Search found 294 matches

by Lubricus
Wed Jul 14, 2021 6:54 pm
Forum: Pending
Topic: [Lou][1.1.34] Crash when moving electric pole
Replies: 7
Views: 2736

Re: [Lou][1.1.34] Crash when moving electric pole

I have crashed the game a long time ago when moving an reacharging roboport out of the electric network.
by Lubricus
Tue May 25, 2021 2:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216020

Re: Manganese oxide

I changed to
category = "chemical-smelting",
And now I can do the recipe in the chemical furnace
by Lubricus
Tue May 25, 2021 2:37 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216020

Manganese oxide

I am playing Angels without bobs and all the overhauls enabled. I encountered a bug where the Manganese oxide recipe don't have any machine it can be made in. In an ore processor3 the recipe comes up but is red and if I try to select it it say can't be used in this mashine. I suspect it's the fluid ...
by Lubricus
Thu Jan 14, 2021 7:29 pm
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

Re: [1.1.9] Roboports in vehicles don't work properly

One more confusing test
I used the decon planer to deconstr trees outside roboport range and drove into range and the bots worked!
Then placed a few ghost rails outside roboport and the bots didn't work. So the inconsistency with deconstr/constr wasn't that I only deconed trees inside the roborange.
by Lubricus
Thu Jan 14, 2021 6:53 pm
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

Re: [1.1.9] Roboports in vehicles don't work properly

I was testing a little bit more. If you place a ghost in the construction area the bots builds directly. If you place the ghosts outside the building area and drive into range the bot's take a long time to realize they can build it. Then if you place more ghosts close to the old they only build the ...
by Lubricus
Thu Jan 14, 2021 6:30 pm
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

Re: [1.1.9] Roboports in vehicles don't work properly

You have a lot of ghosts factorio-run_2021-01-14_18-57-52.png When the player is in a vehicle there is a special extra check for nearby ghosts, that doesn't happen if the vehicle has no passengers, so they use the normal queue logic I removed all ghosts with an decon planner and the problem is stil...
by Lubricus
Thu Jan 14, 2021 5:52 pm
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

Re: [1.1.9] Roboports in vehicles don't work properly

Here is a save with the problem. Try build rails with the building trains when sitting in the locomotive compared to sitting in the cargo wagon with roboports. BP for the traingrid is in game bluprints
by Lubricus
Thu Jan 14, 2021 5:08 pm
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

Re: [1.1.9] Roboports in vehicles don't work properly

If so, this is probably "working as intended". Ok if you say so, moving to not a bug It's definitely a bug. I know of the problems when you have to many ghosts on the map. It have an similar effect. This only affect robots in vehicles with roboports and when the character isn't pressent i...
by Lubricus
Thu Jan 14, 2021 10:20 am
Forum: Duplicates
Topic: [1.1.9] Undo in the editor
Replies: 1
Views: 680

[1.1.9] Undo in the editor

In the editor: When first deconstruct something and then undo (Controll+z) you get back ghosts. I think that it's the wrong thing, you should get back fully constructed things as everything else just builds automaticaly in the editor. I don't set up construction bots in the editor because usually it...
by Lubricus
Thu Jan 14, 2021 10:14 am
Forum: Not a bug
Topic: [1.1.9] Roboports in vehicles don't work properly
Replies: 16
Views: 4182

[1.1.9] Roboports in vehicles don't work properly

Robots in vehicles with roboports take their sweet time to react and start building things. It works properly when I am in the vehicle. Deconstructing trees and similar seems to work even when I am not present. With trains you have to be in the cargo wagon with the roboport. I am using angels mods a...
by Lubricus
Tue Nov 24, 2020 11:02 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 130003

Re: Version 1.1.0

Modding Added the "linked-container" entity type. Uuuuuuuuuh, what is this? How many of these can be added to an entity? :D It appears to be some sort of container that can be in more than one place at once. Not unlike a Minecraft Enderchest. They seem to have some sort of "link freq...
by Lubricus
Fri Oct 30, 2020 9:33 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79224

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Would you also fix 3rd of my long term pain. Add Description for a combinator. Due to complexity of some creations, it is great to prevent re-invent wheel feel and allow write notes what is what, what it is doing/idea/guide. Basiicaly same descrition box as blueeprint has. Yea it's hard to understa...
by Lubricus
Fri Oct 09, 2020 8:40 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82921

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Before the train limit feature, the problem of stations imbalance could be solved by placing several rail signals before the station and enabling red depending on the level on that station. This impacted train pathing algorithm and trains would pick a station with fewer or no red signals on the way...
by Lubricus
Fri Oct 09, 2020 8:38 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82921

Re: Friday Facts #361 - Train stop limit, Tips and tricks

One thing I think might synergise with the train stop limit, is giving trains the option to have a "fallback station", somewhere they only path to if all other stations are disabled or full. I've seen quite a few people talk about having depots where trains stay if they aren't needed, but...
by Lubricus
Fri Oct 09, 2020 8:30 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82921

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Train stop limit is huge! It will change megabasing a lot! It sounds great. I personally think it should be hard/complex to scale up big. So I would have gone with the approach to somehow enable the possible to send a train to a specific train-station set by the circuits. As now there is no feasible...
by Lubricus
Fri Jul 24, 2020 11:27 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44959

Re: Friday Facts #357 - Nuke

So happy jumping when reading of more QOL improvments to BP!
I think both variants of the nuclear explosions is missing something big. Why not have both an mushroomcloud and a shockwave!
by Lubricus
Sat Jul 18, 2020 2:49 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 55695

Re: Friday Facts #356 - Blueprint library for real

I se forward to the BP library update. I recognize what you wrote in my self. It's more lack of motivation and than depression/burnout I don't really know the difference. At work I do some menial gluing and cutting stuff that's need being done, as breaks from coding and more creative work. For me it...
by Lubricus
Thu Jun 18, 2020 12:25 pm
Forum: Implemented Suggestions
Topic: Add functionality to limit the number of incoming trains per station.
Replies: 52
Views: 74787

Re: Add functionality to limit the number of incoming trains per station.

[...] Trainsystems like HTN (https://www.reddit.com/r/factorio/comments/aa3pz8/vanilla_train_network_by_haphollas/) [...] man, that thing is just incredibly awful for UPS. so if this is the only way to do train limiting in vanilla, well, i think it should be implemented in the game engine too. No e...
by Lubricus
Sun Jun 14, 2020 11:47 am
Forum: Implemented Suggestions
Topic: Add functionality to limit the number of incoming trains per station.
Replies: 52
Views: 74787

Re: Add functionality to limit the number of incoming trains per station.

I like the idea, it would solve the problem to "spread out" trains to many train-stations with the same name. I don't see any way to completely solve that in vanilla in any reasonable way. Trainsystems like HTN (https://www.reddit.com/r/factorio/comments/aa3pz8/vanilla_train_network_by_hap...
by Lubricus
Sun Jun 14, 2020 8:30 am
Forum: Ideas and Suggestions
Topic: Paus button and menus
Replies: 0
Views: 440

Paus button and menus

The paus function in Factorio is mostly confusing and not especially useful. You don't see how to unpause the game when you accidentally have pressed space+shift. I propose to remove the pause function and that we instead use "escape" key to get to the game menu as in most fps/rts games. A...

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