Search found 483 matches
- Sat Feb 03, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: copy/paste individual wait conditions between stations within one schedule
- Replies: 1
- Views: 192
Re: copy/paste individual wait conditions between stations within one schedule
Same/similar: Copy/Paste Train Conditions.
- Tue Jan 30, 2024 1:17 pm
- Forum: Bug Reports
- Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
- Replies: 3
- Views: 472
Re: [1.1.103]Reselecting rail blueprint shifts global grid position, persists after cancelling edit
Re-selecting the content of some rail blueprints shifts the global grid set in the blueprint by 2 tiles (can be X, Y, or both). This change even persists when cancelling the edit via ESC or the [X] button in the blueprint editor window. The second part is a duplicate of [0.18.38] "Select new c...
- Mon Jan 29, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Persistent trains dialog box
- Replies: 3
- Views: 342
Re: Persistent trains dialog box
The state of the trains dialog box should persist when the dialog is closed and reopened. Related: Back button on Trains interface As I wrote in that thread and you have described too, the underlying issue is that the current behaviour leads to tiresome repeated navigation. I think the train overvi...
- Sun Jan 28, 2024 9:14 am
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 12
- Views: 1520
Re: Blue Science Crafting Time
Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Just cut the craft time in half to make it in-line with the rest. Time is not the only component of a recipe. Can't have a 1.5 red circuit in a recipe, so the recipe's overall balance would have to ...
- Fri Jan 26, 2024 10:15 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 605
Re: [1.1.101] Crash loading save, force.getIndex() check fails
I rather doubt it helps now but the previous log is also retained (factorio-previous.log). I think you've provided all you can and will have to see what the devs make of it.rudyauction509 wrote: ↑Fri Jan 26, 2024 8:51 amI don’t, I assumed it was a simple one-time glitch and reloaded before checking which cleared the log.
- Fri Jan 26, 2024 7:29 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 605
Re: [1.1.101] Crashed after save, corrupted save AND all auto-saves
I take it you don't have the log from the first crash (during or just after saving)? Do all the autosaves produce the same stack trace? The simplest explanation I can think of is that the in-memory game state was corrupted before the oldest autosave, in a way that only shows up on load, and the firs...
- Wed Jan 24, 2024 10:59 pm
- Forum: Gameplay Help
- Topic: Robot Help
- Replies: 2
- Views: 369
Re: Robot Help
I have an early bot mod, and these bots lose power before even finishing one full trip. It's annoying. I even tried an infinite charge mod. They last about 10-15 seconds then stop. Only way to fix it is to pick up each bot manually(while picking up construction "ghosts" accidentally in th...
- Tue Jan 23, 2024 6:36 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 656
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's de...
- Sun Jan 21, 2024 4:44 pm
- Forum: Ideas and Suggestions
- Topic: An option to display input and output per 60 seconds
- Replies: 6
- Views: 401
Re: An option to display input and output per 60 seconds
Just started playing captain of industry and it is pretty neat to have an option to show production and resource usage in "per 60 seconds". It sounds like you are referring to the recipe information. The actual rates depend on the machine's crafting speed and module effects, so this only ...
- Sun Jan 21, 2024 1:59 pm
- Forum: Gameplay Help
- Topic: How to request correct train at stations that accept multiple types of goods
- Replies: 7
- Views: 599
Re: How to request correct train at stations that accept multiple types of goods
The short answer is that you can't, at least not without mods. True in the sense that it is highly unlikely that OP is able to. I had something more fundamental in mind: at least without mods, you can't control which train will succeed in reserving a stop that "opens" when there is more t...
- Sun Jan 21, 2024 7:14 am
- Forum: Gameplay Help
- Topic: How to request correct train at stations that accept multiple types of goods
- Replies: 7
- Views: 599
Re: How to request correct train at stations that accept multiple types of goods
I want to have 1 station that can accept oil or ammunition or maybe logistics bots (what is being accepted doesn't really matter). How can I request that an oil train will go to my remote base when the oil gets low but an ammunition train doesn't? The short answer is that you can't, at least not wi...
- Thu Jan 18, 2024 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Check map exchange string when overwriting a save
- Replies: 4
- Views: 370
Re: Check map exchange string when overwriting a save
The current UI is just bad: it tries to combine two actions in a way likely to lead to mistakes and data loss. Prompting for confirmation based on rules determining "this looks like a different save" misses a simpler solution of separating "save" (overwrite current file without c...
- Wed Jan 10, 2024 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1024
Re: Store bots inside roboport in blueprints
But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
- Wed Jan 10, 2024 8:04 am
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1024
Re: Store bots inside roboport in blueprints
But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
- Tue Jan 09, 2024 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1024
Re: Store bots inside roboport in blueprints
"Roboport robot requests" described in FFF-374 are similar I disagree. The point of this feature would be to deliver robots to disconnected roboports, the "Roboport robot requests" feature needs connected roboports You seem to disagree with something I didn't write. They are sim...
- Tue Jan 09, 2024 7:48 am
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1024
Re: Store bots inside roboport in blueprints
Related: Ghost bots . As I wrote in that thread, the mechanism used to deliver train fuel and modules (item request proxies) seemed to work for robots into roboports; in other words, only the option to include in the blueprint and generate the blueprint string accordingly are "missing" to ...
- Sun Dec 31, 2023 12:07 am
- Forum: Gameplay Help
- Topic: Worker robot speed (Is the research tree correct?)
- Replies: 9
- Views: 977
Re: Worker robot speed (Is the research tree correct?)
All other research examples aside, "cargo size" research is, in my opinion, the most reasonable "comparison". I agree this is a good comparison. As MEOWMI noted, Logistic system requires Utility science packs but not Production (like Worker robot speed 3 and 4), but to me at lea...
- Sat Dec 30, 2023 8:01 am
- Forum: Gameplay Help
- Topic: Worker robot speed (Is the research tree correct?)
- Replies: 9
- Views: 977
Re: Worker robot speed (Is the research tree correct?)
https://wiki.factorio.com/Worker_robot_speed_(research) According to the wiki and the game, unless I missed something: A utility science package is required at research level 3 and 4. In contrast, (the interesting part is) Production science package is not required. (They are included at level 5.) ...
- Mon Dec 18, 2023 6:23 am
- Forum: Ideas and Suggestions
- Topic: Add reqests when pasting recipe in requester chest
- Replies: 3
- Views: 363
Re: Add reqests when pasting recipe in requester chest
the main reason why this would be good is that it allows for easy request setting in multi-purpose requester chests, as it is far easier to remove requests than add them While this is true and "multi-purpose requester chests" is a valid use case, this suggestion makes one outcome (add to ...
- Thu Dec 14, 2023 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wires in red science tier
- Replies: 7
- Views: 827
Re: Circuit wires in red science tier
Pretty sure with circuit wires moving to an itemless item 2.0 will do this. Circuit wires being "free" items in 2.0 makes me think they should ideally be a bit like the blueprint tools etc, where they are available from the start in new games after combinators are first researched in any ...