On attached image im showing what i mean:
Top rail car indicator is on same x position as bottom one even when it "should" be one tile to the right, because coresponding rail signal is also one tile to the right.
Search found 90 matches
- Sat Apr 11, 2020 5:43 pm
- Forum: Not a bug
- Topic: [0.18.18] white rail car indicator in "wrong" position
- Replies: 5
- Views: 1706
- Fri Mar 27, 2020 12:00 am
- Forum: Ideas and Suggestions
- Topic: Personal construction bots will ignore items on hand
- Replies: 3
- Views: 1258
Re: Personal construction bots will ignore items on hand
Isnβt that already function wise implemented by the toggeable personal roboports (prp)? That will completely disable personal robots (good function to have too). My proposal would make bots ignore one specific item but still place all other items. More roboports dont help either - ratio between ava...
- Wed Mar 25, 2020 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Personal construction bots will ignore items on hand
- Replies: 3
- Views: 1258
Personal construction bots will ignore items on hand
TL;DR Personal construction bots will ignore all items in inventory, that are currently on hand. What ? Construction bots will ignore ALL stack of item, that is currently in player hand (Even if player has 40 stack in inventory). Why ? For example when building smelter array: - im helping by placin...
- Sun Mar 01, 2020 4:44 pm
- Forum: Gameplay Help
- Topic: Construction bots not building (edit: they do, but only after a while)
- Replies: 8
- Views: 3234
Re: Construction bots not building (edit: they do, but only after a while)
I think i figured why my bots didnt do anything - i connected my "mall network" to "defense network" because i was lazy to bring resources and forget about it bots where traveling over 30+ chunks and there was lots of ghosts ...
- Sun Mar 01, 2020 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Update planner equvalent for combinators
- Replies: 2
- Views: 828
Re: Update planner equvalent for combinators
i was trying to create requester chest (request send via signal) that when fullfiled will send its content via belt to another location (provider chest in different roboport network - didnt wanna to merge them) ended up with 9 combinators for single signal (couldnt figure out how to use "each&q...
- Thu Feb 27, 2020 12:40 am
- Forum: Gameplay Help
- Topic: Construction bots not building (edit: they do, but only after a while)
- Replies: 8
- Views: 3234
Re: Construction bots not building (edit: they do, but only after a while)
no idea where to find that .... but i was moving cca 50 chunks of 12-beaconned belt based GC build (12 iron + 12 copper belts in, 18 belts out) 3 tiles diagonally so it is aligned using ~5000 bots (i have around 100.000 bots because i forget to limit bot production; also some (30.000+) logistic bots...
- Wed Feb 26, 2020 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Update planner equvalent for combinators
- Replies: 2
- Views: 828
Update planner equvalent for combinators
TL;DR Add "Ligistic update planner" tool that will allow bulk-change combinator signals same way as update planner can change entities. What ? Imagine you created combinator contraption that computes whatever u need and you want to do the same for another signal ... currently you need top...
- Wed Feb 26, 2020 8:10 pm
- Forum: Gameplay Help
- Topic: Construction bots not building (edit: they do, but only after a while)
- Replies: 8
- Views: 3234
Construction bots not building (edit: they do, but only after a while)
Construction bots arent building even when they have materials in storage chests. Attaching map save to easy reproduce - bots are in top left roboports and there are belts in top right storage chests. Note: During writing this i left game running and bots started working again after cca 2 minutes - ...
- Mon Nov 04, 2019 6:01 pm
- Forum: Pending
- Topic: [0.17.34] Temporary hang during autosave when using train color picker
- Replies: 5
- Views: 1661
Re: [0.17.34] Temporary hang during autosave when using train color picker
Same here: Fidling with green locomotive color slider when autosave kicked in -> game frozen (not in task manager, only UI) ... didnt wait if unfroze and killed factorio.exe (factory must grow and i dont have time to wait :D) my mods just for reference ... (i dont think that even can stick their fin...
- Sat Sep 14, 2019 9:27 am
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 65159
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
just an idea how to tweak autofix fluid mixing: instead of removving recipes game could mark all pipes, that are connected to factories with special marker (i used deconstruct + upgrade) that is ignored by robots do not let fluid to pass and show 'mixed fluids' alert https://i.imgur.com/6pQl1Lp.jpg ...
- Fri Aug 30, 2019 1:16 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 41057
Re: Friday Facts #310 - Glowing Heat pipes
very nice concept, but i'd say it's not visually perfect yet. Especially i think it's too bright, and maybe the color tone could be slightly altered? dont know, maybe it's already perfect when it's darker. kinda like this? Also im missing on both images red-shifted colors based on temperature: http...
- Sat Aug 24, 2019 8:14 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
- Replies: 17
- Views: 6324
[kovarex] Mod settings startup tab missing scrollbar if many settings pressent
as title says ...
PS: also it would be nice if mod configs where collabsilbe (aka: https://material-ui.com/components/expansion-panels/)
PS: also it would be nice if mod configs where collabsilbe (aka: https://material-ui.com/components/expansion-panels/)
- Fri Jul 19, 2019 7:53 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211764
Re: Friday Facts #304 - Small bugs; Big changes
Love glowing lasers! (also never know i need them soo much :D) Dont like oil changes too much - i would prefer combination of these two: If I were to propose a better way, I say leave the refinery with its two recipes, BUT make your new recipe be the first available and have it work from the chemica...
- Sat Jun 08, 2019 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Disable all mods in campaign
- Replies: 6
- Views: 1588
Disable all mods in campaign
TL;DR Campaign should be played as devs intended and not with mods. Why ? Some mods may change game entirely and i think, that campaign need to be played as devs intended ... Also when mod adds new ore and changes recipe for basic items campaign becomes unplayable ... (for ex. Bob's mod changes yel...
- Sat May 18, 2019 12:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow right-clicking on Upgrade/Deconstruction Planner for instant customization
- Replies: 7
- Views: 2055
- Sat May 18, 2019 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Reorder clipboard stack after using print from it
- Replies: 0
- Views: 399
Reorder clipboard stack after using print from it
TL;DR When using CTRL+V move selected BP on top of clipboard stack (as if CTRL+C was pressed on same BP) What ? With heavy use of CTRL+C and CTRL+V player needs to manually 'refresh' old BP because clipboard stack can hold only N prints Why ? Whem i build something i usually reuse bits and pieces o...
- Sat Apr 27, 2019 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Worms acid womit looks wrong on water
- Replies: 2
- Views: 2549
[posila] Worms acid womit looks wrong on water
Probably not a bug, but it looks wrong to me ... image teels it all:
edit: image url
edit: image url
- Wed Apr 17, 2019 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Logistic trash slot in sandbox
- Replies: 0
- Views: 520
Logistic trash slot in sandbox
TL;DR Add equivalent of logistic/trash slots on sandbox mode. Slots would instantly fullfill its requests (no bots needed). What ? In sandbox mode there is no simple way (at least in vanilla) to manage your inventory and it just matter of time when it get filled with junk and player needs to dump i...
- Tue Mar 26, 2019 8:28 pm
- Forum: Translations
- Topic: Removing RTL language translations
- Replies: 17
- Views: 16552
Re: Removing RTL language translations
maybe they look at statistics how many players actually uses RTL languages and they decided that both of them must use ini file to activate them in future?
PS: no idea how many players actually uses RTL...
PS: no idea how many players actually uses RTL...
- Sat Mar 23, 2019 12:52 pm
- Forum: Implemented Suggestions
- Topic: Ability to search by shortcut in Settings>Controls dialog
- Replies: 3
- Views: 1179
Ability to search by shortcut in Settings>Controls dialog
TL;DR Ability to search by shortcut in Settings>Controls dialog not only by command name. What ? Controls dialog can be overhelming even without mods (and specially with some mods, that add tons of shortcuts). It would be nice to be able search command by shortcut and not only by name. Why ? In my ...