Klonan

Klonan



01 Sep

Comment

Originally posted by EpicRaginAsian

Wait so is weekly FFF back?

Yes :)

Comment

Originally posted by Deranged40

For these 'smarts' we use a quite simple heuristic, factoring in not just how close the roboport is, but also how many other robots are currently charging there.

/u/factorioteam can you confirm that this will take into consideration "free spots" and not just blindly "how many are charging?" They seem very similar at first, but with modded roboports, we can have way more than 4 robots charging at once. So I just wanted to make sure that calculation will still consider open spots

It is the number of charging slots without any robots, so should work fine for modded roboports with more charge slots


19 Jun

Comment

Unfortunately the difficulty settings are global for the entire game, so its not possible to set different difficulties for different forces/teams.

Comment

Originally posted by TitoRigatoni

Is there a distance limit? I'm at the island at the lower left of the revealed map. There's not a specific item, it doesn't seem to work with any items. Near the concentrated solar array there is a delivery depot with several items requested that aren't being fulfilled.

(I had tried to connect it to combinators to automatically place requests, but that has been disconnected)

Hmm, it looks like it might be that all the items requested are stored in buffer chests (as opposed to passive providers or storage).

At the moment the request depots are buffer chests also (so for instance, construction robots can use the items to repair walls), which at the moment the mod can't request items from buffer chests. The problem would be, if the long range depot could request from other request depots, you would get infinite loops of request depots providing to request depots.

Comment

Originally posted by TitoRigatoni

https://drive.google.com/file/d/1m3rtDgv6snR_-bqFsKCeZoKuT2Jl4-tM/view?usp=sharing

Okay, I think this should work? I'm not too familiar with Google Drive, but I think I shared it correctly...

It seems to work fine, i tried requesting some construction robots, is there a specific item or location it doesn't work with?

Comment

Originally posted by TitoRigatoni

Yeah from the description that's how I thought it was supposed to work, thanks for confirming!

It isn't doing that though. I have to set the request in the delivery depot, then go into map view and set the same request in the supply depot.

So there's no need to link them together or configure specific settings or anything, it's supposed to just work?

If you can send me a save game I can take a look

Comment

The drone depot in the main base will auto-allocated requests from delivery depots (if the logistic network has the item)


15 Jun

Comment

If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back in-game: /swap-players old-username new-username

Source


10 Jun

Comment

Originally posted by Exorbity

  1. I mean the messages are not being delayed, but rather just not shown

You can set it to 20 which is the default value

Comment

What do you have set in Settings->Interface->Other->Chat message delay?


06 Jun

Comment

Hmmm, they might not be discarding their previous target or something, seems like its an internal AI problem (I.E, not the mod script doing anything wrong)


01 Jun

Comment

Just keep finding the bottlenecks and fixing the bottlenecks :)


28 May

Comment

Originally posted by AchimAlman

Klonan published the original mod with a license that especially allows to do this and the last update of the original mod was 2 years ago.

No bugs in 2 years 😎


22 May

Comment

the promised DLC has failed to materialize

failed to materialize so far


10 May

Comment

Sorry, it is not really possible in the engine to get units to 'shoot' at nearby friendly damaged units.


20 Apr

Comment

Originally posted by Jubei_

Can you at least confirm you guys are using computers to code? That also might be about as helpful.

I'm pretty sure we have a computer somewhere in the office


31 Mar

Comment

I think this console command should work: /c global.pvp.config.victory.space_race.active = false


30 Mar

Comment

Sorry for the bugs everyone... now get to back to work


10 Mar


21 Feb

Comment

Its possible, the code wouldn't look so complicated apart from the 'return to previous speed' part.