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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 1656 | 🙂 | Performance | hi some lag for mme on my laptop I have many move with keyboard that do not work factorio like. I hope you will find some others goal. br stephane | 2023-08-27 17:34:34 | |
| 1655 | 😀 | Bug | Possible bug: disconnecting storages from the logistics network does not work as expected. The attached save is paused and contains a test scenario. The top row of storages is connected to the logistics network, the bottom row is disconnected, and the same goes for the two rows of fabricators. Besides this diffence of being connected or not, each row of buildings have the same settings, from left to right: 1 - supply, request, channel 1 2 - supply, request, channel 4 3 - all checkboxes off except channel 1 4 - all checkboxes off except channel 4 5 - supply, request, no channel 6 - all checkboxes off All storages are empty and have a request for 1 metal ore. All fabricators are empty and are set to produce 1 metal bar. The scout has default settings and has enough metal ore to deliver 1 to each building. Channel 4 is not used anywhere except on columns 2 and 4. The scout will deliver 1 metal ore to storage 1 and 3 in the top row, 1 metal ore to all storages on the second row, and 1 metal ore to the top left fabricator, and after this, there are pending orders for the remaining 4 storages in the top row, and two orders for the 2nd and 5th fabricators in the third row. Here's a schematic: X?X??? XXXXXX X?..?. ...... From the descriptions in the game I would have expected the ore to only be delivered to the top left storage. The fabricators do seem to function as expected - they only generate an order if they are connected and request is on. The storages behave unexpectedly: the supply/request checkboxes don't seem to make a difference here, and the channel checkboxes only seem to have an effect when the storage is connected to the logistics network. I've also tested this with behaviours to rule out high priority manual orders but they seem to work the same as the storages. So there are two potential issues: 1) storages that are disconnected should not have their orders fulfilled 2) storages that have supply/request disabled should not have their orders fulfilled. I'm assuming that 2) didn't work here because the request was made manually and 'Request items' actually means whether requests can be made rather than 'Receive required items from the logistics network'? It's higly likely I'm misunderstanding something but the behaviour does seem somewhat inconsistent. | 2023-08-27 17:30:20 | |
| 1654 | 😟 | Bug | the orders are not getting fulfilled. no idea why. | 2023-08-27 16:57:26 | |
| 1653 | 🙂 | Suggestion | Please enable physical keybinding | 2023-08-27 16:51:35 | |
| 1652 | 🙂 | General | azerty player are forced to change they config | 2023-08-27 16:41:29 | |
| 1651 | 😟 | General | When the user hides the UI with the U hotkey allow Escape to load return the UI. Kinda bad I had to google how to get my UI back after accidenallty triggering it via hotkey. | 2023-08-27 16:08:32 | |
| 1650 | 😟 | General | Once you progress far enough in technology, you end up stuck with a bunch of mostly useless components and no (that I can find) way to recycle them. | 2023-08-27 15:08:37 | |
| 1649 | 😟 | Bug | Update to the previous report: Any kind of change to fixed miner slots of the re-simulator makes the game crash, either directly or within a few minutes. | 2023-08-27 15:07:21 | |
| 1648 | 😟 | General | Have a small section of my map where there are scattered resources that are unreachable due to cliffs. Keeps interfering with the bot that is set to vaccuum up stuff from the ground and moves them to storage | 2023-08-27 15:06:21 | |
| 1647 | 😟 | Bug | Reproducable crash: The Re-simulator next to the main faction building has three slots locked. If you first unlock the miner slot followed by the laser miner the game crashes. Unlocking the laser miner first, followed by the miner works. | 2023-08-27 14:54:06 | |
| 1646 | 😟 | Bug | I have a bot I'm using for placing prefabs, but the Drop Off Items command isn't adding components to the building blueprint. I have 1x1 2S blueprint prefab with a range extender and a light. The bot places the blueprint and then uses the Drop Off Items command on the construction site. This only adds the plate and circuits to the blueprint, not the light and range extender (all of which are in its inventory). I've worked around this for now by placing a regular 1x1 2S blueprint, dropping off the ingredients, waiting for the construction to complete and then adding the light and range extender. I was also looking earlier at using the Deployer to make the prefab in my base and then have a bot move it somewhere else once it's built, but couldn't see any commands to control the Deployer. | 2023-08-27 14:46:06 | |
| 1645 | 😟 | Bug | Explorable robot southeast of base can't complete the circuit even though all nodes are lit up. | 2023-08-27 14:01:17 | |
| 1644 | 😟 | Bug | I tried to deploy a 2x1 2m building from a deployer found in a explorable building. When placed it wont build it just sits in the green see through form and i cant cancel the build, its just stuck. Great game so far! | 2023-08-27 13:56:15 | |
| 1643 | 😀 | General | It would be nice to have a demolition signal for the bot to loop thru. The colors are good, but being used for combat signals. | 2023-08-27 13:37:46 | |
| 1642 | 🙂 | Suggestion | Can't wait to dig into the behavior. But is there a way to actual see the variabel values while stepping through? | 2023-08-27 13:36:17 | |
| 1641 | 😀 | Suggestion | You should shorten the time unsed for reseachring tech. I have everything stockpiled and between reseaches the is not much to do other then staring at robots doing the same stuff over and over again. Kinda annoying after half of a day. | 2023-08-27 13:30:09 | |
| 1640 | 😠 | General | 22 | 2023-08-27 13:21:08 | |
| 1639 | 😀 | Suggestion | Need a UI button or HOTKEY or a way to FIX ALL SLOTS with selected item or a possible hold and DRAG to fill slots QUICKLY / fix multiple slots with ease | 2023-08-27 13:17:49 | |
| 1638 | 😟 | Bug | The Package button is hiding the Radar output on beacons | 2023-08-27 13:10:38 | |
| 1637 | 🙂 | Bug | I researched Blight Stability, but units still are slowed blight. | 2023-08-27 12:59:54 | |
| 1636 | 🙂 | Bug | When creating input buffers, the inability to select a channel for receiving items only, and then putting a different channel for providing items only causes an endless loop that eventually causes the transport bots to stop doing other critical tasks. They will take from an input buffer to provide to a different input buffer, just to take from the input buffer it just took from to provide to the first input buffer. This creates an enless loop that accomplishes nothing. Send/Receive/Transport should be a per channel matrix, not a per item switch. | 2023-08-27 12:59:03 | |
| 1635 | 😟 | Bug | (Sorry for the previous one) Why Does its stop working, S,2F,2F,S,2F,S S,2F(with transporter),2F(with transporter),S,2F(with transporter),S S,2F,2F,S,2F,S This is how its placed, somehow the only one that is still working is the 2nd row, i try to move the transporter down a row and suprisingly its work again, but oc i can only do 2 row (2nd and 3rd) if i move it like that. And when i place it again in the 2nd row its broke again. there is aditional thing, the storage is also broken, as they 're not moving to the last one does this counted as bug, or i am missing something? | 2023-08-27 12:47:44 | |
| 1634 | 😟 | Suggestion | Make programming templates to help people understand how they work and what is actaully possible. like a scavenging template or combat hunter template | 2023-08-27 12:39:52 | |
| 1633 | 😟 | Bug | Hmm? why does this stop working? | 2023-08-27 12:39:22 | |
| 1632 | 😠 | Bug | It appears that any orders placed by the Behavior Controller (BC) take priority over any similar orders generated by production units. This creates a situation where, if Behaviors are in use that create orders, the BCs effectively block & shut down all production until storage of the same item is saturated and exceeds whatever the BCs can request. While I can see a benefit to the BCs having priority, I don't think this end result is intended. Example: I use a BC to control a farm of Circuit production. Because the BC requests Metal Plates, none of the Assemblers requiring plates can get any until the BC stops requesting plates. | 2023-08-27 12:11:17 | |
| 1631 | 😀 | Suggestion | Allow requesting a component directly from the available component slot. | 2023-08-27 12:09:18 | |
| 1630 | 🙂 | General | Putting down a large number of foundation plates can take up all of the bots for an extended period of time bringing the rest of the facility to a halt until they either complete the request or run out of foundation plates. This should not be the case. Recommend having the mechanism interleave other requsts in when available. e.g. Bot just completed a "place foundation plate", is there another request other than "place foundation plate" that it can do before going to place another? This would prevent deadlocking new bases that start in large jungle areas where they need to knock down forests. | 2023-08-27 11:50:05 | |
| 1629 | 🙂 | Suggestion | There does not seem to be a way to check if the inventory of unit i.e. an explorable is empty. | 2023-08-27 11:44:36 | |
| 1628 | 😀 | General | this is a pretty fun game once you get educated in learning how to play. ty | 2023-08-27 11:36:15 | |
| 1627 | 😠 | Bug | I changed my settings to be fullscreen mode, but now i can't change it back. Whenever i try to change to windowed or borderless it asks me if i want to keep the changes - regardless of what i choose it changes it back to fullscreen. This is making the game unplayable for me. Please fix it. I tried uninstalling and installing again. Tried alt + enter. Nothing works. How did this go through QA? | 2023-08-27 11:10:00 | |
| 1626 | 😟 | Bug | Server crashed | 2023-08-27 10:45:19 | |
| 1625 | 😀 | General | German Translation: Hypershieldgen. Its called "Nutze Kraft" - the other shieldgen "Nutze Strom" | 2023-08-27 10:31:54 | |
| 1624 | 😀 | Suggestion | Please can you look at foundations that put resources and other items below the map so if you dont want them you can flattern them in order to build on top, with infinite option you never need to mine all the mini resource but it becomes quite the micromanagement to gather them all before you can create mega factories. | 2023-08-27 10:00:15 | |
| 1623 | 🙂 | Bug | Production icon for the plasma is located on the wrong tile, and is showing on the tower and not the other refinery. | 2023-08-27 09:55:03 | |
| 1622 | 🙂 | Suggestion | Please list all bots for checking its status. | 2023-08-27 09:54:14 | |
| 1621 | 😠 | Suggestion | Behaviour instructions switch type works to determine a non entity is a unit but unit type cannot be used to determine if a non entity unit is a building because that only seems to work on entities, weirder its tooltips imply it only works on entities that are currently visible... | 2023-08-27 09:47:13 | |
| 1620 | 😟 | Suggestion | follow distance and move to distance in behavior controls should have configurable range | 2023-08-27 09:45:58 | |
| 1619 | 😀 | General | Nice Game, didnt play it long enough to do a deeper comment, but I like the idea | 2023-08-27 09:22:17 | |
| 1618 | 🙂 | General | Good so far. Still trying to figure it out mostly. | 2023-08-27 09:18:51 | |
| 1617 | 🙂 | Suggestion | I would really like subroutines to support multiple exit code paths. From a UX pov they can just inherit the exit paths of their internal behaviors. | 2023-08-27 09:13:50 | |
| 1616 | 😀 | Suggestion | It would be really helpful if there were an action available in the behaviours that allowed us to read the count ofa specific item available throught he logistics network. | 2023-08-27 09:05:13 | |
| 1615 | 😟 | General | Baue einen Fäulnisextraktor und einen Behälter, dosnt finish and dosnt count when add to a slot. so tutorial is blocked at that time | 2023-08-27 09:00:44 | |
| 1614 | 🙂 | General | Please don't close down "Control center" window when switching targetet building. | 2023-08-27 08:46:41 | |
| 1613 | 🙂 | General | Can the game give a rubbish bin to delete some item amd rescycle some item to the basic one? | 2023-08-27 08:38:23 | |
| 1612 | 😟 | Bug | having researched blight visibility, units will move into the blight on their own, e.g. when set to mine blight. However, you cannot send units into the blight manually anymore | 2023-08-27 08:21:20 | |
| 1611 | 😟 | General | Deployer construction bug- "Deploy" a building next to a regular construction, then select both 'deploy-constuction' and 'regular-construction', then click abort construction, you will dissapear the 'deploy-construciton' into nothingness | 2023-08-27 08:20:16 | |
| 1610 | 😟 | General | The automation for this game is not easy to use. I played some automaticion game before, but It is not easy to use automation to do some easy job. EX: I want to make a robot get miner and transporter. | 2023-08-27 08:11:30 | |
| 1609 | 😠 | General | i need a speed change func, other games can 2x 4x | 2023-08-27 08:09:18 | |
| 1608 | 😠 | General | Bug: If TC is been destoryed, it can not be placed again. | 2023-08-27 08:09:07 | |
| 1607 | 😟 | Performance | I have a pretty decent computer and forced graphics to low and my computer sounds like a microwave | 2023-08-27 07:56:57 |