Search found 549 matches
- Tue Aug 16, 2016 2:03 am
- Forum: Gameplay Help
- Topic: Can anyone explain this?
- Replies: 9
- Views: 3576
Re: Can anyone explain this?
I've always thought Factorio was a great litmus test for who has OCD and who doesn't... Did the belt go dry of coal at one point? I haven't tested it, but I don't think burner inserters have a safety on them. So when they're moving two different items (coal and something else), and the coal dries u...
- Tue Aug 16, 2016 1:46 am
- Forum: Gameplay Help
- Topic: Robot prioritisation of requests for same resource
- Replies: 7
- Views: 2058
Re: Robot prioritisation of requests for same resource
Hello How are requests for the same resource prioritised, in particular in a constrained supply scenario? Is it by proportion of request satisfied (i.e. increasing size of request will prioritise that chest compared to others) or is it by distance from supply? Or some other criteria? Edit: ok, I ra...
- Mon Aug 15, 2016 11:59 pm
- Forum: Gameplay Help
- Topic: Can anyone explain this?
- Replies: 9
- Views: 3576
Re: Can anyone explain this?
Sarcastic responses about spaghetti and unnecessary splitters accepted...
- Mon Aug 15, 2016 11:26 pm
- Forum: Not a bug
- Topic: If a robot chops down a tree in a forest...
- Replies: 2
- Views: 793
Re: If a robot chops down a tree in a forest...
Pretty sure there's no special sound, other than the ambient whirrs and beeps the construction bots emit at regular intervals. ;) aye... bots are some impressively stealthy lumberjacks! Even for a man who can build a steam-engine in his pocket in half a second, this is a remarkable feat of mechanic...
- Mon Aug 15, 2016 11:18 pm
- Forum: Gameplay Help
- Topic: Can anyone explain this?
- Replies: 9
- Views: 3576
Can anyone explain this?
No doubt this is my fault somehow...?
- Mon Aug 15, 2016 10:25 pm
- Forum: Not a bug
- Topic: If a robot chops down a tree in a forest...
- Replies: 2
- Views: 793
If a robot chops down a tree in a forest...
... does it make a sound?
- Thu Aug 11, 2016 9:26 pm
- Forum: Implemented Suggestions
- Topic: Disable stations by circuit control
- Replies: 18
- Views: 10226
Re: Disable stations by circuit control
+1, playing with vanilla trains I've wanted this also.
- Thu Aug 11, 2016 9:20 pm
- Forum: Pending
- Topic: [0.13.15] mouse captured by factorio on linux
- Replies: 16
- Views: 5499
Re: [0.13.15] mouse captured by factorio on linux
Haven't seen this with kde frameworks 5, 64-bit factorio, no steam... although perhaps it occurs and I just didn't notice. I have noticed some usability issues that occur when I mouse around outside of the game and then want to return focus to the game, but that's not really on-topic I suppose.
- Sat Aug 06, 2016 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Train conditions don't follow Boolean precedence
- Replies: 26
- Views: 9496
Re: [0.13] Train conditions don't follow Boolean precedence
(((a OR b) OR c) AND d) Which is fine, but certainly not obvious from the interface or anything I've seen anybody say about them. In this thread: https://forums.factorio.com/29237 we spent quite a lot of time working the above out. I would agree with you that it's not obvious at all from the user i...
- Sat Aug 06, 2016 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Construction Robots Auto Collect Ground Items
- Replies: 3
- Views: 5641
Re: Construction Robots Auto Collect Ground Items
Just an idea: maybe a third kind of "scout" bot is needed for this type of thing? Once you have this capability, all kinds of questions immediately crop up: can I collect different items within this box? Can I have certain criteria applied dynamically? Can I avoid having my personal robopo...
- Sat Aug 06, 2016 8:18 pm
- Forum: Implemented Suggestions
- Topic: Blueprint book deconstruction
- Replies: 3
- Views: 1469
Re: Blueprint book deconstruction
The deconstruction planner becomes an increasingly dangerous tool the more you zoom out. I'm not sure what the solution is: I don't think the blueprint book is quite as easy to use as it should be, yet, but putting the deconstruction planner anywhere it's likely to accidentally wind up in your hand ...
- Sat Aug 06, 2016 8:10 pm
- Forum: Ideas and Suggestions
- Topic: [Linux] Comply with the XDG directory standard
- Replies: 19
- Views: 7528
Re: [Linux] Comply with the XDG directory standard
Although I really dislike some of the naming decisions that XDG has implemented this is probably a good idea. For example, I notice baloo or whatever the kde file indexer is named this week is being confused by my save files: Jul 17 18:20:19 moneypit baloo_file[3100]: org.kde.baloo: "/home/greg...
- Sat Aug 06, 2016 8:02 pm
- Forum: Ideas and Suggestions
- Topic: A better Way to Built Electric Network / New way of connecting to electricity
- Replies: 12
- Views: 4502
Re: A better Way to Built Electric Network / New way of connecting to electricity
Auto connection of copper cables is seemingly broken, anyhow, for just one network. For example, creating a network of big power poles via robots, you will inevitably end up with disconnected power islands that you must fix by manually removing and re-placing the big power poles affected.
- Sat Aug 06, 2016 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Train GOTO condition
- Replies: 18
- Views: 9948
Re: Train GOTO condition
Smart trains mod, so it seems to me, is presently somewhat "complex," in practice, because it is forced to wedge some square pegs into some round holes: First, if I'm not mistaken, there is no "train line" object in the game; instead this exists solely in the imagination of the m...
- Tue Aug 02, 2016 12:58 am
- Forum: Combinator Creations
- Topic: Inserter-less compressed belt filtering using one combinator
- Replies: 16
- Views: 12893
Re: Inserter-less compressed belt filtering using one combinator
So good it feels like cheating! There is no iron plate...
- Sat Jul 30, 2016 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Train conditions don't follow Boolean precedence
- Replies: 26
- Views: 9496
Re: [0.13] Train conditions don't follow Boolean precedence
I don't think it's even documented, much less formalized. I'm sure many people have paused a moment to ponder this question before they were distracted by something or another such as a giant green tentacled cockroach-monster screaming bloody murder while eating their car. In other words, I'm not su...
- Thu Jul 28, 2016 8:30 pm
- Forum: Gameplay Help
- Topic: Burner inserters and power insufficiency: am I crazy?
- Replies: 5
- Views: 1998
Re: Burner inserters and power insufficiency: am I crazy?
Hahaha I just happened to discover the cause. The first row of boilers on the right was not supplied with cold water! So the water would simply trickle in as backflow from the other boilers, and probably only then /during/ power insufficiencies (or maybe also gluts) and piping hot already. From ther...
- Thu Jul 28, 2016 7:03 pm
- Forum: Gameplay Help
- Topic: Burner inserters and power insufficiency: am I crazy?
- Replies: 5
- Views: 1998
Re: Burner inserters and power insufficiency: am I crazy?
Then I'm sorry, I have no idea : I only use burner inserters when I play with Marathon mod, so my experience of these is close to nonexistant :) Have you been able to reproduce it at will ? It would help a lot if it was the case. Not the issue where they stopped eating fuel, no, that just happened ...
- Thu Jul 28, 2016 5:04 am
- Forum: Gameplay Help
- Topic: Burner inserters and power insufficiency: am I crazy?
- Replies: 5
- Views: 1998
Re: Burner inserters and power insufficiency: am I crazy?
Yellow belt. Anyhow it shouldn't matter as this was a dead-end belt jammed full of coal. Here's the scene of the crime: SceneOfCrime.png But I have suspected burner inserters slow down in low-power situations in many contexts, basically for as long as I've been a sufficiently well-educated factorio ...
- Thu Jul 28, 2016 4:37 am
- Forum: General discussion
- Topic: When the forest is your best friend
- Replies: 6
- Views: 3141
Re: When the forest is your best friend
Maybe this changed recently but historically they would even attack each other.