Search found 113 matches
- Fri Jan 15, 2021 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
- Replies: 2
- Views: 2005
Re: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Thanks for the fix :). We have known about this bug for some time. But AntiElitz thought that this bug was covered by one of the other power pole bug reports, so we did not report it separately. The bug has not been there "forever" (I don't know how literally you meant that). Nefrums has u...
- Thu Jan 14, 2021 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
- Replies: 2
- Views: 2005
[kovarex] [1.1.11] Power pole dragging fails to power inserter
If you hold down the left mouse button with a power pole selected, the game is supposed to autoplace enough power poles so all entities are powered. However, as shown in the attached video, the top right inserter does not get powered, even though it should. Note that if I move the mouse so it does n...
- Wed Jan 13, 2021 11:51 am
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 12796
Re: Increase bot queue processing rate
My main issue is the failed attempts, which slows down to 1 per tick. What often happens is that there are many unconstructable ghosts in my world. And the queue will then repeatedly cycle through these unconstructable ghosts at one per tick, each time taking many seconds. So the suboptimal thing is...
- Wed Jan 13, 2021 11:41 am
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 12796
Re: Increase bot queue processing rate
the system checks 10 (CORRECTION, it checks between 1 and 4 by default depending on successes or failures) ghosted entities per tick I think it is between 1 and 3? max_successful_attempts_per_tick_per_construction_queue is 3 when I print it out ingame. max_failed_attempts_per_tick_per_construction_...
- Mon Jan 11, 2021 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Disallow power poles to be automatically placed over ghosts
- Replies: 15
- Views: 3269
Re: Disallow power poles to be automatically placed over ghosts
This seems like an obviously good idea to me. I have never ever wanted dragged power poles to destroy ghosts.
- Wed Dec 09, 2020 1:44 pm
- Forum: Duplicates
- Topic: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
- Replies: 5
- Views: 1743
Re: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
blueprint-storage.dat attached.
- Thu Dec 03, 2020 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 6679
- Fri Nov 27, 2020 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32477
Re: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
Another example of why remembered power connections should not be default, from Nefrums' speedrun yesterday: https://clips.twitch.tv/HedonisticCuriousSardineKappa Blueprinting something, and then dragging power through it along the blueprinted power poles, seems like a reasonable use case to me. But...
- Wed Nov 25, 2020 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5021
Re: Snap to grid should default to relative again
Relative, please!
- Wed Nov 25, 2020 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32477
Re: Power Pole connections saved in Blueprints leads to unacceptable and pseudo random connection behavior. Please rever
One way to "fix" the power pole blueprinting would be to have a checkbox when creating it, saying "save power wire layout". Default off. Like the "include trains" checkbox.
- Mon Nov 23, 2020 9:26 pm
- Forum: Duplicates
- Topic: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
- Replies: 5
- Views: 1743
Re: [1.1.0] Crash when loading save game from 1.0.0
Fixed the log.
- Mon Nov 23, 2020 9:18 pm
- Forum: Duplicates
- Topic: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
- Replies: 5
- Views: 1743
[kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
Happens every time when loading the attached save. Looking at the backtrace, looks to be blueprint related.
- Fri Jul 24, 2020 11:36 am
- Forum: Won't fix.
- Topic: [0.18.36] Map generation changes on same mapstring depending on exploration order
- Replies: 3
- Views: 1631
Re: [0.18.36] Map generation changes on same mapstring depending on exploration order
Now I don't have access to the map gen code, but question: When generating the lower chunk, couldn't you just temporarily calculate the potential positions of oil spots on the upper chunk, and then e.g. make upper chunk oil spots always get preference where they overlap? Or is there something that m...
- Thu Jun 11, 2020 6:26 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52575
Re: Friday Facts #350 - Electric mining drill redesign
You're the only one to see that so far. So the fault may not be with the icon. That is provably false. https://www.reddit.com/r/factorio/comments/gr52nz/were_just_not_gonna_talk_about_it_no_one_ok_d/frx1mjk/ My penis certainly doesn't look like that. I can make it look like one if you want though? ...
- Mon Apr 27, 2020 11:59 am
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 2109
Re: Any% Tool-Assisted Speedrun WR 1:21:20
Amazing! Did you consider using bots? A TAS blueprinting could be very efficient.
- Fri Mar 06, 2020 2:27 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.10] Watch your step achievement popup missing
- Replies: 4
- Views: 2819
Re: [0.18.10] Watch your step achievement popup missing
I have tested it too. It is definitely broken, not just anti forgetting having gotten it earlier.
- Wed Jan 01, 2020 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
- Replies: 18
- Views: 6594
Re: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
From the discord: Thue: This seems unlikely. Aren't the other people joining at the same time able to download and join with the same save game? James_Hackett: Nope, it queues up so one person can hold up 20 people waiting to download the map Thue: Yes, but if the first person quits, do the next 19 ...
- Sun Dec 29, 2019 6:57 pm
- Forum: Not a bug
- Topic: Drop item key doesn't work in chest UI
- Replies: 1
- Views: 670
Drop item key doesn't work in chest UI
When you open the chest UI, and hover the cursor with a stack, I would expect the drop item key (z) to drop a single item into the chest. Instead z drops the item on the ground behind the chest UI.
I am aware that right click also drops a single item. But for consistency, z should work too.
I am aware that right click also drops a single item. But for consistency, z should work too.
- Sun Oct 27, 2019 8:06 am
- Forum: 1 / 0 magic
- Topic: [0.17.74] Game crashes after blueprinting
- Replies: 7
- Views: 2411
Re: [0.17.74] Game crashes after blueprinting
There is actually video evidence: https://www.twitch.tv/videos/499822798?t=13h11m10s
- Mon Jul 15, 2019 10:00 am
- Forum: Not a bug
- Topic: [0.17.56] Ghosts of destroyed entities ignores upgrade planner
- Replies: 4
- Views: 900
Re: [0.17.56] Ghosts of destroyed entities ignores upgrade planner
Oh fascinating. So somebody sat down and asked "what kind of ghost do we intend to place when an item scheduled to be upgraded is destroyed". And then decided that placing the unupgraded item was the right and logical thing to do, the intended behavior. Can you elaborate on the though proc...