Re: Version 0.13.8
Posted: Wed Jul 13, 2016 8:41 am
Because they updated so fast that we are speechless now.Hooch wrote:All other release threads are flooded with comments. What happened here?
Because they updated so fast that we are speechless now.Hooch wrote:All other release threads are flooded with comments. What happened here?
When holding tile (concrete, landfill, stone path) you can only remove tile. it's for removing tile beneath buildingqlf00n wrote:Removing structures with RMB does not work when holding landfill item. It works on concrete tiles though.
Yes. And it's glorious. So much for spitters.MrGrim wrote:Mines can be replaced by robots?!? Well holy crap that changes things! Time to add some new filtered slots to my wall supply trains..FactorioBot wrote: [*]Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (28761)
Ehhh... Mines are only any good at the small-medium native stage. The bigger bugs just walk through them and you'll just be wasting resources. Which is fine, since hey, why the hell not, but you also will lose constructors.Tricorius wrote:Yes. And it's glorious. So much for spitters.MrGrim wrote:Mines can be replaced by robots?!? Well holy crap that changes things! Time to add some new filtered slots to my wall supply trains..FactorioBot wrote: [*]Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (28761)
No, because it's the train that is planning it's path by the constraints you've given it in the schedule combined with the actual status of your rail network at the time of said planning.qlf00n wrote:An achievement sentence is typed mistakenly i think: "Train plans path 1000 tiles long" should be "Plan trains path..." i guess (:
If there's no free storage chests, what you are expecting them to do with the cargo, drop it on the ground ?qlf00n wrote:Logistic robots hangs up in the air with the cargo if the requester chest is removed while they are on the way with the cargo (and probably also when there are no free storage chests). Would be nice not to need to remove them manually and let them work on other tasks.
Return the cargo to the passive provider chest, maybe? Where they took the cargo from or just go to the player and hang near him to let him know there's an issue?DevilXD wrote:If there's no free storage chests, what you are expecting them to do with the cargo, drop it on the ground ?qlf00n wrote:Logistic robots hangs up in the air with the cargo if the requester chest is removed while they are on the way with the cargo (and probably also when there are no free storage chests). Would be nice not to need to remove them manually and let them work on other tasks.
Just place some Storage Chest in the center of your base for cases like that...
The Passive Provider Chest can only be taken from, I can't accept items back. It's the same for Requester Chests, robot's can't take from them 'because that item is more needed elsewhere'. Only Storage Chests can work both ways, it's been like that for quite a while. You can of course use the Storage Chests as an output from your factories, just use some Red/Green wire or Logistics limit to make sure there's always room in the chest to put the items backqlf00n wrote:Return the cargo to the passive provider chest, maybe? Where they took the cargo from or just go to the player and hang near him to let him know there's an issue?
Place a 5x5/7x7/9x9 of Storage Chests in the middle of your base (where are you often walking by) and look at them periodically. If there's no chests that are empty, just expand your storage square. That's what I'm doing at leastqlf00n wrote:I don't have a problem with them hanging in air I would just like to know there is a lack of storage issue. An icon or anything to inform the player would be nice. Spotting them hanging in air by accident while running near them is not the best solution IMHO.
Yes, that's what I was doing in previous games. I've just spotted this "issue" in the current game as I try not to produce too much and observe how it works. An icon or any information about robots hanging in the air would be nice though.DevilXD wrote:Place a 5x5/7x7/9x9 of Storage Chests in the middle of your base (where are you often walking by) and look at them periodically. If there's no chests that are empty, just expand your storage square. That's what I'm doing at least
I agree, it's about time there where logistic alarms like that one described here, about no storage space could/should appear with a location link to a robot standing in mid-air waiting for it,qlf00n wrote:
I don't have a problem with them hanging in air I would just like to know there is a lack of storage issue. An icon or anything to inform the player would be nice. Spotting them hanging in air by accident while running near them is not the best solution IMHO
[...]Yes, that's what I was doing in previous games. I've just spotted this "issue" in the current game as I try not to produce too much and observe how it works. An icon or any information about robots hanging in the air would be nice though.DevilXD wrote:Place a 5x5/7x7/9x9 of Storage Chests in the middle of your base (where are you often walking by) and look at them periodically. If there's no chests that are empty, just expand your storage square. That's what I'm doing at least
I agree with this. I still sometimes try to figure out what's going on when I see a mass of them hovering (after deconstructing something large, like buffer storage). Then I remember and plunk down a few more storage chests.qlf00n wrote:Yes, that's what I was doing in previous games. I've just spotted this "issue" in the current game as I try not to produce too much and observe how it works. An icon or any information about robots hanging in the air would be nice though.DevilXD wrote:Place a 5x5/7x7/9x9 of Storage Chests in the middle of your base (where are you often walking by) and look at them periodically. If there's no chests that are empty, just expand your storage square. That's what I'm doing at least
I daresay your minefield isn't large enough then.SomeDuder wrote: Ehhh... Mines are only any good at the small-medium native stage. The bigger bugs just walk through them and you'll just be wasting resources. Which is fine, since hey, why the hell not, but you also will lose constructors.
If you spotted a bug, better post it in the bug report section. Make sur to test with latest factorio version first.qlf00n wrote:I also spotted today that when I train waits on the station to unload crude barrels and have a logic trigger set to count empty barrels = 0 AND time passed 30 seconds it does not wait (the second condition). Confirmed it three times in a row. Finally changed the condition to other but still i guess it's worth to let you know.