Search found 101 matches
- Tue Dec 31, 2013 7:34 pm
- Forum: Gameplay Help
- Topic: How do storage chests work?
- Replies: 1
- Views: 3332
How do storage chests work?
Well, that's all the question overall. Exact questions are: 1) How do they work compared to requester/provider chests. 2) What are priorities for bots. 3) I have 2 provider chests. Items are produced faster, than consumed for one and more or less stable, but uneven for another. Will storage chest ov...
- Mon Dec 30, 2013 8:36 am
- Forum: 1 / 0 magic
- Topic: Desktop window manager CPU usage during Factorio
- Replies: 7
- Views: 8238
Re: Desktop window manager CPU usage during Factorio
Just a matter of similar notice. Factorio is really slow when turrets are firing or accumulators feeding energy are in view.
if I see like 50 accumulators, game gets really slow
If 30-50 of my laser turrets start to shoot, it also goes to slide show.
=> yes, my pc is good enough.
if I see like 50 accumulators, game gets really slow
If 30-50 of my laser turrets start to shoot, it also goes to slide show.
=> yes, my pc is good enough.
- Mon Dec 30, 2013 8:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5][0.8.4] Items not placed in hidden belt slots
- Replies: 9
- Views: 2242
Re: [0.7.5][0.8.4] Items not placed in hidden belt slots
FreeER => one hella translator. Thanks.
I had my birthday today, had no time to answer ^_^
I had my birthday today, had no time to answer ^_^
- Sun Dec 29, 2013 9:30 am
- Forum: General discussion
- Topic: Hot Bar
- Replies: 5
- Views: 6616
Re: Hot Bar
I think that it depends how you estimate Hot Bar. If it is something like belt -- it can't have too many items. If it is a regular hotbar, then I'd suggest to expand it to at least 20-40 items (or amount of item-types in game) so that each slot can have hot-key. (yes, I like playing piano. Had one i...
- Sun Dec 29, 2013 9:22 am
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100064
Re: Fight
6) Add encyclopedia that contains all information to the game. That will work as 2 things: a) player information b) design document for devs Wiki, again needs some love. Maybe this could be added in game...but I don't thinks it's really needed. I love wiki, but sometimes it is much better to get in...
- Sun Dec 29, 2013 9:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5][0.8.4] Items not placed in hidden belt slots
- Replies: 9
- Views: 2242
[0.7.5][0.8.4] Items not placed in hidden belt slots
After purchasing belt slots update, I come across following issue: Lets say I have: row 1 reserved (regardless empty or not): Solar station, Laser turret, ... Row 2 Reserved: none (can be empty or not) If I have row 2 active and receive 1 more solar station, it will go either row 2 empty slot or to ...
- Sat Dec 28, 2013 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7624
Re: [0.8.4] Repair bots do not pick up items from hub
"cleaner bot" is too obscure. I do see what you want, but still it is hard to understand what is the item on the ground. Difference from item on belt? How to define if the item on belt blocks belt or should lie there? If item falls on belt, but it is not the one that is expected there, how...
- Sat Dec 28, 2013 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5]and[0.8.*] got 4.3G items in active slot
- Replies: 9
- Views: 2739
Re: [0.7.5]and[0.8.*] got 4.3G items in active slot
internally, the amount of items become -1 in slot. The check is for 0. So starting from -1 it decreases. Basically this means that you get about 2^64 items. I don't know what will happen when count will become positive though. If game will try to split the chunks -- this will cause big problems.
- Sat Dec 28, 2013 9:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7624
Re: [0.8.4] Repair bots do not pick up items from hub
I still think that roboport is the best option. It just must have a random item stack (about 1k items max. Can be less, but that's approximate amount of basic resources I request.). But there should be one limitation: If item of this type is needed somewhere it must first come from roboport. In this...
- Sat Dec 28, 2013 8:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7624
Re: [0.8.4] Repair bots do not pick up items from hub
I see that as valid situation. I have only provider chests, I'm using robots to get proper items in invetory, I do not want to spend extra energy for situations like this. Is there a way to return item back to provider chest, or create some kind of priority chest that robots will use as primary for ...
- Sat Dec 28, 2013 7:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7624
Re: [0.8.4] Repair bots do not pick up items from hub
Then actually, another issue comes up, but with logistic bots: Player is a requester chest. If robot picks up item for player, then player go out of range of roboport, then bot hangs up in the air, not moving anywhere. After it runs out of energy, it goes for recharge, but does not enter roboport. B...
- Sat Dec 28, 2013 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7624
[0.8.4] Repair bots do not pick up items from hub
I have repair bot and build power pole, put one power pole at roboport, destroy pole. Repair bots silently ignore that.
Repair bots properly pick up repair kits from roboport. Repair bots properly pick up both repair kits and items for rebuild from provider chests.
Repair bots properly pick up repair kits from roboport. Repair bots properly pick up both repair kits and items for rebuild from provider chests.
- Sat Dec 28, 2013 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.5]and[0.8.*] got 4.3G items in active slot
- Replies: 9
- Views: 2739
[0.7.5]and[0.8.*] got 4.3G items in active slot
Don't think image will help here.
At some point got 4.3G electric poles at my active slot. Had same issue eventually with destroyer bots, but don't have savegame atm.
At some point got 4.3G electric poles at my active slot. Had same issue eventually with destroyer bots, but don't have savegame atm.
- Sat Dec 28, 2013 1:12 am
- Forum: Gameplay Help
- Topic: Can I use modules in labs?
- Replies: 1
- Views: 3236
Can I use modules in labs?
Just about labs:
Do modules work on labs? there's no information shown. Like productivity/speed/efficiency modules.
Do modules work on labs? there's no information shown. Like productivity/speed/efficiency modules.
- Sat Dec 28, 2013 12:47 am
- Forum: Ideas and Suggestions
- Topic: Recycling
- Replies: 31
- Views: 15169
Re: Recycling
So should we consider mods as part of game. Or just some useful addons?
- Fri Dec 27, 2013 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Recycling
- Replies: 31
- Views: 15169
Re: Recycling
Ok. My bad. Learning to use local search.
- Fri Dec 27, 2013 11:26 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127578
Re: Hidden ores
I'd say that it may be changed to something like: we should mine resources from chemical table. All the rest should be possible to produce.
Coal and diamonds are the same chemical element, but processed differently.
Coal and diamonds are the same chemical element, but processed differently.
- Fri Dec 27, 2013 11:19 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 77369
Re: [Polls Closed] The signals
Info Lamps +1
Preferably attached to the main character. Preferably directly built-in into Gui. Preferably configurable.
Would be like a miracle:
1) Warning lamp on resource shortage
2) warning lamp on energy shortage
3) *** on some item produced
4) *** on some building destroyed
etc etc...
Preferably attached to the main character. Preferably directly built-in into Gui. Preferably configurable.
Would be like a miracle:
1) Warning lamp on resource shortage
2) warning lamp on energy shortage
3) *** on some item produced
4) *** on some building destroyed
etc etc...
- Fri Dec 27, 2013 11:04 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 151153
Re: RTS direction
FreeER,
I totally agree with you about the implementation. It takes ages to do.
Hoped to just add a vote or start one more circle of discussion as this topic does not seem to be closed yet. And don't think it will ever be.
I totally agree with you about the implementation. It takes ages to do.
Hoped to just add a vote or start one more circle of discussion as this topic does not seem to be closed yet. And don't think it will ever be.
- Fri Dec 27, 2013 11:01 pm
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 99821
Re: Role playing direction
@TGS +1000
Actually... that what I wanted to write at first, but then read through like 2-3 pages of posts in this thread and then lost the though.
Actually... that what I wanted to write at first, but then read through like 2-3 pages of posts in this thread and then lost the though.