Done. Good call.ssilk wrote:Then write a bug report.
Search found 250 matches
- Tue Nov 18, 2014 4:40 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12601
Re: Construction Robots not doing repairs
- Tue Nov 18, 2014 4:39 pm
- Forum: Not a bug
- Topic: [0.11.3] repair packs in roboports not being used
- Replies: 7
- Views: 3280
[0.11.3] repair packs in roboports not being used
Construction bots only seem to use repair packs that are stored inside roboports if the bots themselves are idling inside that same roboport. If you have repair packs inside a roboport but there are no construction bots idle there, then those repair packs are not available to construction bots elsew...
- Mon Nov 17, 2014 11:10 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12601
Re: Construction Robots not doing repairs
This seems to be working, thanks for the help. I would think this might be a bug though if the logistics network does not recognize repair packs already inside roboports. The roboports have special slots to store these packs so I would think the network would know that they are there in case bots ne...
- Mon Nov 17, 2014 8:29 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12601
Re: Construction Robots not doing repairs
Near to what though? Closer to where the bots are idling in the back of my base or close to where the repairs need to happen? Right now the repair packs are inside the roboport that covers the area where repairs are needed (my front line defenses). I don't have any repair packs in storage in the net...
- Mon Nov 17, 2014 8:11 pm
- Forum: Gameplay Help
- Topic: Construction Robots not doing repairs
- Replies: 11
- Views: 12601
Construction Robots not doing repairs
I've noticed that from time to time my construction robots are failing to repair my laser turrets that have taken damage. Most of the time it works fine, I have plenty of repair packs installed in the nearest roboport. When it doesn't work and the repairs go untended I have noticed that all my const...
- Sun Nov 16, 2014 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Map Gen Starting Area Options
- Replies: 3
- Views: 2415
Re: Map Gen Starting Area Options
Yeah, I figured that map generation was probably on the list of things to fine tune and I like the other ideas I've seen and the ones you linked. I just wanted to point out a few specific things I am hoping to see make it in. Based on your suggestion I guess these would fit in the "expert mode&...
- Sat Nov 15, 2014 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Map Gen Starting Area Options
- Replies: 3
- Views: 2415
Map Gen Starting Area Options
It would be nice to have a few more options for creating the Starting Area portion of a new map beyond just the size of it. Starting Area Water In particular I would like to be able to adjust how much water is in the starting area. I find that the map generator too often places far more water in the...
- Wed Nov 12, 2014 6:39 pm
- Forum: Gameplay Help
- Topic: Can I cheat to grant myself 2 technologies at game start?
- Replies: 4
- Views: 16562
Re: Can I cheat to grant myself 2 technologies at game start
I tried looking for console commands, but couldn't find a "grant tech" one. I know I can start in map editor mode, keep restarting until I find a map I like, then edit the map to add 20-30 Medium Poles around my character, then save the "scenario". Then when I actually play it, ...
- Tue Nov 11, 2014 9:45 pm
- Forum: Gameplay Help
- Topic: Keybind controls question
- Replies: 2
- Views: 1194
Re: Keybind controls question
Thanks, it never occurred to me to look in the Graphics section. I guess I'm used to that only having things like resolution, FSAA, vsync, etc.
- Tue Nov 11, 2014 6:09 pm
- Forum: Gameplay Help
- Topic: Keybind controls question
- Replies: 2
- Views: 1194
Keybind controls question
I've noticed that ALT is used for both toggling the showing of item icons over chests and assemblers and also for toggling the showing of pollution on the map window and minimap. Is there any way to separate these? I want to turn off the pollution view but still see the icons over my factory.