Search found 1161 matches

by zOldBulldog
Mon Jul 30, 2018 6:05 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 104873

Re: Map generation and settings

Completely right. It is supposedly being worked on for 0.17... which I think I read will be around December.

Until then your best bet is to look for the few good maps that people have found.
by zOldBulldog
Mon Jul 30, 2018 5:06 pm
Forum: Implemented in 2.0
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 6956

Re: [0.16.51] Lost/lazy bots

This sounds to me like my suggestion to have an indicator to show if any bot is out of the personal roboport. Not quite. It is more than that. It is about fixing things so that bots won't leave at times when it is clearly undesirable (a train moving at max speed is an extreme example and easy to gr...
by zOldBulldog
Mon Jul 30, 2018 5:03 pm
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 13641

Re: Remove robot charging cheat

Koub and mrvn, it seems that we circle back to what happens after we already beat the game. The first time through we haven't seen anything better yet, so even the cheesy early bots seem cool. But once you got as far as launching a satellite (or a few hundreds) and you start a new game, the bots now...
by zOldBulldog
Mon Jul 30, 2018 10:47 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31964

Re: Aren't construction bots available too late?

I'm always playing with the bluebuild mod (similar: nanobots). This automates building ghosts or deconstructing things that are within the players reach. That basically gives you a mini personal roboport from the start. So I really don't feel it when it takes a long time to research construction bo...
by zOldBulldog
Mon Jul 30, 2018 10:36 am
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 13641

Re: Remove robot charging cheat

BTW, I really appreciate this thread. It clued me to the existence of the cheat and I have been abusing it since.

It removes a lot of the annoying drudgework that would otherwise make a 2nd or 5th play-through annoying. Long live the cheat!!!
by zOldBulldog
Mon Jul 30, 2018 10:31 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31964

Re: Aren't construction bots available too late?

As you said, the most valuable resource is time. ... Now, I don't necessarily mind the early pre-bot game, it's the repetitive tasks that I can't stand. This hits the issue squarely on the head, and determines the replayability of the game. Doing the repetitive tasks when you are new is good, it he...
by zOldBulldog
Mon Jul 30, 2018 10:04 am
Forum: Gameplay Help
Topic: How to turn cliffs off by default ?
Replies: 7
Views: 2873

Re: How to turn cliffs off by default ?

It is not too hard to change map options before generating the map. Buuuut... perhaps you indirectly hit what could be a powerful - and probably easy to implement - suggestion for enhancement: - In the map generation options screen add two buttons:. "Save these settings as the default" and...
by zOldBulldog
Mon Jul 30, 2018 9:47 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 7736

Re: Lazy bot syndrome. Bug or feature?

it's been moved to suggestions so maybe it will get the attention it deserves That is excellent, it is an issue that really interferes with gameplay. Personally, I only have one more game to go after the one I am on to be done with achievements (except for the speed ones that I am not going to both...
by zOldBulldog
Sun Jul 29, 2018 4:50 pm
Forum: General discussion
Topic: Best Factorio feature
Replies: 15
Views: 5277

Best Factorio feature

This is a bit of a "thank you" thread. Post here whichever single feature of Factorio you find the most valuable, or is your favorite. For me, it is the auto-save . For example, today after playing for a couple hours I picked up my laptop, the mouse slipped... and I have no idea how (proba...
by zOldBulldog
Sun Jul 29, 2018 2:24 pm
Forum: Ideas and Suggestions
Topic: Check for vehicle speed before releasing personal robots
Replies: 12
Views: 4706

Re: Robots shouldn't jump out of speedy trains

I agree, robots shouldn't jump out when moving too fast. Currently I am having quite a fun game with Mods "Helicopters" LOL, you don't need a helicopter or a train to have this problem. Just try sticking some exoskeletons in your power armor before you've researched enough drone speed upg...
by zOldBulldog
Sun Jul 29, 2018 2:15 pm
Forum: Ideas and Suggestions
Topic: Personal construction robots leave w/ construction materials
Replies: 4
Views: 1806

Re: Personal construction robots leave w/ construction materials

+1 - Bots should not launch if the player is moving faster than they can follow. - Bots should not launch without the necessary materials. - Bots should not be assigned jobs unless they are in the player's inventory. It is beyond stupid to assign a job to a bot that is out of charge and 10 minutes a...
by zOldBulldog
Sun Jul 29, 2018 2:09 pm
Forum: Ideas and Suggestions
Topic: Change behavior of lost construction robots
Replies: 2
Views: 1985

Re: Change behavior of lost construction robots

I think the biggest part of this problem is that bots get assigned jobs even when they are too far to do them. Also, they often launch when undesired (i.e.: when you are moving too fast for them to catch up).
by zOldBulldog
Sun Jul 29, 2018 2:05 pm
Forum: Implemented Suggestions
Topic: Ghosts prior to researching construction bots
Replies: 8
Views: 4228

Re: Ghosts prior to researching construction bots

I keep a library of single item blueprints, so that I can place a ghost of something I have not yet researched in my current play-through. For example, roboports, blue tracks, concrete, etc.

That way I can place blueprints of anything I can't yet build.
by zOldBulldog
Sun Jul 29, 2018 2:00 pm
Forum: Ideas and Suggestions
Topic: construction robots, personal roboport, bad launch decisions
Replies: 3
Views: 1579

Re: construction robots, personal roboport, bad launch decisions

Agreed, the current decision to launch logic is pretty bad. - If the player is moving faster than a robot can follow the robot should simply not launch. - If the personal bot is too far to do the job, it should not be assigned to do the job, as it can sometimes take well over 10 minutes for the robo...
by zOldBulldog
Sun Jul 29, 2018 1:43 pm
Forum: Ideas and Suggestions
Topic: [0.15.12] Construction robots should grab first, then go
Replies: 7
Views: 2202

Re: [0.15.12] Construction robots should grab first, then go

Robots should charge, pick up and deliver items while "inside the roboport" not floating around. Also, they should be blocked from launching if you are currently moving faster than they can move. Why? Because as someone very well described it in another thread, it is "well beyond stup...
by zOldBulldog
Sun Jul 29, 2018 1:35 pm
Forum: Outdated/Not implemented
Topic: Remove robot charging cheat
Replies: 23
Views: 13641

Re: Remove robot charging cheat

Bots should not leave when you move faster than them. Or maybe even more than half their speed. It's beyond stupid for bots to leave you while you are racing around in a train . It's still annoying when walking somewhere. It's deadly (for the bots) while running away from aliens. Absolutely. I woul...
by zOldBulldog
Sun Jul 29, 2018 1:16 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42854

Re: Challenge: Generic max-speed train unload

Well, there was the "average player" limit. And circuits are mostly black boxes, especially to people who've never even tried to use them (==average players). What I meant by "for the average player" was that I would have liked to create a compendium of designs/blueprints that t...
by zOldBulldog
Sun Jul 29, 2018 12:33 pm
Forum: Implemented in 2.0
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 6956

Re: [0.16.51] Lost/lazy bots

As a software developer myself I understand that it is not a bug from the strictest technical definition of bug (failure to perform a function as designed). I reported it here because it is a non-trivial flaw that impedes gameplay and there is no category for this kind of problem. Does being moved t...
by zOldBulldog
Sun Jul 29, 2018 12:15 pm
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 7736

Re: Lazy bot syndrome. Bug or feature?

I have bad news. When I was finally able to make the bug report it got moved to "not a bug". I suspect that devs consider this behavior to be "not a problem" and that players must live with the annoying design flaw. Sorry guys, but it seems like there won't be a fix and we'll hav...
by zOldBulldog
Sun Jul 29, 2018 12:07 pm
Forum: Implemented in 2.0
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 6956

Re: [0.16.51] Lost/lazy bots

Curious, moved to "not a bug" without even a reply. Does this mean the devs consider this behavior acceptable and desirable? Seems strange given the consensus in the original discussion thread that it is a problem. Would be good to understand the devs thinking about why this is ",good...

Go to advanced search