Search found 365 matches
- Tue Nov 26, 2024 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 1150
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
It may be helpful if the roboports could be set to a maximum in addition to a minimum (similar to requestor chests, etc), as this could be used to prevent the entire base supply of logi bots from collecting at the far end of a delivery location.
- Tue Nov 26, 2024 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 1150
[2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
There are some scenarios where remote clients think bots change direction at a different time than the server. It appears the remote assumes the bot is going full speed for some time after it turns, but then has to reset the bot location as if it turned back at its out of power speed. Note that for ...
- Mon Nov 25, 2024 4:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 5670
Re: [boskid] [2.0.11] Stack inserter deadlocks with containers
I see now, I was looking at the wrong inserter in the video.
Just ran into this. Here is more amplifying info in case it has not been fully reporo'd:
- Appears when assembler is feeding from both sides of a mixed belt with a stack inserter. Stack inserter will be stuck 'waiting for more items ...
- Sun Nov 03, 2024 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 27
- Views: 24581
Re: Scroll up in chat
...or in SE if your ship got destroyed while you weren't looking and you wanted to scroll back to see when it happened.Hares wrote: Wed May 15, 2024 10:51 am +1 on that.
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages
- Thu Oct 31, 2024 4:52 pm
- Forum: Duplicates
- Topic: [2.0.12] Crash clicking on remote user in map after user crashed (TextRenderer::parseIdTag)
- Replies: 1
- Views: 838
[2.0.12] Crash clicking on remote user in map after user crashed (TextRenderer::parseIdTag)
- Playing .12 with a headless server.
- User A had their laptop crash (unrelated to Factorio).
- User B clicks on user A in map view just after A crashed (preview worked, crash happens immediately upon clicking on user A).
- User B's game instantly crashes with the attached info (.log and .dmp ...
- User A had their laptop crash (unrelated to Factorio).
- User B clicks on user A in map view just after A crashed (preview worked, crash happens immediately upon clicking on user A).
- User B's game instantly crashes with the attached info (.log and .dmp ...
- Fri Jan 19, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 63724
Re: Friday Facts #394 - Assembler flipping and circuit control
From the FFF:
When copy and pasting from one machine to another (though this won't change the direction, just the flipped nature of the pipe connections)
If the copy-paste does not alter the rotation, then it should also not alter the flip. Copy-paste of this type everywhere else in the game ...
When copy and pasting from one machine to another (though this won't change the direction, just the flipped nature of the pipe connections)
If the copy-paste does not alter the rotation, then it should also not alter the flip. Copy-paste of this type everywhere else in the game ...
- Tue Sep 26, 2023 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 52575
Re: Do not pause game when looking at research in single player
I am against this. I want to play in a relaxed manner and it helps me to pause the game when I'm in the tech tree and think about what I want to research next.
If the suggestion should be implemented, please make it optional so that everyone can decide whether the game should continue or be paused ...
- Sat Sep 02, 2023 1:57 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 117317
Re: Friday Facts #374 - Smarter robots
WAIT!!! YOu're telling me that "closest first bot priority" is AVAIALABLE!!@>!@ HWERE??!
I need that SO BAD. (Checking it out now...)
Yeah, it's been a thing for a while in mod form, but it is UPS-heavy and the implementation is less than ideal (the initial wave of bots will go far away as ...
- Fri Sep 01, 2023 10:40 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 117317
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player.
...
This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ...
- Sat Aug 19, 2023 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Incorrect Achievement playtime warning
- Replies: 7
- Views: 7336
Re: [1.1.87] Incorrect Achievement playtime warning
Whether it was 512h30m6s or 37h13m42s or 129h6m2s , I got the message every time.
It has over 13K hours. It is one that has one of the problems .
Please do not state malformed facts if you cannot verify them
...so was this bug not fully reproduced, or are we accusing the OP of lying ...
- Wed Jan 04, 2023 6:39 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 108605
Re: Personal robots prioritizing nearest first
joined with existing thread
See discussion: low chance this will come.
And my own experience with this (changed with mod) was, that it make things differently, but not better, because suddenly you think: why isn’t it building the outer stuff first. :lol:
It was better, and significantly ...
- Fri Aug 19, 2022 9:25 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 29958
Re: Pipe throughput measurements
Never modded Factorio though, so not sure if there are some unexpected restrictions.
No need to write your own mod if you do this . I've gotten 6+ sigfigs with that method, which should be more than enough for your purpose. It's sensitive enough to pick up differences due to pipe build order ...
- Fri Aug 19, 2022 5:16 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 29958
Re: Pipe throughput measurements
About measurements. Can we change methodology here? Working errors out with rounded numbers is painful. We can get a much better measurements this way: run setup for n ticks and remember T total amount of fluid passed through. Then T/n will give us what we need. Just doing so for 2000 ticks ...
- Fri Aug 19, 2022 7:02 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 29958
Re: Pipe throughput measurements
(crazy deep dive on fluid system wiki details)
Hey Bilka, since you're going 'deep' on fluids, figured I'd ask if fluid wagon loading was ever sorted? I bring that up because it was one of those edge cases where max flow was not actually 12,000/s. Understood the list on the wiki doesn't mention ...
- Fri Aug 19, 2022 6:46 am
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 52575
Re: Do not pause game when looking at research in single player
It’s not so, that the devs have nothing todo. And their internal list is surely sorted by game-play-value multiplied with the reversed implementation effort. Something like this.
If it was sorted as you state, then a fix that had high game-play-value and a minimal 1/implementation-effort would ...
- Thu Dec 10, 2020 6:10 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 133046
Re: Nauvis Post Collapse (16GB ram minimum required)
The control.lua in my save file is identical to the one in the 1.0.2 (1.1) scenario version.ptx0 wrote: Thu Dec 10, 2020 5:11 pm open up your save file and replace lua with the one from 1.1 scenario version.
- Tue Dec 08, 2020 1:28 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 133046
Re: Nauvis Post Collapse (16GB ram minimum required)
Have you tried using the new version which I published on the mod portal?
https://mods.factorio.com/mod/Nauvis-Post-Collapse
I installed the new version from the mod portal, but it didn’t seem to have any impact on loading the existing save. This save was started way back as a scenario, so I ...
- Sat Dec 05, 2020 9:09 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 133046
Re: Nauvis Post Collapse (16GB ram minimum required)
I thought I'd try the intermediate step, and yes! I can load the save from 0.17.79 in 1.0! I saved it again, upgraded to 1.1 again, and tried to open the save. It fails, though, with the message /home/jonathan/.factorio/temp/currently-playing/control.lua:24: attempt to call field 'get_events' (a ...
- Sat Nov 07, 2020 4:18 pm
- Forum: Minor issues
- Topic: [1.0.0] Blueprint dialog scroll position not restored
- Replies: 0
- Views: 1633
[1.0.0] Blueprint dialog scroll position not restored
While searching for if this was previously reported, I came across this prior report of a similar behavior that was fixed, but it still appears to be an issue in 1.0.0.
When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the ...
When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the ...
- Wed Sep 02, 2020 10:23 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 108605
Re: Personal robots prioritizing nearest first
Assumin the player doesn't move then the total distance traveled by all bots is the same no matter what order enities are placed. The amount of recharging needed is directly dependent on the distance traveled and the overall build time is the sum of time to travel the distance + recharge time. So ...