Search found 196 matches
- Wed Nov 25, 2020 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 7124
Re: [boskid][1.1.0] Belt performance regression
To remove all the remaining lag spikes (when interacting with belts) i would have to disable the whole groupping logic and i will not sacrifice that just because of one extremally unfortunate save file. Would it be possible to make it an option in "settings"? So one who have such corner-c...
- Tue Nov 24, 2020 11:02 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 92530
Re: Version 1.1.0
Is it right, that default upgrade of chests is removed? Or is it a bug?
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
- Thu Nov 19, 2020 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Option for disabling artillery auto target
- Replies: 11
- Views: 18603
Re: Option for disabling artillery auto target
+1
especialy for train artillery
especialy for train artillery
- Fri Nov 13, 2020 1:49 am
- Forum: Ideas and Suggestions
- Topic: Free cables/wires (Poles contain all)
- Replies: 33
- Views: 21205
- Sat Nov 07, 2020 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 127
- Views: 27150
Re: Roboports should output missing materials to circuit network
[Koub] Merged into older topic with same suggestion. I now see why my searching for "needed items" not match "missing materials" ... I admire you moderators for finding what belongs together - I'll never understand how you do that ... did you remember every toppic or use you kin...
- Fri Nov 06, 2020 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 127
- Views: 27150
Circuit Connection Roboport - Add "needed Items"
Sometimes the logistic network of an outpost has the need of certain items (it is shown as alert right next to the shortcuts). What if you could connect a roboport to a circuit network and read out this needs? - You could send a train to that outpost with exacly the needed things - fully automated (...
- Wed Oct 28, 2020 1:32 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 1384
Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected
This exact topic was covered here.., https://forums.factorio.com/viewtopic.php?p=515977#p515977 Hi Koub That isn't correct - it is NOT the exact thing. The person in that topic likes to have a way to automaticly ADD LF if needetd - or a way to add LF to an existing BP. - The way is to use editor to...
- Wed Oct 28, 2020 1:09 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 2938
Adding a blueprint editor based on tutorial-layer
TL;DR Add a button in blueprint-window to "realy edit" a blueprint. If you click that button you will enter a sandbox layer like "totorial" (that layer with nothing but chessboard-pattern) where you can edit your BP. What ? Open up blueprint and you have the possibility to REMOV...
- Wed Oct 28, 2020 12:35 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 1384
[1.0.0] Blueprints with waterfill and buildings above work not as expected
Short: Blueprints with waterfill and buildings above them will only place waterfill and no buildings if placed on water. This behavior is different to other situaions where "waiting" is an option (see below). What to do to reproduce (and see the bigger problem): First create a blueprint w...
- Sun Sep 06, 2020 6:04 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 84595
Re: Version 1.0.0
Awesome
- Sun Sep 06, 2020 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron repath if stuck
- Replies: 7
- Views: 1755
Spidertron path finding (RC)
short and easy
Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.
I suggest to add kind of pathfinding to remote controlled spidertron.
Backgrounds and screenshots could find on "not-a-bug"-bug here.
Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.
I suggest to add kind of pathfinding to remote controlled spidertron.
Backgrounds and screenshots could find on "not-a-bug"-bug here.
- Sun Sep 06, 2020 3:31 pm
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 1334
Re: QOL: easy spidertron remote-selection
This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Ya, you need a tool for pipetting. One for each remote. SCNR :D "Pipette tool" do...
- Sat Sep 05, 2020 11:10 pm
- Forum: Not a bug
- Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
- Replies: 4
- Views: 808
Re: [1.0.0] Remote Spider-Tron pathfinding stop at water
Should I now post about that in "suggestions" or are posts in "not a bug" still on your radar?
- Sat Sep 05, 2020 10:53 pm
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 1334
QOL: easy spidertron remote-selection
TLTR let a key-combination (pipette Tool / shift-click) on an spidertron select corresponding remote Why In late game one may have more than one spidertron If you like to select a specific one to do strange stuff on the edge of your territory yo have to figure out which remote is the correct one. T...
- Sat Sep 05, 2020 10:24 pm
- Forum: Not a bug
- Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
- Replies: 4
- Views: 808
[1.0.0] Remote Spider-Tron pathfinding stop at water
What to prepare Use a map with some bigger lakes Build a spider tron Build a remote for it Connect remote with tron Let the tron run over the map (across big lake) What it does The tron runs toward point marked by remote If it reach small lakes it will walk over it If it reached the big lake it tri...
- Tue Sep 01, 2020 12:53 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 84595
Re: Version 1.0.0
Please remove Spidertron. It brings nothing new to the game and only clutters the game with junk. Good joke, if its one. Otherwise, just ignore it. It's not a joke. Tell me how adding a spidertron to the game has any relevance to automation? Tell me how it's relevant to a factory? I'll wait. Well w...
- Sat Apr 18, 2020 11:17 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 15393
Re: Friday Facts #343 - Environmental particle effects
Different particles on different tiles are a nice feature. But... Why are the craters always the same? Throwing a granade on concrete should leave a crater with broken concrete edges. The difference between particles are hard to see and last not long. The crater lasts even longer and should fit bett...
- Mon Apr 13, 2020 10:40 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 12260
Re: Friday Facts #342 - The new old tutorial
Can you please add a date with that. Nobody knows when these were published, and a date would put more context to when it was last discussed. Otherwise they are just numbers and have little meaning. It is really easy to look this up, and the reference was to what was decided upon and not when. So I...
- Sat Apr 11, 2020 8:10 am
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 12260
Re: Friday Facts #342 - The new old tutorial
Mod content. Ill probably put it in a "level designers cutting room floor" scenario pack. Yes please! Edit: ... because there is no way to tell a new player "Hey this is not really completely finished but we just left it there for that guy on the forum who knows it is not finished&qu...
- Fri Apr 10, 2020 10:58 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 12260
Re: Friday Facts #342 - The new old tutorial
In general, personally I would keep the dead end scenario, but repurpose it. Expose all the scripting and turn it into "how to make scenario" tutorial, with this easy and quite short mission as set of examples. It maybe all is already accessible somewhere, but with few professional touche...