Search found 166 matches
- Thu May 09, 2019 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
- Replies: 4
- Views: 896
Re: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Hi, I have not had the issue since the update you mentioned .... and I use / copy / paste a lot of circuits. feel free to close this 'ticket'.
- Thu May 09, 2019 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 10160
Re: Infinite radar range research is a must now.
I too like the idea of improving the radars via research.
Perhaps give people the option "Scan x tiles around base", so they can set how far out they wish to go (tech progression permitting). This will ease the growth in cpu load due to discovered area.
Perhaps give people the option "Scan x tiles around base", so they can set how far out they wish to go (tech progression permitting). This will ease the growth in cpu load due to discovered area.
- Thu May 02, 2019 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Achievement suggestions - Back to the future
- Replies: 0
- Views: 542
Achievement suggestions - Back to the future
A couple of achievement suggestions based on the "Back to the Future" film; "Bye bye McFly" - Produce 1.21 jigga-watts of power "Retour vers le futur" - Produce 2.21 gigawatts of power The Frence version of the film changed the power requirement because it made the dubb...
- Thu May 02, 2019 4:40 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 16669
Re: Suggestion to change Whitelist/Blacklist terms
Please do not give in to the SJW "cry-bully" tactics. There is nothing wrong with the terms whitelist or blacklist .... these are terms in common use in the english language outside of the computer world. That a small group are soooo fixated on race that they see race EVERYWHERE is a patho...
- Tue Apr 30, 2019 9:45 am
- Forum: Outdated/Not implemented
- Topic: Allow setting recipies on factories before research
- Replies: 41
- Views: 15027
Re: [0.15.2] Recipes not set on assembling mach. from blueprints
[Koub] Merged into older topic with same suggestion. Also the devs' answer within this topic : https://forums.factorio.com/viewtopic.php?p=276416#p276416 Thanks for merging Koub. I did search but didnt find .... anyway, I don't understand the dev's answer on this. As others have pointed out, you ca...
- Tue Apr 30, 2019 7:02 am
- Forum: Outdated/Not implemented
- Topic: Allow setting recipies on factories before research
- Replies: 41
- Views: 15027
Suggestion - Blueprint behaviour when recipe not available
Hi Devs, wonderful, beautify, glorious devs ..... and funny ... lets not forget funny ... I have a suggestion. When placing a blueprint, the assemblers for which the recipe is not yet available show a 'not available' symbol in the blueprint,. but when the blueprint is placed, the assembler loses its...
- Sat Apr 27, 2019 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.34] KoS online stress test- game crash when connecting
- Replies: 4
- Views: 1697
[0.17.34] KoS online stress test- game crash when connecting
When connecting to KoS online game, having been in the game previously, the game crashed.
- Sat Apr 27, 2019 4:57 am
- Forum: Balancing
- Topic: Later science should be much harder to process
- Replies: 11
- Views: 5120
Re: Later science should be much harder to process
Hi Blue, My suggestion is not to require more science packs, but simply that processing them takes longer and uses MUCH more energy. I don't want to force the player to have to build red science, them more red science, then more red science ..... as once you have built the factory it is just bluepri...
- Fri Apr 26, 2019 12:56 pm
- Forum: Balancing
- Topic: Later science should be much harder to process
- Replies: 11
- Views: 5120
Re: Later science should be much harder to process
I agree that it happens to an extent, but as you noted, the tech advances mitigate much of that. What I propose is somewhere in the region of an order of magnitude (or at least very significant) decrease in processing speed and a MASSIVE increase in power requirement ... it forces you to build more ...
- Thu Apr 25, 2019 11:46 am
- Forum: Ideas and Suggestions
- Topic: Create pollution mitigation tech - greenhouse and zoo
- Replies: 0
- Views: 486
Create pollution mitigation tech - greenhouse and zoo
I suggest that some technologies that allow us to choose to emphasise pollution reduction as a strategy would be useful. Perhaps a greenhouse covering 10x10 area containing protected trees - these could be used to build a barrier around our factories to reduce the pollution leaking out to the biters...
- Thu Apr 25, 2019 11:39 am
- Forum: Balancing
- Topic: Later science should be much harder to process
- Replies: 11
- Views: 5120
Later science should be much harder to process
I suggest that for balancing, as the technologies progress they should be much harder to process, so that, as time goes on 1 science pack per second requires more and more labs to process. I also suggest that the power requirement for later science should be MUCH greater. When processing any given t...
- Thu Apr 25, 2019 11:18 am
- Forum: Ideas and Suggestions
- Topic: Recycling/waste dispotal suggestion
- Replies: 4
- Views: 1304
Landfill - Allow obsolete items conversion to landfill
I suggest that we should be able to process old tech into landfill .... so old furnaces/ burner inserters/ burner mining drill, boilers (anything that becomes obsolete) can be processed to landfill. This could, depending on preference, be extended to any item. if you have built too many reactors ......
- Wed Apr 17, 2019 2:41 pm
- Forum: Not a bug
- Topic: [0.17.31] Underground belt placement causes existing belts to disappear
- Replies: 10
- Views: 2695
Re: [0.17.31] Underground belt placement causes existing belts to disappear
If it is taking the inserters as well as the belt, then you have an issue, but as others have noted, if it is taking the belt only, it is intended behaviour. I remember playing prior to that behaviour being implemented ... and it is a great QoL improvement. I think OP meant the inserters actually o...
- Wed Apr 17, 2019 5:05 am
- Forum: Not a bug
- Topic: [0.17.31] Underground belt placement causes existing belts to disappear
- Replies: 10
- Views: 2695
Re: [0.17.31] Underground belt placement causes existing belts to disappear
If it is taking the inserters as well as the belt, then you have an issue, but as others have noted, if it is taking the belt only, it is intended behaviour. I remember playing prior to that behaviour being implemented ... and it is a great QoL improvement.
- Wed Apr 17, 2019 3:11 am
- Forum: Resolved Problems and Bugs
- Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
- Replies: 4
- Views: 896
Re: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Loaded the game again. the autosave occured after the accidental removal of the combinators. if i load the save and leave it to run, it will, after a short time, crash with the same error. I do not need to try and copy the objects again.
- Wed Apr 17, 2019 3:03 am
- Forum: Resolved Problems and Bugs
- Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
- Replies: 4
- Views: 896
Re: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
I have loaded the game again and repeated the error.
- Wed Apr 17, 2019 3:00 am
- Forum: Resolved Problems and Bugs
- Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
- Replies: 4
- Views: 896
Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Game crash. Went to copy (ctrl+c and drag) some combinators but accidentally used RMB instead of LMB. this picked up the combinators. Used ctrl+z to put the combinators back (three of them). Prior to the ghost combinators being placed by the robots, I went to copy the objects again and after draggin...
- Tue Apr 16, 2019 4:23 am
- Forum: Ideas and Suggestions
- Topic: All machines to have circuit network control
- Replies: 6
- Views: 1994
Re: All machines to have circuit network control
Actually, this is a kind of meta-suggestion regrouping many others individually suggestiong more things readable by circuits. I have seen such suggestion for : - radars - assembling machines, and their production - turrets - and many others. The issue is that there has to be some enumeration at som...
- Mon Apr 15, 2019 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19727
Re: Blueprint Edit - Ability to Zoom In/Out
Agreed with the request for a zoom ... and also the ability to edit, even if that ability is limited (add/remove objects but without actual processing in the machines)
- Mon Apr 15, 2019 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion - Station content assignment and filter
- Replies: 3
- Views: 948
Suggestion - Station content assignment and filter
Create the means to assign items to train stations (e.g. this is an Iron Ore station) and allow for the filtering of the station list in the Locomotive GUI according to item type. This will allow a user, when creating a train route, to filter the list of stations to those of the required item type. ...