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by factoriouzr
Thu Jan 07, 2016 11:59 pm
Forum: Ideas and Suggestions
Topic: New Feature: Allow sharing blueprints between different game
Replies: 7
Views: 19978

New Feature: Allow sharing blueprints between different game

Solution: bind blueprints to a player file which contains all blueprints and player name.

The blueprints might be in a database of all blueprints for that player and might still need to be bound to to a craftable blueprint to be used.
by factoriouzr
Thu Jan 07, 2016 11:57 pm
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 43
Views: 11768

New Feature: Allow reordering logistics requester slots

It would be nice to drag and drop logistics slots to re-order their position. This is useful to keep a consistent order in items requested for organization and readability (especially with mods adding more slots). Without this feature to reorder would require removing and re-setting all logistics sl...
by factoriouzr
Thu Jan 07, 2016 11:54 pm
Forum: Implemented Suggestions
Topic: New Feature: allow an exact limit on logistics requests
Replies: 6
Views: 16543

New Feature: allow an exact limit on logistics requests

Put a checkbox below all logistics boxes and also a button to toggle the checkbox for all logistics slots on and off. When the option is on, the logistics slot will act like an exact limiter bringing the player up to the exact amount of the requested item, and automatically taking any items over thi...
by factoriouzr
Thu Jan 07, 2016 11:52 pm
Forum: Pending
Topic: Logistic robot brought items go into main inventory
Replies: 4
Views: 13660

Logistic robot brought items go into main inventory

Logistic robot brought/requested items are put in main inventory even if there is room in a slot on the toolbar and even when the toolbar is locked to that item.

Not sure all the conditions that trigger this but it happens very frequently.
by factoriouzr
Thu Jan 07, 2016 11:50 pm
Forum: Not a bug
Topic: Damaged walls block assembly machines from functioning
Replies: 12
Views: 27195

Re: Damaged walls block assembly machines from functioning

So what's your idea for implementation Kovarex? As long as it works automatically even in the player inventory ;) and it's not something that has to be set up for every item type and every factory.
by factoriouzr
Thu Jan 07, 2016 11:54 am
Forum: Not a bug
Topic: Damaged walls block assembly machines from functioning
Replies: 12
Views: 27195

Re: Damaged walls block assembly machines from functioning

Also this becomes an issue with all ingredients that can be damaged. For example this will likely happen with assembly machines, and turrets that can be upgraded by mods and require previous turrets.
by factoriouzr
Thu Jan 07, 2016 11:53 am
Forum: Not a bug
Topic: Damaged walls block assembly machines from functioning
Replies: 12
Views: 27195

Damaged walls block assembly machines from functioning

An easy example of this is when making gates in an assembly machine. If the assembly machine is loaded by non-damaged walls first but is missing some ingredients (could be walls or something else) so that it can't yet make a gate and there is a damaged wall in the chest the or belt the inserter is l...
by factoriouzr
Sun Jan 03, 2016 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Marking an object for deconstruction rebuild it
Replies: 2
Views: 9410

[Oxyd] Marking an object for deconstruction rebuild it

When marking an object for deconstruction so that the robots will pick it up, the object will instead be replaced if it is destroyed. An easy way to reproduce this is to put the biters on the hardest mode (high everything when creating a map) and turret creep towards them using construction bots and...
by factoriouzr
Sun Oct 04, 2015 11:07 am
Forum: Implemented Suggestions
Topic: Allow smart inserters to add and remove robots from roboport
Replies: 9
Views: 9540

Allow smart inserters to add and remove robots from roboport

I have searched the forums and couldn't find a topic about this. Maybe there is something else already posted about this or something similar and I want to apologize if I'm posting duplicate information. Issue: Currently there is no way to add and remove robots from any roboport automatically to kee...
by factoriouzr
Wed Jul 29, 2015 11:46 pm
Forum: Mods
Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
Replies: 53
Views: 46139

Re: [0.12.0]AdvancedEquipment v0.4.0

The energy production for the generators are all wrong in this mod. Likely due to version 0.12 increasing the power generation.

Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.

Thanks!
by factoriouzr
Sat Jun 06, 2015 2:44 am
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 52481

Re: Friday Facts #89 Timetables

First of all I want to say that this game is AMAZING! Thank you everyone for all your hard work, and same to the modding community. There are a ton of really great mods. One of the things i love is that you guys pay attention to the details and focus on automation. I like games where you craft stuff...

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