Search found 64 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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?
- 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...
- 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.
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.
- 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...
- 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...
- 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.
- 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...
- 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.
- 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.
- 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...
- 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.
- 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.
Awesome!kovarex wrote:Thanks for the report, it is fixed for 0.12.4 now.
- 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...
- 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.