Factorio How To Use Nanobots

Factorio How To Use Nanobots - Orzelek wrote: Can you check the games RSO settings and double check that they are what you think they should be?. You can safely assume that Im always referring to the default settings when describing the above mapping problem.

If there is no other way to change the game settings, the following settings are displayed when creating a new game:

Factorio How To Use Nanobots

Factorio How To Use Nanobots

An interesting unrelated (?) observation I made while testing yesterday, if you change these settings and dont start a new game, then restart the factor, and start a new game but dont open the settings, they will be what you set them to before, even though you didnt then start a new game , rather than the defaults, which isnt exactly a bug, but an inconsistency, since starting a new map resets the map creation settings to defaults .

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I was able to reproduce the problem on a new map from the same swap line with only RSO enabled and all other mods disabled.

I took the coordinates of a known copper ore patch from the game 15_7, far from the starting area.

I started a new game with the same swap line, went into god mode, and found an iron ore patch nearby, outside the starting area, that generated correctly.

I then loaded a test game save and teleported to a known dirt patch location (if you want to try, /c game.player.teleport()) it was there, map generation was fine, if not , it broke. (I checked this yesterday, this particular patch of dirt is 100% correct whether the map production is correct or not.)

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I then re-enabled/disabled the nanobots mod and/or dialer, reloaded the test record and repeated the process.

After about 30-50 tries (I didnt count them) I got to the point where rso is the only active mod (except the base mod of course) and making a dirt patch is bad.

It seems that when the problem is triggered, each new area detected on the map will have much smaller spots than normal until you reload the save game or do a factory reset, but this is not always the case (Im not sure if this is because the problem persists when loading the game either restarting Factorio or I just get the same results multiple times in a row and the restarts and/or reloads are unrelated.)

Factorio How To Use Nanobots

I saved the game to a separate save file when the problem only occurred with RSO on, and now Im retesting that save game.

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Enabling Nano or Picker Extend bots now does the exact opposite of what happened before, in the case of a bad game save, enabling instead of disabling the problem goes away.

It also seems to me that enabling/disabling the other mods mentioned, rather than the mods themselves, makes or breaks the problem, but I cant know for sure.

Staviq wrote: I saved the game to a separate save file when the problem only occurred with RSO on, and now Im doing the save tests for that game. Enabling Nano or Picker Extend bots now does the exact opposite of what happened before, in the case of a bad game save, enabling instead of disabling the problem goes away. My amount of testing is too small to draw any statistical conclusions, but: the problem seems to persist to some extent in the games save file. It also seems to me that enabling/disabling the other mods mentioned, rather than the mods themselves, makes or breaks the problem, but I cant know for sure. Can you go into the mod settings on a bad save and see if the RSO settings are messed up?

Another possibility seems to be that the actual setting values ​​I get in the code are messed up and somehow a small size multiplier is used.

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If in debug mode RSO change config.lua to true and after building the dirt patch use this command:

Post it here (if you can also log the good and bad generation, but just the bad should be enough to see if the generation settings are not working).

Managed to get it back. And as I feared, the definitions of RSO differ. Thats why the ore chunks disappear - the ability to spawn them has also changed.

Factorio How To Use Nanobots

Thanks a lot for all the testing - Ill go to the bug report forum and post everything for the developers to see.

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This confirms that the chance of the resource breaking on your bad generation is 0.25, which should be 0.5 by default. Hotkeys for Blueprints and Personal Roboports are unlocked using Mard bots. Its a little annoying that you have to break the monocoque wheel to check if the Roboport is on.

Since you seem to enjoy looking at the basics of IR, I want to show you mine as I go from the Bronze Age to the Iron Age. Im playing with RSO, so my base resources will run out quickly (especially copper) and I need to get the first ingots out before I can switch to trains. Chewing is gradually becoming a problem. The shift from coal to pulverized coal will only delay the inevitable.

PS: My favorite little thing about the mod is the sound the woodsmen make. Its nice to listen to the peaceful chirping of birds as the factory expands relentlessly around them and distant gunshots ring out.

MiiNiPaa wrote: ↑Tuesday, 2019 Sep 10, 2:19 PM Hotkeys for blueprints and personal roboports are unlocked with bronze bots. Its a little annoying that you have to break the monocoque wheel to check if the Roboport is on. Ugh. Not sure how we missed it.

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However, as far as I know blueprints are never locked - quick blueprint bar control, undo, refresh, copy, cut, paste all activated on starting a new game in my version of the game without any mods installed. For some reason empty seems to be an exception.

ThreePounds wrote: ↑Tuesday, 2019 Sep 10 at 2:25 pm Since you seem to enjoy looking at the basics of IR, Id like to show you mine as I go from the Bronze Age to the Iron Age. Im playing with RSO, so my base resources will run out quickly (especially copper) and I need to get the first ingots out before I can switch to trains. Chewing is gradually becoming a problem. The shift from coal to pulverized coal will only delay the inevitable. PS: My favorite little thing about the mod is the sound the woodsmen make. Its nice to listen to the peaceful chirping of birds as the factory expands relentlessly around them and distant gunshots ring out. love it

Really interested in the feedback on the RSO - its an open question whether iron ore should have been included in the launch zone or not. AND without RSO it will not change on purpose. But RSO can theoretically go a long way. I feel like RSO needs to add exactly that kind of challenge, and after playing around with it a bit myself, it looks good if it allows for RNG - but its not my mod and Im happy for orzelek/RSO to make the call. RSO still seems to be making nicer fixes to the starting area with less/no overlaps, though it seems wrong to me to start a new game sitting on a large area of ​​ore that you cant use for an hour or three.

Factorio How To Use Nanobots

If I replace the three locomotive engines with just one steam engine, it almost doubles the iron cost of the locomotives and reduces the number of recipes that use internal combustion engines to 2 from 3. It also greatly increases the handcrafting time. - Scratch the locomotive, not that you should do it first.

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Theres a reason this mod took over a thousand hours to complete. Plus another 2-60 hours of some other peoples time.

Bilka wrote: ↑ Tuesday 2019 September 10 7:11 kingarthur wrote: ↑ Tuesday, 2019 September 10 a planner, perhaps. in the game? No. The planner ignores that productivity modules do not affect catalysts. Thanks, now I know… I was like… hmmm, where am I going to put all this and the water…

Out of curiosity, have you ever considered using a chemical plant to pulverize your ore instead of using an ore crusher twice? I think it would be interesting to add sulfur or another liquid to the process so its not just a 1:1 recipe. I just feel like there should be a slight jump in distilling difficulty here instead of just adding another ore crusher.

Deadlock989 wrote: ↑Tuesday, 2019 Sep 10 at 2:50 PM AND without RSO, it wont change on purpose. But RSO can theoretically go a long way. I feel that this is exactly the challenge that RSO needs to add and play with itself a little bit

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