Search found 101 matches

by Ardagan
Tue Dec 31, 2013 7:34 pm
Forum: Gameplay Help
Topic: How do storage chests work?
Replies: 1
Views: 3320

How do storage chests work?

Well, that's all the question overall. Exact questions are: 1) How do they work compared to requester/provider chests. 2) What are priorities for bots. 3) I have 2 provider chests. Items are produced faster, than consumed for one and more or less stable, but uneven for another. Will storage chest ov...
by Ardagan
Mon Dec 30, 2013 8:36 am
Forum: 1 / 0 magic
Topic: Desktop window manager CPU usage during Factorio
Replies: 7
Views: 8204

Re: Desktop window manager CPU usage during Factorio

Just a matter of similar notice. Factorio is really slow when turrets are firing or accumulators feeding energy are in view.
if I see like 50 accumulators, game gets really slow
If 30-50 of my laser turrets start to shoot, it also goes to slide show.

=> yes, my pc is good enough.
by Ardagan
Mon Dec 30, 2013 8:31 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5][0.8.4] Items not placed in hidden belt slots
Replies: 9
Views: 2216

Re: [0.7.5][0.8.4] Items not placed in hidden belt slots

FreeER => one hella translator. Thanks.
I had my birthday today, had no time to answer ^_^
by Ardagan
Sun Dec 29, 2013 9:30 am
Forum: General discussion
Topic: Hot Bar
Replies: 5
Views: 6589

Re: Hot Bar

I think that it depends how you estimate Hot Bar. If it is something like belt -- it can't have too many items. If it is a regular hotbar, then I'd suggest to expand it to at least 20-40 items (or amount of item-types in game) so that each slot can have hot-key. (yes, I like playing piano. Had one i...
by Ardagan
Sun Dec 29, 2013 9:22 am
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 99166

Re: Fight

6) Add encyclopedia that contains all information to the game. That will work as 2 things: a) player information b) design document for devs Wiki, again needs some love. Maybe this could be added in game...but I don't thinks it's really needed. I love wiki, but sometimes it is much better to get in...
by Ardagan
Sun Dec 29, 2013 9:16 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5][0.8.4] Items not placed in hidden belt slots
Replies: 9
Views: 2216

[0.7.5][0.8.4] Items not placed in hidden belt slots

After purchasing belt slots update, I come across following issue: Lets say I have: row 1 reserved (regardless empty or not): Solar station, Laser turret, ... Row 2 Reserved: none (can be empty or not) If I have row 2 active and receive 1 more solar station, it will go either row 2 empty slot or to ...
by Ardagan
Sat Dec 28, 2013 12:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7517

Re: [0.8.4] Repair bots do not pick up items from hub

"cleaner bot" is too obscure. I do see what you want, but still it is hard to understand what is the item on the ground. Difference from item on belt? How to define if the item on belt blocks belt or should lie there? If item falls on belt, but it is not the one that is expected there, how...
by Ardagan
Sat Dec 28, 2013 12:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5]and[0.8.*] got 4.3G items in active slot
Replies: 9
Views: 2697

Re: [0.7.5]and[0.8.*] got 4.3G items in active slot

internally, the amount of items become -1 in slot. The check is for 0. So starting from -1 it decreases. Basically this means that you get about 2^64 items. I don't know what will happen when count will become positive though. If game will try to split the chunks -- this will cause big problems.
by Ardagan
Sat Dec 28, 2013 9:06 am
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7517

Re: [0.8.4] Repair bots do not pick up items from hub

I still think that roboport is the best option. It just must have a random item stack (about 1k items max. Can be less, but that's approximate amount of basic resources I request.). But there should be one limitation: If item of this type is needed somewhere it must first come from roboport. In this...
by Ardagan
Sat Dec 28, 2013 8:12 am
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7517

Re: [0.8.4] Repair bots do not pick up items from hub

I see that as valid situation. I have only provider chests, I'm using robots to get proper items in invetory, I do not want to spend extra energy for situations like this. Is there a way to return item back to provider chest, or create some kind of priority chest that robots will use as primary for ...
by Ardagan
Sat Dec 28, 2013 7:52 am
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7517

Re: [0.8.4] Repair bots do not pick up items from hub

Then actually, another issue comes up, but with logistic bots: Player is a requester chest. If robot picks up item for player, then player go out of range of roboport, then bot hangs up in the air, not moving anywhere. After it runs out of energy, it goes for recharge, but does not enter roboport. B...
by Ardagan
Sat Dec 28, 2013 7:13 am
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7517

[0.8.4] Repair bots do not pick up items from hub

I have repair bot and build power pole, put one power pole at roboport, destroy pole. Repair bots silently ignore that.

Repair bots properly pick up repair kits from roboport. Repair bots properly pick up both repair kits and items for rebuild from provider chests.
by Ardagan
Sat Dec 28, 2013 2:00 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5]and[0.8.*] got 4.3G items in active slot
Replies: 9
Views: 2697

[0.7.5]and[0.8.*] got 4.3G items in active slot

Don't think image will help here.

At some point got 4.3G electric poles at my active slot. Had same issue eventually with destroyer bots, but don't have savegame atm.
by Ardagan
Sat Dec 28, 2013 1:12 am
Forum: Gameplay Help
Topic: Can I use modules in labs?
Replies: 1
Views: 3214

Can I use modules in labs?

Just about labs:
Do modules work on labs? there's no information shown. Like productivity/speed/efficiency modules.
by Ardagan
Sat Dec 28, 2013 12:47 am
Forum: Ideas and Suggestions
Topic: Recycling
Replies: 31
Views: 15011

Re: Recycling

So should we consider mods as part of game. Or just some useful addons?
by Ardagan
Fri Dec 27, 2013 11:50 pm
Forum: Ideas and Suggestions
Topic: Recycling
Replies: 31
Views: 15011

Re: Recycling

Ok. My bad. Learning to use local search.
by Ardagan
Fri Dec 27, 2013 11:26 pm
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 126501

Re: Hidden ores

I'd say that it may be changed to something like: we should mine resources from chemical table. All the rest should be possible to produce.
Coal and diamonds are the same chemical element, but processed differently.
by Ardagan
Fri Dec 27, 2013 11:19 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 61
Views: 76858

Re: [Polls Closed] The signals

Info Lamps +1

Preferably attached to the main character. Preferably directly built-in into Gui. Preferably configurable.

Would be like a miracle:
1) Warning lamp on resource shortage
2) warning lamp on energy shortage
3) *** on some item produced
4) *** on some building destroyed
etc etc...
by Ardagan
Fri Dec 27, 2013 11:04 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 149886

Re: RTS direction

FreeER,
I totally agree with you about the implementation. It takes ages to do. :)

Hoped to just add a vote or start one more circle of discussion as this topic does not seem to be closed yet. And don't think it will ever be.
by Ardagan
Fri Dec 27, 2013 11:01 pm
Forum: Development Proposals
Topic: Role playing direction
Replies: 105
Views: 98845

Re: Role playing direction

@TGS +1000
Actually... that what I wanted to write at first, but then read through like 2-3 pages of posts in this thread and then lost the though. :)

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