[0.15.10] Factorio cant count

Bugs that are actually features.
nuhll
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[0.15.10] Factorio cant count

Post by nuhll »

Hi,
see screenshot.

It should be 857, but it display 752...

Or did i miss something?
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Paul17041993
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Re: [0.15.10] Factorio cant count

Post by Paul17041993 »

You'll have to check that all of what's pending to be built is in range of construction bots, and you'll have to be aware of what the bots are already carrying. Pending buildings/objects are not listed if they're not in a valid construction area (the green squares from the ports), similarly I'm pretty sure that once a bot grabs an item that item is immediately removed from the pending list.
Please be sure you've googled your question before asking me about code... :T

Rseding91
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Re: [0.15.10] Factorio cant count

Post by Rseding91 »

It's "N object missing materials for construction" and each "object" can be missing multiple materials (which is what it shows).

So you have some number of things that are missing some number of other things.

It's not expected that the count of alerts matches the count of items missing.

For instance: you can have 1 object missing 2 modules.
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nuhll
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Re: [0.15.10] Factorio cant count

Post by nuhll »

I dont know in english, but in german, its just wrong.

Dont know, remove the count or make it calculate correct!? (or change the way what it displays)

E.g. It tells that objects missing materials (okay), and then just numbers and pictures, so you have to think "oh these numbers are the OBJECTS which are missing".

We dont need numbers which are not reasonable.

Rseding91
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Re: [0.15.10] Factorio cant count

Post by Rseding91 »

That's entirely possible. We write it in English and then it gets translated incorrectly.

It would make more sense if it said:

"N objects are missing the following materials for construction." "objects" because it's tiles, entities, and module delivery.
If you want to get ahold of me I'm almost always on Discord.

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