Search found 294 matches
- 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.
- 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
category = "chemical-smelting",
And now I can do the recipe in the chemical furnace
- 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 ...
- 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.
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.
- 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 ...
- 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...
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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!
I think both variants of the nuclear explosions is missing something big. Why not have both an mushroomcloud and a shockwave!
- 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...
- 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...
- 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...
- 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...