: Not a bug
- Topic: Setting a train's time passed condition forces the train to leave the station
- Replies: 2
- Views: 1910
Re: Setting a train's time passed condition forces the train to leave the station
does it still leave if you simply add a 0 to the end of the number, if not, I suspect it updates the number while you are typing it, ie. it gets the 1 before you finish with the 0s.
- Sun Jan 20, 2019 7:26 pm
- Forum: Technical Help
- Topic: Bad game performance on Windows compared to Linux with AMD GPU
- Replies: 7
- Views: 5118
Re: Bad game performance on Windows compared to Linux with AMD GPU
a couple thoughts come to mind with this, does the performance improve by setting the GPU to stay at the higher speed in windows(if possible to set)? also, I think you'd be surprised(probably appalled) at how much background CPU usage there is in windows vs linux
- Sun Jan 20, 2019 12:40 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 10281
Re: Very few bots are utilized for construction jobs (Modded AB Game)
I'm curious, if you have more than your bots in close ghosts, does the utilization drop to the lower amount after the initial burst?
edit: just checked the GIFs, that is very odd
edit: just checked the GIFs, that is very odd
- Sat Jan 19, 2019 4:19 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 10281
Re: Very few bots are utilized for construction jobs (Modded AB Game)
Do you happen to have lots of other constructions going on in other parts of the factory when this happens?
- Sat Dec 01, 2018 6:29 pm
- Forum: Minor issues
- Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
- Replies: 10
- Views: 4801
Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Sounds like the entity state is saved, then only updated on changes from there. Bet it would update if you poked it with a module or changed the recipe.
edit: had a moment to test it, the crafting speed updates on load, but the issue sticks until the recipe is changed, that would indicate some ...
edit: had a moment to test it, the crafting speed updates on load, but the issue sticks until the recipe is changed, that would indicate some ...
- Fri Nov 30, 2018 2:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I have sent over 50,000 satellites.
- Replies: 41
- Views: 37543
Re: I have sent over 50,000 satellites.
simple, batch the insertion of the satellite by controlling the inserters instead
- Thu Nov 08, 2018 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Very fast mining drill destroys resources.
- Replies: 2
- Views: 1420
Re: [0.16.51] Very fast mining drill destroys resources.
speculation: exceeding 2 item a tick output and input being reduced correctly, but output clamping to 1/tick not counting productivity