Search found 2416 matches
- Thu Sep 15, 2022 11:23 pm
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7659
Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Wait, are you saying that even entities outside of conbot repair range matter for this ?! What's the reason for doing it like this ? (Personal roboport moving *in* range at any moment ?) Yet again, the issue is not with a lack of robots or repair packs *inside* the «network» (the main base one, and ...
- Thu Sep 15, 2022 12:54 pm
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7659
Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Right, because there no such thing as a construction network, only a logistic network, and roboports are linked according to them ? (Also, there would be no (not-)«network» overlap here anyway, since only my personal conbots are in range.) I don't really see why this would be an issue here (I also h...
- Wed Sep 14, 2022 8:39 pm
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7659
Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Nope, that's not it. I have a very limited amount of conbots in my base anyway, as the mk1 pyconbots die very quickly and EN MASSE to up to x2 damage flame turrets, so there's typically under 100 of them at any given time, spread over a quite large area. So I also hardly use them to build, preferrin...
- Mon Sep 12, 2022 4:00 pm
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7659
Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Is this issue so rare ?!?
P.S.: Or is it because I'm walking too fast, so the game thinks I'm a vehicle (and deploys «bot-saving» measures) ?
(Though this also happens in places where there are no tiles, and I'm frequently stopping too...)
P.S.: Or is it because I'm walking too fast, so the game thinks I'm a vehicle (and deploys «bot-saving» measures) ?
(Though this also happens in places where there are no tiles, and I'm frequently stopping too...)
- Mon Sep 12, 2022 3:57 pm
- Forum: PyMods
- Topic: A New Discipline in the Factoriolympics
- Replies: 0
- Views: 767
- Sat Sep 10, 2022 9:54 am
- Forum: Gameplay Help
- Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
- Replies: 30
- Views: 7659
Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
I have a similar issue, except not only for vehicles, but even for walls ! It just feels like the personal conbots randomly take their time to repair entities (while dead entity replacement is very quickly acted upon). Just now I've seen all of the 20/50 bots that I have available fail to all come o...
- Fri Sep 02, 2022 12:25 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152103
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Pyanodons Alien Life 's moondrop-seeds for some reason trigger the Recipe selector (and the relatively slow «Wait list build») even though there's only one recipe ? I'm guessing that it's somehow related to how they make (and take) two distinct sets of items (one fixed, one random) ? (Not sure, may...
- Thu Aug 25, 2022 2:07 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152103
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
When pasting one production block inside another, the recipes are added in-between each other. It seems that it would be better if they were added at the end ? (Also, ideally, there would be a difference in icons between copy/pasting a production line and a production block ...) P.S.: It would also ...
- Tue Aug 23, 2022 10:03 pm
- Forum: Fixed for 2.0
- Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
- Replies: 10
- Views: 2241
Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Yes, this would be less about the physics than making something that is in-game-logic-consistent. Since having only one of the fluids have exclusive «control» over what the actual heat capacity of the conversion from one to the other would leave the other fluid «wanting», and there is no in-game def...
- Tue Aug 23, 2022 3:39 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431225
Re: pY Raw Ores Discussion
Right, it's more worthy of a megamine I guess...
- Tue Aug 23, 2022 3:36 pm
- Forum: Fixed for 2.0
- Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
- Replies: 10
- Views: 2241
Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
The way it should work is to still have a phase change temperature (even maybe if you still cannot mix water and steam any more) : before that temperature it's the heat capacity of water that would be used, after that - the one of steam But perhaps this is too problematic to implement now ? The nex...
- Tue Aug 23, 2022 1:58 pm
- Forum: Fixed for 2.0
- Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
- Replies: 10
- Views: 2241
Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
First off, there's another bug (or maybe naming issue) : heat capacity is energy per temperature, so it should be heat_capacity = "1KJ/°C" or at least heat_capacity_per_°C = "1KJ" Second, it was more consistent when steam was just 100+°C water (before 0.15ish). The way it should ...
- Tue Aug 23, 2022 1:33 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431225
Re: pY Raw Ores Discussion
i have no idea what an "archer" is. But anyway....today we finished the uranium drill, used to extract uranium from ore patches. https://i.imgur.com/7jmWpm8.gif Oh, what happened to this one, it looks awesome ! Why do we still use regular drills for uranium ? For better compatibility with...
- Mon Aug 22, 2022 11:08 am
- Forum: Mods
- Topic: [MOD 0.16] Picker Pipe Tools
- Replies: 3
- Views: 1658
Re: [MOD 0.16] Picker Pipe Tools
I would need some help please to fix the clamp failure that happens with non-straight pipes :
the difference between position and positions in pipe connections ?
AFAIK this is a functionality that broke with the transition from 0.16 to 0.17 and I suspect involves - Fri Aug 19, 2022 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Technology Screen Should (Usually) Preserve its State
- Replies: 3
- Views: 838
Re: Technology Screen Should (Usually) Preserve its State
I am unsure of whether this is similar enough ? Do as you see fit.
(Though probably the suggestions about the electric network info screens preserving their state should be merged first in that one ?)
(Though probably the suggestions about the electric network info screens preserving their state should be merged first in that one ?)
- Thu Aug 18, 2022 10:56 am
- Forum: PyMods
- Topic: pY Pollution & Energy (Unofficial)
- Replies: 33
- Views: 16424
Re: pY Pollution & Energy (Unofficial)
I found quite the depolluter ! pYAL_ralesia_mk2_prodmodded_depollution.png Compare with : pYAL_CO2_Absorber.png (Seems to be much cheaper to operate too, but then there's a lot of other options like that, see the sap trees I'm also using...) P.S.: Never mind, forgot about the power usage : the CO2 A...
- Thu Aug 18, 2022 9:57 am
- Forum: Ideas and Suggestions
- Topic: Technology Screen Should (Usually) Preserve its State
- Replies: 3
- Views: 838
Technology Screen Should (Usually) Preserve its State
TL;DR The Technology Screen should (usually) remember what it was showing upon closing and then reopening it. What ? The Technology Screen should, unless a new tech has been discovered , remember its state when closed/opened: - selected tech - typed in search - the position of the 3 scroll bars - I...
- Thu Aug 18, 2022 9:13 am
- Forum: Ideas and Suggestions
- Topic: Production tab: persist selected timespan
- Replies: 17
- Views: 4184
Re: Production tab: persist selected timespan
Yes, please ! The production tab should remember all settings, including the tab you were on. A global Reset button might be needed too then. (I'm mostly using it to check trees damaged by pollution .) ---- Meanwhile, some mod alternatives : Production Statistics Monitor HUD Pin Items/Fluids to HUD ...
- Thu Aug 18, 2022 9:04 am
- Forum: Modding interface requests
- Topic: Allow event for a tree being damaged by pollution
- Replies: 1
- Views: 788
Re: Allow event for a tree being damaged by pollution
Yes, please - I would like that,
instead of being forced to regularly check the Production => pollution tab-
(which doesn't remember the settings when closed)
-to have a warning sound when «Pollution absorbed by damaging trees» is different from 0.
instead of being forced to regularly check the Production => pollution tab-
(which doesn't remember the settings when closed)
-to have a warning sound when «Pollution absorbed by damaging trees» is different from 0.
- Mon Aug 15, 2022 4:26 pm
- Forum: General discussion
- Topic: Alt-F4 #63 - Dana Dev Blog: Spaghetti Recipe Graphs
- Replies: 1
- Views: 1532
Re: Alt-F4 #63 - Dana Dev Blog: Spaghetti Recipe Graphs
Nice and understandable !
(Though it did take 5 minutes before the graph showed up.)
Here's a more readable fraction of it :
Joking, I'm impressed that the game didn't even crash ! (Though it did take 5 minutes before the graph showed up.)
Here's a more readable fraction of it :