was proposed (many times), will never be done as it would require pathfinding for bots what would mutilate UPS.alan2here wrote:Bots being unable to get less than a certain distance from each other.
Search found 128 matches
- Thu Apr 05, 2018 7:24 pm
- Forum: General discussion
- Topic: The size of bots
- Replies: 11
- Views: 4425
Re: The size of bots
- Thu Apr 05, 2018 2:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359534
Re: Development and Discussion
Hi there, Angel! Your modes are really nice, but I have a question: do you post changelogs for alpha/beta versions? I can see the mod can be updated, but cannot see what has changed. See for an example https://mods.factorio.com/mods/Arch666Angel/angelsbioprocessing Changelog: --0.5.2 -fixed filteri...
- Thu Apr 05, 2018 9:04 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 989283
Re: Factorio Roadmap for 0.16+
Yeah, I would not expect it to be an interesting gameplay mechanic.Deadlock989 wrote:Yawn, real world. Gonna play a game instead.Hannu wrote:Probably because in real world
- Thu Apr 05, 2018 7:40 am
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12241
Re: 0.16 Oil processing stops when output tanks fill up
You would prefer to crack if petroleum is needed more than solid fuel (plastics...).
- Thu Apr 05, 2018 7:07 am
- Forum: Ideas and Suggestions
- Topic: Difference (or net production) graph in production graph / Combined view production minus consumption
- Replies: 21
- Views: 7898
Re: Difference (or net production) graph in production grapn
I really like this idea, it would be especially useful worth mods adding many intermediate products.
Is there already some mod doing something like that?
Is there already some mod doing something like that?
- Thu Apr 05, 2018 7:03 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power UPS optimizations
- Replies: 12
- Views: 4846
Re: Nuclear power UPS optimizations
Do you have any evidence of disproportionate effect of nuclear on UPS? Can you provide saves that were used to verify this?
- Wed Apr 04, 2018 11:02 pm
- Forum: Ideas and Suggestions
- Topic: buildings are no longer items
- Replies: 13
- Views: 3638
Re: buildings are no longer items
utterly irrelevantThales7 wrote:are no realistic
- Wed Apr 04, 2018 10:36 pm
- Forum: Technical Help
- Topic: Problem z połączeniem/Connection problem
- Replies: 1
- Views: 1957
- Wed Apr 04, 2018 11:45 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 320530
Re: [0.16.x] Bob's Mods: General Discussion
For start, given that
Is it even nevessary?orzelek made such a support mod which bridges the gap between DSB and Bob-Angel: viewtopic.php?f=185&t=58341
- Wed Apr 04, 2018 8:35 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14133
Re: Blue belt 2x faster than red belt?
If you got a full red belt before, you would get a full red belt after. Where's the part that supposedly breaks? The point is that if you split one compressed blue belt you won´t receive two compressed red belts. Which would be possible, if blue belt speed was x 4 and not x 3. You can easily split ...
- Wed Apr 04, 2018 6:15 am
- Forum: Not a bug
- Topic: [Dominik][0.16.36] Logistic bots don't leave deconstructing port on their own
- Replies: 4
- Views: 1338
Re: [16.36] Desconstructing roboport wierdness.
See https://forums.factorio.com/viewtopic.php?f=7&t=3638 and https://forums.factorio.com/viewtopic.php?f=7&t=3636 stickied on this forum. Especially Provide Attachments log-file, for every report! save-file (located in the saves folder in the Application directory) .ziped mods folder screens...
- Tue Apr 03, 2018 11:21 pm
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12241
Re: 0.16 Oil processing stops when output tanks fill up
It can be used later to make rocket fuel and is a good fuel for locomotives (speed boost), may be used to power furnaces/steam engines.zOldBulldog wrote:I can use it later when it becomes essential.
- Tue Apr 03, 2018 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4651
Re: Roll mods into the base game
reach limit in base game is intentionaldood wrote:I think the most crucial ones would be long reach and creative mode.
The first one is just too much quality of life gain for a little bit of "immersion" break to ignore.
- Tue Apr 03, 2018 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4651
Re: Roll mods into the base game
AFAIK the best ideas are already getting added, so this idea is redundant along with the ability to cut/paste parts of your base (when you have built everything one tile too short, prior to construction bots for example). I think that construction bots should be available from start (and are in my g...
- Tue Apr 03, 2018 5:59 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188238
Re: Bugs & FAQ
Theres the recipe for cleaning coal into coke and getting sulfur waste water if you desperate and have no oil / etc going yet. But the recipes Angel balanced were just buggy, atleast the one giving 10 times extra sulfur lol. Yes, for regular Angels, this is possible, but Seablock (i forgot to menti...
- Tue Apr 03, 2018 5:58 pm
- Forum: General discussion
- Topic: Re-enabling achievments guide [16.25]
- Replies: 35
- Views: 45307
Re: Re-enabling achievments guide [16.25]
People are extremely proficient at ignoring warnings, informations, messages, errors etc.Gergely wrote: What makes it so common for people to accidentally enter a console command AND then accidentally SAVE it?! There is a warning!! A warning that appears in time to stop you. I just don't get it.
- Tue Apr 03, 2018 5:57 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 320530
Re: [0.16.x] Bob's Mods: General Discussion
Bricks make sense as part of tunnel construction. Fits even better than stone.
- Tue Apr 03, 2018 5:08 pm
- Forum: Technical Help
- Topic: Multi-version Factorio ?
- Replies: 6
- Views: 1492
Re: Multi-version Factorio ?
(...) so, place the zip version in an alternate directory and simply launch the executable in the bin folder and it will load the version in the alternate directory -- completely ignorant of the previously existing version (...) Yes, the .zip installation only uses files inside its folder and all f...
- Tue Apr 03, 2018 5:07 pm
- Forum: This Forum
- Topic: posts getting removed?
- Replies: 5
- Views: 2927
Re: posts getting removed?
From what I see this post was deleted from your account. Maybe some family member of a "friend" is making dumb jokes?
- Tue Apr 03, 2018 4:15 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 41664
Re: Friday Facts #236 - Building a rollup
How did the ground become green and lush again at the very end of the video? Is there a terraforming function what I missed in vanilla, or was it something that was added for the sake of the video? "You can see not much had to change, except all the terrain under the whole screenshot area was ...