It flies towards the ocean, run out of power, returns to the nearest roboport, then zips off towards the ocean again. Rinse and repeat.
Any idea how to stop it?
Edit: Never mind, I managed to right click it out of the air. Devs should consider fixing up bot AI so that doesn't happen.
Search found 94 matches
- Tue Feb 25, 2020 6:24 pm
- Forum: Gameplay Help
- Topic: Drone stuck in loop.
- Replies: 5
- Views: 1390
- Sun Feb 23, 2020 10:05 pm
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 5165
Re: New Quickbar
IMHO they should just make the quick bar like World of Warcraft’s.
Just about everyone figures it out pretty quickly.
Just about everyone figures it out pretty quickly.
- Sat Feb 22, 2020 12:37 am
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 18943
Re: Option for disabling artillery auto target
Artillery shells do not stack, so take up valuable inventory slots individually when transporting them to remote firing positions. That is something that the player has to work around, but as @netmand points out, it then becomes tempting to use the 100 unit capability of the artillery wagon for tra...
- Fri Feb 21, 2020 7:16 am
- Forum: Outdated/Not implemented
- Topic: [0.17.79] Please please please let electric poles be rotated
- Replies: 34
- Views: 7320
Re: [0.17.79] Please please please let electric poles be rotated
Maybe someone can make a mod to turn off the default wire graphics and replace them with simple, straight, and grid aligned (at least the end points) wires that sort of float over the game in a UI fashion. I can’t be the only one who has trouble seeing what connects to what with the wire jungle, rig...
- Fri Feb 21, 2020 7:07 am
- Forum: Gameplay Help
- Topic: Nuclear power/ Steam Turbine Power Issues
- Replies: 7
- Views: 1640
Re: Nuclear power/ Steam Turbine Power Issues
Except when using nuclear fuel cells. Once’s it’s going, it will continue going until the cell is exhausted. Heat generated that’s not consumed is just wasted.
- Fri Feb 21, 2020 7:01 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202349
Re: Parrallel processing in games & applications
For example space and bracket parsing was done with unconditional commands like AND/OR/Shift logic. With enough bit banging, direct statements can behave in conditional ways I guess. Then they started going into the weird commands, for example there are instructions that can do multiple additions i...
- Thu Feb 20, 2020 5:33 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202349
Re: Parrallel processing in games & applications
But doing array iteration is massively faster than waiting on a L3 cache miss that your linked list will give you. To the point where you can probably skip a handful of entities with a if(!awake) return; before you get enough slowdown from needing to skip them. Of course this is something that need...
- Thu Feb 20, 2020 11:55 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202349
Re: Parrallel processing in games & applications
Put the inserters into an array and you remove the latency for looking up the next pointer. This then also allows splitting the array into threads (provided you do a few other things to make that possible too) I think part of the complication is the skipping of processing certain entities - an opti...
- Thu Feb 20, 2020 11:17 am
- Forum: Gameplay Help
- Topic: Battle is frustrating
- Replies: 17
- Views: 4216
Re: Battle is frustrating
The artillery is weird. It doesn't lob. It just shoots straight across and hits anything in the way like a tree or a bug which wastes the ammo if you want a nest. Works fine for me. Anytime there is nest or worm within its automatic firing range, it lobs a shell over to kill it. I never had it miss...
- Wed Feb 19, 2020 5:15 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202349
Re: Parrallel processing in games & applications
Each entity would also have an old-state and next-state. In each phase the next-state is computed from old-state and at the end you switch the two for the next phase. I have toyed with this idea as a thought experiment ... and concluded it doesn't work out in practice. e.g. 2 mobs. Each has a threa...
- Tue Feb 18, 2020 1:21 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202349
Re: Multithreaded performance
But that's what the devs are claiming. That the memory bandwidth simply isn't there to make multiple threads useful. And this pretty clearly proves them wrong. It seems to be more a problem with latency. That's where threads and hyper threads would really help. Don't think they ever said that. I do...
- Mon Feb 17, 2020 11:52 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12104
Re: Why does the train crash?
Why does the train crash? Because of the deliberate exception that was added quite some time ago to prevent subtle deadlock situations occurring, as opposed to the more obvious "this train does not fit this track layout" I kind of see it as "because the tool provide by the game to pr...
- Mon Feb 17, 2020 11:45 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12104
Re: Why does the train crash?
Exactly. There is nothing in Factorio that prevents you from shooting yourself in the foot. Except the point of signals is to prevent collisions and deadlocks - if used properly. They give you the tools to fix things ... except the tools didn’t work as expected because of an exception programmed in...
- Mon Feb 17, 2020 11:35 am
- Forum: Gameplay Help
- Topic: Circuit network dualism
- Replies: 11
- Views: 2877
Re: Circuit network dualism
IF the game handled the wire colors separately then the GUI would say: Set Filter: [ ] No, [ ] from red, [ ] from green, [ ] sum of both. But normal entities simply summing up both wires is usually fine. What hinders is that combinators have no way to NOT do this. As for "Will need a more soph...
- Mon Feb 17, 2020 11:02 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12104
Re: Why does the train crash?
I'm less concerned with trains entering blocks they reserved. I mean why else would you reserve a block if you aren't allowed to enter it. I'm more concerned that trains are entering blocks that are occupied . For the purposes of this exercise, a reserved block and an occupied block are equivalent....
- Mon Feb 17, 2020 2:25 am
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12104
Re: Why does the train crash?
Assuming that the layout in the Op's post is for illustrative purposes, it can be simply fixed by increasing the size of the loop, or removing a cargo wagon. As for why it ignores itself at signals, we need to venture into more complex arrangements. Before the change - as explained in the linked bl...
- Sun Feb 16, 2020 11:58 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 5890
Re: Cliff explosives should undo placed landfill destroy ores
Removing landfill, thus land which has been player-placed, falls in the same category, even when it is not as dramatic. Still it opens easy-peasy defence build-up around a lake: build a street to the other side, build poles, maybe underground belts and roboports, and setup a defence + arty outpost ...
- Sun Feb 16, 2020 6:02 am
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 17254
Re: We need alien tech back!
Based on FFF #162 discussing their removal, So long and thanks for all the science Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has m...
- Sat Feb 15, 2020 5:33 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 12104
Re: Why does the train crash?
Because there are legitimate reasons for a train to enter a block that's occupied by itself. Roundabouts being the obvious example. Now, here's where the design problem gets fun. In a real world scenario you don't want the trains ever colliding. For obvious reasons. So there'd be additional checks ...
- Sat Feb 15, 2020 4:26 pm
- Forum: Gameplay Help
- Topic: Circuit network dualism
- Replies: 11
- Views: 2877
Re: Circuit network dualism
Hello, factorians. Recently I intuitively tried to do the following : sent content of Requester Chest into red network, do some math, set request filter to this Chest from green network. It took me a few seconds to realize why chest allows me to choose only 1 network behavior. My question is : why ...