Search found 341 matches
- Wed May 10, 2017 12:27 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 99107
Re: [MOD 0.14.x] Bottleneck
The per player settings would work fine to keep track of which players wanted the feature on or off, but the coloured lights are actually entities in the world: if they exist then all players can see them and if they don't then no player can see them. There isn't an obvious way to have them show up ...
- Tue May 09, 2017 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Coal Liquefaction without plastics
- Replies: 1
- Views: 812
Re: Coal Liquefaction without plastics
Coal liquefaction requires heavy oil as an input, so if you have no oil you won't be able to do it even if you can research it.
- Tue May 09, 2017 3:04 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 157600
Re: [MOD 0.14.x]Helmod: Assistant to plan its base.
It seems like it would be more useful if the "Resources" tab only displayed the input resources required by this production line, and not also all the intermediate resources that are both produced and also consumed by the same production line. Right now there's no easy way to tell what inp...
- Mon May 08, 2017 6:51 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 19975
Re: Loading nuclear reactors
Here is the setup I'm using: One core is powered constantly [only 1 fuel cell at a time], the second core is only powered up if the 500 degree steam tanks drop below threshold level, for better fuel efficiency. Doesn't that make the fuel efficiency *worse*, not better? When you're just running one ...
- Sun May 07, 2017 9:53 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 518932
Re: Simple Questions and Short Answers
If they're carrying partially used repair tools they need available slots in an actual roboport to store them. Are you loading brand new repair packs into roboports by any chance? If so, then don't do this - robots will get them from provider chests when needed and you should only let them store the...
- Sat May 06, 2017 12:57 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 518932
Re: Simple Questions and Short Answers
They might be holding items from deconstruction and waiting for somewhere to put them; do you have enough storage chests?Nemac wrote:how to 'free' stuck construction robots?
Got some bot just fly above the roboport and wait there. Delete the ports seems not to help.
- Thu May 04, 2017 1:07 am
- Forum: Ideas and Suggestions
- Topic: Requester chest set and read content
- Replies: 7
- Views: 8011
Re: Requester chest set and read content
It works for filter inserters because the two things are taken into consideration at different points in time: the filter is only relevant when the hand is empty and it's deciding whether to pick up an item, so the "read hand contents" data doesn't interfere with the filter setting. It's n...
- Wed May 03, 2017 12:45 am
- Forum: Not a bug
- Topic: [0.15.x] Deconstructed rails persist on map view
- Replies: 5
- Views: 1805
Re: [0.15.x] Deconstructed rails persist on map view
Or use a shorter train maybe
- Tue May 02, 2017 9:27 pm
- Forum: Not a bug
- Topic: [0.15.x] Deconstructed rails persist on map view
- Replies: 5
- Views: 1805
Re: [0.15.x] Deconstructed rails persist on map view
The map simply doesn't get updated when things in the world change, unless the chunk affected is within radar range (of the player or a radar station). The non-radar-covered chunks of the map are intended to be a stale snapshot of what they looked like the last time they were scanned; it's the fog o...
- Tue May 02, 2017 9:19 pm
- Forum: General discussion
- Topic: Still problems with unpowerded combinators
- Replies: 6
- Views: 2738
Re: Still problems with unpowerded combinators
I think combinators continue to output the last signal they were outputting when power is low; it's just they don't update any more? Not sure though..
- Tue May 02, 2017 8:11 pm
- Forum: Technical Help
- Topic: Can you periodically save the game? (Not autosave)
- Replies: 2
- Views: 885
Re: Can you periodically save the game? (Not autosave)
You can use --start-server-load-latest instead of specifying the filename, and ti will just load the latest autosave.
- Tue May 02, 2017 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Requester chest set and read content
- Replies: 7
- Views: 8011
Re: Requester chest set and read content
I don't think this would work even if they weren't radio buttons: both numbers are positive, so you'd just end up *adding* the contents of the chest to what you were requesting, causing it to request things forever.
- Tue May 02, 2017 8:01 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200506
Re: Solar panels less of a no-brainer
The same number of boilers now consumes more coal, but also puts out proportionally more power. The amount of power generated per coal/solid fuel is exactly the same as in 0.14.
- Tue May 02, 2017 5:18 pm
- Forum: Not a bug
- Topic: [0.15.x / 4] Blueprints not saving logic settings
- Replies: 6
- Views: 1963
Re: [0.15.x / 4] Blueprints not saving logic settings
The entity-specific settings only get set if the entity was placed by the bot. The cables get added if the entity at *either* end of the cable was placed by the bot. This is how it's always worked alas..
- Tue May 02, 2017 2:29 pm
- Forum: General discussion
- Topic: Train station misalignment - bug or feature?
- Replies: 2
- Views: 1590
Re: Train station misalignment - bug or feature?
Each locomotive/wagon is 6 tiles long, but they have a 1 tile space between them. Because stations can only be placed on the 2x2 rail grid, not the 1x1 tile grid, this means that two stations have to be an even number of wagon-lengths apart in order to produce the same spacing as one longer train. I...
- Mon May 01, 2017 7:56 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 289400
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
You're expected to build a circuit network controlled loading station which uses the signals output by the train stop to load the correct amount. If you don't want to do that, you can instead disable the 2s inactivity timeout in the mod configuration, but then inserters will end up with items held i...
- Thu Apr 27, 2017 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Leveling water material
- Replies: 3
- Views: 897
Re: Leveling water material
You can't create water specifically to stop you from using it to block the aliens from attacking.
- Wed Apr 26, 2017 7:43 pm
- Forum: Gameplay Help
- Topic: Set Filter AND Enable/Disable?
- Replies: 3
- Views: 3119
Re: Set Filter AND Enable/Disable?
Just have your circuit set the filter to nothing when you want it to be disabled.
- Mon Apr 24, 2017 9:43 pm
- Forum: Technical Help
- Topic: After exit, cannot load secure webpages (https) until reboot
- Replies: 13
- Views: 5283
Re: After exit, cannot load secure webpages (https) until reboot
Do you have any security/antivirus software running? My first guess would be that you have some security program which is trying to examine all network traffic and is getting into a bad state after it sees some network traffic caused by Factorio.
- Mon Apr 24, 2017 8:14 pm
- Forum: Technical Help
- Topic: [0.15] (Steam) I can't see / download the update
- Replies: 3
- Views: 2879
Re: [0.15] (Steam) I can't see / download the update
If you're not opted into any beta builds you won't get 0.15 - 0.15 is currently a beta build. You need to opt in to it.