Search found 64 matches

by codewarrior
Tue Aug 25, 2015 1:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Returning construction bots don't recharge
Replies: 10
Views: 7519

[0.12.4][posila] Returning construction bots don't recharge

Construction bots returning to a roboport to make it their home (to go into the roboport when they have nothing to do) will not recharge at other roboports along the way. They will slowly fly, sometimes across great distances, to get to the only roboport they want to use as "home", and wil...
by codewarrior
Tue Aug 25, 2015 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Blueprint Containing Roboports: Utter Chaos
Replies: 8
Views: 4801

Re: [0.12.4][posila] Blueprint Containing Roboports: Utter Chaos

Oups, my mistake ... I accidentally caused this behaviour, I thought I covered this by automated tests but apparently I didn't ... Thanks for the report, save is not needed :) Great news! Thank you very much. For what it's worth, the bug didn't have a big impact for deconstruction . When the robopo...
by codewarrior
Tue Aug 25, 2015 10:34 am
Forum: Technical Help
Topic: Performance issues when force-placing 22k element blueprint?
Replies: 11
Views: 11469

Re: Performance issues when force-placing 22k element blueprint?

The bug we discovered here might be related. In short, whenever a roboport is mined or runs out of power, it will cancel ALL build orders for its entire network. This causes the construction bots to become very stupid for a short time, returning all materials to storage and then taking them right b...
by codewarrior
Tue Aug 25, 2015 10:20 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Blueprint Containing Roboports: Utter Chaos
Replies: 8
Views: 4801

Re: [0.12.4] Blueprint Containing Roboports: Utter Chaos

just a small addition to add to this report ... removing any roboport in the network cancles all active build orders for the whole network and are reasigns to a new group seen this when having a network with over 200 ports removing one on one end while having the build orders on the other end of th...
by codewarrior
Mon Aug 24, 2015 12:27 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Blueprint Containing Roboports: Utter Chaos
Replies: 8
Views: 4801

Re: [0.12.4] Blueprint Containing Roboports: Utter Chaos

Actually, there may be a real bug buried in here somewhere. I've noticed that when a roboport runs out of battery power and the construction area is shrunk, many more bots than I would expect are sent back to storage. It seems like it's canceling the orders given to many of the bots and then immedia...
by codewarrior
Mon Aug 24, 2015 12:03 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Blueprint Containing Roboports: Utter Chaos
Replies: 8
Views: 4801

[0.12.4][posila] Blueprint Containing Roboports: Utter Chaos

First, my apologies. It's hard to say if this is a bug or just a pathological use-case, and all of the solutions I can think of are giving me headaches. going green.png When placing this blueprint, which contains 16 roboports, ~4000 other items, and a footprint of 168x168, the following behavior is ...
by codewarrior
Sun Aug 23, 2015 4:39 pm
Forum: Gameplay Help
Topic: Best way to prioritze Belted fuel?
Replies: 3
Views: 5588

Re: Best way to prioritze Belted fuel?

Like this?
t-bone it.png
t-bone it.png (463.11 KiB) Viewed 5585 times
by codewarrior
Sun Aug 23, 2015 5:28 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320197

Re: Foreman 0.1.9 - A factory optimisation tool.

Nicksaurus, thank you so much for making this wonderful app. As a way of repaying you (and paying it forward, really), I've started to work on adding Productivity modules to your simulation. The modules can be set on each production node, and can be mixed and matched among available modules with Spe...
by codewarrior
Sun Aug 23, 2015 1:25 am
Forum: Not a bug
Topic: Minor chemical plant bug 0.12.4
Replies: 6
Views: 8265

Re: Minor chemical plant bug 0.12.4

It looks like your Light Oil pipe is empty, so there's no more Light Oil flowing into that plant.

I'll bet anything this is a rounding error, and there is just slightly less than 3 Light Oil in the machine.

I don't think this is a bug, just a display glitch when it rounds up.
by codewarrior
Fri Aug 21, 2015 10:36 pm
Forum: Show your Creations
Topic: SP Replay Factorio 0.12.4 full automated research in 6 hours
Replies: 14
Views: 16624

Re: SP Replay Factorio 0.12.4 full automated research in 6 hours

Haven't you played the Supply Challenge? I've got blue research set up by the 65 minute mark and the whole scenario complete in 1 hour 21 minutes. The last level requires 50 alien science packs, so you do hit all 4 science packs, but you could easily have those before 70 minutes if you attack the bi...
by codewarrior
Mon Aug 17, 2015 2:49 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4] Research interrupts GUI with option off.
Replies: 1
Views: 2345

[0.12.4] Research interrupts GUI with option off.

First, the option "Singleplayer game stops when research is completed" does not address the bug I described in Research interrupts GUI . If research completes while I am configuring the conditions for a Smart Inserter, Requester Chest, etcetera, the GUI window I am in is closed. This is si...
by codewarrior
Sun Aug 16, 2015 9:58 pm
Forum: Not a bug
Topic: [0.12.4] Research interrupts GUI
Replies: 3
Views: 6085

Re: [0.12.4] Research interrupts GUI

Well... yes. But I would still like the window to come up if I am not busy configuring any machines. The default behavior without setting that option is what I find to be a bit rude.
by codewarrior
Sun Aug 16, 2015 7:44 pm
Forum: Not a bug
Topic: [0.12.4] Research interrupts GUI
Replies: 3
Views: 6085

[0.12.4] Research interrupts GUI

I am annoyed that, if research completes while I am choosing the filter or condition item for a smart inserter (or combinator, requester chest etc), the technology screen will appear and close the GUI windows I just had open. I would like it if the tech window would be more polite and wait until I a...
by codewarrior
Sat Aug 15, 2015 4:34 pm
Forum: Ideas and Suggestions
Topic: Use personal bots automatically when out of build range
Replies: 15
Views: 6102

Re: Use personal bots automatically when out of build range

I like this. I mostly use my personal roboport to extend the range of my normal (non-blueprint) building, so it would be nice if I didn't have to mash Shift all the time to do that.
by codewarrior
Thu Aug 13, 2015 3:42 pm
Forum: Not a bug
Topic: [0.12.6] [kovarex] Burner Inserter Issues
Replies: 9
Views: 10061

Re: [0.12.3]Burner Inserter Issues

No, I'm pretty sure that placing another burner inserter to insert fuel into the burner inserter that's inserting ammo is the intended gameplay experience. :twisted:
by codewarrior
Thu Aug 13, 2015 3:39 pm
Forum: Implemented Suggestions
Topic: A 'send to store' list for the player and logistics network
Replies: 12
Views: 20412

Re: A 'send to store' list for the player and logistics network

I think this could be moved to the "already implemented" forum No, I still want extra items past my request limit to go into the trash slots when I pick them up or when they are deconstructed by my personal bots. Logistics does mean "having the right amount of stuff" and not jus...
by codewarrior
Wed Aug 12, 2015 10:00 pm
Forum: Ideas and Suggestions
Topic: Exclusion Chests / Inserters
Replies: 6
Views: 2072

Re: Exclusion Chests / Inserters

I'd like to have smart inserters in "blacklist" mode rather than "whitelist" just to fix the occasional goof where iron ore winds up on my iron plate belt.
by codewarrior
Wed Aug 12, 2015 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][Twinsen]Damaged items stall robots when storing item.
Replies: 4
Views: 3040

Re: [0.12][Twinsen]Damaged items stall robots when storing item.

kovarex wrote:Thanks for the report, it is fixed for 0.12.4 now.
Awesome!
by codewarrior
Wed Aug 12, 2015 9:21 am
Forum: Not a bug
Topic: [0.12.1] Personal roboport doesn't work as expected
Replies: 40
Views: 21861

Re: [0.12.1] Personal roboport doesn't work as expected

I'm quite curious, what is the root difference between your and my playstyle, that make the view on the personal roboport so different. I think it is this: I use the personal roboport as a "range extender" when manually placing items without blueprints. Once you're used to using the robop...
by codewarrior
Sat Aug 08, 2015 8:39 am
Forum: Resolved Problems and Bugs
Topic: [0.12][Twinsen]Damaged items stall robots when storing item.
Replies: 4
Views: 3040

Re: [0.12] Damaged items stall robots when storing item.

The problem also occurs even if there are other chests available.
Wrong chest, dummy.
Wrong chest, dummy.
storage4.png (517.73 KiB) Viewed 3036 times

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