For performance reasons, Factorio only checks a limited number of ghosts per tick. I'm going to bet that it's supposed to be 600 ghosts, but there's a fencepost error.
Do you see the same behavior if you copy and paste 800 blue belts?
Search found 368 matches
- Sat Apr 27, 2019 4:00 am
- Forum: Not a bug
- Topic: [0.17.34] Using upgrade planner if upgrading more than 601 items of a given type, alerts continue to show 601 remaining
- Replies: 2
- Views: 647
- Sat Apr 27, 2019 3:13 am
- Forum: Won't fix.
- Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
- Replies: 4
- Views: 1590
Re: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
I'd love to implement that so people can't mine construction robots out of the air. I just need to get buy-in from the other devs. For what it's worth, I typically play with a mod that adds this rule. (among other things) Lol fair enough. As a counterpoint I'd like to point out that personal robopo...
- Fri Apr 26, 2019 5:27 am
- Forum: Ideas and Suggestions
- Topic: Hand Crafting using Barreled Fluids
- Replies: 2
- Views: 930
Re: Hand Crafting using Barreled Fluids
Note that the option to handcraft the recipes is not enabled by default; you'll have to turn that on in order to get the requested handcrafting.
- Fri Apr 26, 2019 5:07 am
- Forum: Ideas and Suggestions
- Topic: Recycling/waste dispotal suggestion
- Replies: 4
- Views: 1235
Re: Landfill - Allow obsolete items conversion to landfill
This seems like something that should exist as a mod, but I can't find one right now.
For a completely different solution to this problem, try Recycling Machines or Reverse Factory; these will allow you to turn things back into their ingredients.
For a completely different solution to this problem, try Recycling Machines or Reverse Factory; these will allow you to turn things back into their ingredients.
- Fri Apr 26, 2019 4:46 am
- Forum: Won't fix.
- Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
- Replies: 4
- Views: 1590
Re: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
Don't complain about this too loudly; the devs might fix it by making it impossible to mine construction bots.
Until/unless this gets fixed, I'd recommend undoing first and mining the robots second.
Also, what are you trying to undo in this situation?
Until/unless this gets fixed, I'd recommend undoing first and mining the robots second.
Also, what are you trying to undo in this situation?
- Fri Apr 26, 2019 4:40 am
- Forum: Duplicates
- Topic: [0.17.32] Train wagon doesn't open when blueprint is rotated
- Replies: 1
- Views: 808
Re: [0.17.32] Train wagon doesn't open when blueprint is rotated
This is a duplicate of viewtopic.php?f=182&t=68768
- Fri Apr 26, 2019 4:30 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502385
Re: Simple Questions and Short Answers
You need to provide more accumulators, provide more power in general, or use fewer laser turrets. The laser turrets have highest priority, and are consuming all the power they need. The remainder of the factory shares whatever's left over, which, even with the accumulators discharging, is not enough...
- Tue Apr 23, 2019 5:33 pm
- Forum: Bob's mods
- Topic: Rails don't need bronze, but are gated behind bronze tech
- Replies: 14
- Views: 4448
Re: Rails don't need bronze, but are gated behind bronze tech
You seem to be saying "Logistics 2 is prereq for building a rail network, and the rail network doesn't require bronze, so I want to be able to research it without knowing how to make bronze plate, even though all three of the recipes it unlocks require bronze plate." Even ignoring the conf...
- Tue Apr 23, 2019 3:05 pm
- Forum: Bob's mods
- Topic: Rails don't need bronze, but are gated behind bronze tech
- Replies: 14
- Views: 4448
Re: Rails don't need bronze, but are gated behind bronze tech
Vanilla, Bob, and AngelBob all agree that Railway depends on Logistics 2 and Engine. Now, it happens that Logistics 2 depends on Bronze in Bob and AngelBob, but I don't think "Rails can be built without bronze" is a good justification for breaking the Logistics 2->Railway link. Rails can a...
- Tue Apr 23, 2019 2:20 pm
- Forum: Pending
- Topic: Generators do not work / Не работают генераторы
- Replies: 1
- Views: 734
Re: Generators do not work / Не работают генераторы
Can you attach a screenshot and saved game, please?
- Mon Apr 22, 2019 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Resource library for modders
- Replies: 3
- Views: 991
Re: Resource library for modders
Every sprite in the entire game is available for use, as-is or edited, in mods: https://forums.factorio.com/viewtopic.php?p=49122#p49122 As I read the TOS (I am not a lawyer) the same applies to sounds. If you're worried about the hassle of creating animation, what are the chances that the devs will...
- Thu Apr 18, 2019 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
- Replies: 5
- Views: 3009
Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected
This is a duplicate of one or both of https://forums.factorio.com/viewtopic.php?f=23&t=67932 and https://forums.factorio.com/viewtopic.php?f=18&t=69242 I don't, however, have a good answer for "What is the 'Robots inactive' wait condition good for" question. It seems like it only a...
- Thu Apr 18, 2019 7:24 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27554
Re: Version 0.17.32
Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system It's not fixed. Control-C shoots, Control-X toggles the toolbar, 0.17.32 does not respect remapping of modifier keys. Are you pressing the physical CTRL key, or the one that you remapped to CTRL in th...
- Thu Apr 18, 2019 2:32 pm
- Forum: Duplicates
- Topic: [kovarex] Moving the last stop in a train schedule back to last place doesn't actually move it to last place
- Replies: 1
- Views: 808
- Wed Apr 17, 2019 7:54 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502385
Re: Simple Questions and Short Answers
Picker Tweaks will do that for you. (Along with several other things you can choose to disable.)
- Tue Apr 16, 2019 6:33 pm
- Forum: Ideas and Suggestions
- Topic: More color options for lamps
- Replies: 6
- Views: 2564
Re: More color options for lamps
Does https://mods.factorio.com/mod/color-coding do what you want?
It might also be relatively easy to change https://mods.factorio.com/mods/Klonan/E ... olor_Lamps to support 0.17, or you can ask the mod author if an update is planned.
It might also be relatively easy to change https://mods.factorio.com/mods/Klonan/E ... olor_Lamps to support 0.17, or you can ask the mod author if an update is planned.
- Tue Apr 16, 2019 6:16 pm
- Forum: Duplicates
- Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
- Replies: 6
- Views: 3083
Re: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
There's something that looks odd between about 2:00 and 2:45 in that video. Is that where the coffee break happens?
If so, please post a save from just before the robots go on break, or at least post a video showing the robots that are on break.
If so, please post a save from just before the robots go on break, or at least post a video showing the robots that are on break.
- Sun Apr 14, 2019 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Please make vertical display the results of the recipes
- Replies: 2
- Views: 458
Re: Please make vertical display the results of the recipes
You have almost exactly listed the features of a mod called Multi-Product Recipe Details.
- Sat Apr 13, 2019 8:25 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134896
Re: [0.17] Please post bugs and balance issues here.
@enchant Are you sure your other game is making processing units with an "Electronics assembly machine 1"? Or is it an "Assembly machine 2", an "Assembly machine 4", or an "Electronics assembly machine 2"? What mods other than Bob's Assembling Machines are yo...
- Sat Apr 13, 2019 8:02 pm
- Forum: Duplicates
- Topic: Crafting Speed Affecting Productivity Efficiency
- Replies: 7
- Views: 9728
Re: Crafting Speed Affecting Productivity Efficiency
I can repro it in 0.17 vanilla. I've attached a save game. Both assemblers have 100 iron plate. Turn on the switch. The speed boosted assembler will produce up to 70.1 gears, while the productivity-only assembler will produce far closer to 70. For extra fun and games, the over-production of the spee...