That's clever...
I Personnaly use a set of Blue chests requesting all my trashes (wood, guns, blueprints, fishes...) in a circle of the size of the artillery impact. And when it's full, BOUM. (Manual targetting on the spot.)
But that's not fully automatised since I have to fire manually sometimes.
Search found 27 matches
- Tue Apr 09, 2019 2:44 pm
- Forum: Show your Creations
- Topic: How to kill trees...
- Replies: 11
- Views: 6541
- Mon Mar 04, 2019 11:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Crash when loading old save
- Replies: 13
- Views: 5141
Re: [0.17.5] Crash when loading old save
Same thing with 0.16 saves.
No mods.
That worked with 0.17.4
You can download map at www.omybot.com/factorio/map16.zip (104Mo)
Log and dump attached.
No mods.
That worked with 0.17.4
You can download map at www.omybot.com/factorio/map16.zip (104Mo)
Log and dump attached.
- Sat Mar 02, 2019 10:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.0] Tutorial does not detect gun turret when built
- Replies: 8
- Views: 2986
Re: [0.17.0] Tutorial does not detect gun turret when built
Same in 0.17.4
- Wed Feb 27, 2019 9:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] [MacOS] Delays in control
- Replies: 87
- Views: 31155
Re: [0.17][Mac] Delays in control
I would suggest you start sending some private messages to the devs on these forums and contacting them on twitter. They need to prioritize this over anything else as this bug literally removes a whole chunk of their user base (probably 20%) from being able to play the game. It's an experimental ve...
- Wed Feb 27, 2019 6:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] [MacOS] Delays in control
- Replies: 87
- Views: 31155
Re: [0.17][Mac] Delays in control
Sorryy but I didn't have a Mac. Maybe my post IS not directly related to this topic since you all seems to have a Mac.
- Tue Feb 26, 2019 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Crash when closing game from tutorial
- Replies: 2
- Views: 2337
[0.17.1] Crash when closing game from tutorial
I was in the tutorial for logistic when I saw that it was late, I closed Factorio (not in full screen, so i click on the cross at top right in the system menu) : crash.
444.978 Error FloatingGuiWindow.cpp:79: FloatingGuiWindow count expected to be 0 but was: 1. Most likely the class is leaking.
444.978 Error FloatingGuiWindow.cpp:79: FloatingGuiWindow count expected to be 0 but was: 1. Most likely the class is leaking.
- Tue Feb 26, 2019 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17] [FR] Unconfortable undo shortcut while running + filling
- Replies: 9
- Views: 5609
Re: [posila] [0.17] [FR] Unconfortable undo shortcut while running + filling
As Koub says, CTRL + Z is our natural shorcut for Cancel too.
Maybe the problem is CTRL for pickup (and not Z key) as CTRL is expected to be used with another key in "normal" ways
Maybe the problem is CTRL for pickup (and not Z key) as CTRL is expected to be used with another key in "normal" ways
- Tue Feb 26, 2019 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] [MacOS] Delays in control
- Replies: 87
- Views: 31155
Re: [0.17] Delays in control
I see somthing similar :
I had 35FPS / 60UPS and hilights like menus was kind of late... It was hilighted 200/300ms after the mouse was over (very unpleasant).
I disable / enable VSync, and now it seems to be OK for both issues. Even after Factorio restart.
I had 35FPS / 60UPS and hilights like menus was kind of late... It was hilighted 200/300ms after the mouse was over (very unpleasant).
I disable / enable VSync, and now it seems to be OK for both issues. Even after Factorio restart.
- Tue Feb 26, 2019 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 10426
- Tue Feb 26, 2019 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Bad Controls settings
- Replies: 1
- Views: 1449
[0.17.0] Bad Controls settings
You can have the same key affected twice (and one will not work) With the 0.17 key system and my AZERTY keyboard, I have Q affected to "Clear cursor" (was the key A in 0.16). But I didn't noticed that and I didn't understand why I couldn't move to the left after reaffecting QSDZ to the mov...
- Wed Oct 10, 2018 9:20 am
- Forum: Not a bug
- Topic: Artillery wagon + inactivity schedule
- Replies: 2
- Views: 2457
Re: Artillery wagon + inactivity schedule
So the first thing to do is to set the condition to "0 seconds of inactivity" since it means that a full scan didn't find aliens.
- Wed Jul 18, 2018 2:46 pm
- Forum: Not a bug
- Topic: multicore processor
- Replies: 15
- Views: 6575
Re: multicore processor
Is there a way to intentionnaly optimize cpu usage when building a base ?
By example: Is it better to use underground belt instead of belts when it's possible ?
By example: Is it better to use underground belt instead of belts when it's possible ?
- Fri Jul 13, 2018 11:59 am
- Forum: Gameplay Help
- Topic: Stack inserter speed
- Replies: 2
- Views: 3837
Re: Stack inserter speed
I don't know the exact value. However, I know that you can compress a blue belt with 4 arms. But be carefull to desyncronize arms because if they reload all at the same time you will find holes on belt. So for one side of a blue belt, I use to place 1 arm in direct loading and 1 arm in side loading....
- Wed Jul 11, 2018 2:25 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 530 blue belts per minute very compact
- Replies: 2
- Views: 6906
Re: 530 blue belts per minute very compact
Nice design
- Sun Apr 15, 2018 2:55 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275524
Re: Performance optimization - post your saves
Just a question : after all the belts optimisations, is it always better for cpu optimisation to use underground belts instead on lines of belts ?
- Sat Mar 24, 2018 5:42 pm
- Forum: Ideas and Suggestions
- Topic: train out of fuel marker
- Replies: 3
- Views: 1666
- Mon Feb 19, 2018 9:05 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 42069
Re: Version 0.16.25
Same for me, it's hours of brainfucking to optimize design for full compression which are now useless but I'm glad to hear that<NO_NAME> wrote:This will render some of my carefully designed solutions obsolete but COMPRESSION!!!
- Mon Feb 19, 2018 9:01 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 42069
Re: Version 0.16.25
Compresssioooooooooon !!!
Love you guys
Love you guys
- Fri Jan 26, 2018 1:34 pm
- Forum: Pending
- Topic: [0.16.16] Artillery Train bugged with their range.
- Replies: 2
- Views: 1532
Re: [0.16.16] Artillery Train bugged with their range.
1/ Artillery shoot only nests, not bitters. Did you mean nests ?
2/ There are 2 ranges, autofire (the shortest) and manual. Did you check the autofire range ?
2/ There are 2 ranges, autofire (the shortest) and manual. Did you check the autofire range ?
- Tue Jan 16, 2018 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Forward Train Hinting
- Replies: 3
- Views: 2399
Re: Forward Train Hinting
I totally agree.
I always must check previous signal when I modify a rail to see where stop the previous train. This should be showed by default for both sides of the signal beeing placed
I always must check previous signal when I modify a rail to see where stop the previous train. This should be showed by default for both sides of the signal beeing placed