Factorio наноботы не работают

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Nanobots Issue

Nanobots Issue

Post by KiiNGKiiLL » Thu Dec 07, 2017 7:47 am

Re: Nanobots Issue

Post by bobingabout » Thu Dec 07, 2017 9:06 am

Argh, my eyes!
Light green on light grey? that is impossible to read, and actually painful to look at it!

Unless there is an explicit need to use a specific colour text, please just leave the colour to automatic default, it will be white on dark theme, and black on light theme, so everyone can read it without issues.

One copy paste later.

Are you talking about a mod you’re writing (as I would expect in the topic about help with modding subforum), or using a mod that someone else wrote?

Re: Nanobots Issue

Post by KiiNGKiiLL » Thu Dec 07, 2017 11:38 am

1. For me, it’s pastel green on a medium-dark gray. I’m using the Factorio board theme due to the other two being incredibly hideous to look at design wise and way too bright to comfortably enjoy browsing during the evening hours. I’m assuming you’re using one of those two bright ones otherwise this part of the conversation wouldn’t be happening.
Not to mention , medium-dark to dark gray is where every pastel color looks amazing . Just sayin’.

Also, my reasoning for doing it is because for as long as I can remember, whenever I’m active on a forum, I usually use colored text to depict whatever mood I may be in during that post or over the course of a browsing/posting session.
While it may not seem all that important to you, it’s become second nature to me and could almost be described as a ritual. Regardless, I’ll try and do my best to avoid using any kind of color while in this part of the forum.

This is what it looks like to me.

2. Correct me if I’m wrong, but the last time I checked we were in Contributions, Modding Discussions, and uh, Modding Discussion.
Sure, I could have placed it in «Modding Help,» where it might have been a better idea to do so seeing as the description to that sub-forum clearly states, «Place to get help with not working mods / modding interface.»
Maybe I’m mistaken, but even if I hadn’t missed «Modding Help» by literally one sub-forum, had I placed it there, I still would’ve been in the right place seeing as the issue I’m facing has to do with a mod. you know. not working .
Or at least not working fully/the way it should be. Either way, what you said and how you said it made it seem as if I missed the mark by an entire section of the forum when I nearly hit the nail flush.

Aaaaaaanyway, I apologize for coming off half-cocked. You caught me at a bad time and in an even worse mood. What do you say we get back to the topic I posted this thread about.

I figured the Nanobot mod was a super popular mod among Factorian modders. I figured bringing up the Nanobot emitter and both type of nanos was enough to describe the mod. It’s by Nexela and they’re early-game robots that you can use to construct blueprints, that have been laid down as long as you have the resources/machines in your inventory, or to cut down trees quickly.

Having the emitter equipped is supposed to cause the nanos to work automatically as you pass by trees or blueprints. Neither one of those two things work for me and I can’t seem to find the solution. I checked the options to the mod and there was an option that switched between automatic and manual nanos. I made sure it was set to automatic thinking that’s what the issue was, but when I got back into game, it still refused to work. I came here to find the solution to the issue because I know there’s someone lurking around this forum that knows the answer, so here I wait.

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Again, I apologize for the half-cocked response.

Источник

Factorio наноботы не работают

«Купил игру в стиме и не могу привязать ее к аккаунту на сайте Factorio.com . Сайт мне говорит, что игра привязана к аккаунту, но в игре я не могу зайти и выдает такую ошибку. Прошу помощи!»

Проблема: При попытке войти под логином-паролем от учётной записи с сайта, на котором уже произведена связь с аккаунтом Steam, где куплена игра — появляется ошибка «Недостаточно прав. Необходим аккаунт с приобретённой игрой». Из-за этой ошибки нет доступа к браузеру модов, сетевых игр и обновлению игры.

Решение: Проблема была со стороны разработчиков. Её пофиксили, у многих заработало, и теперь статус аккаунта после связи должен измениться с «free» на «Transport Belt Repair Man».
Если проблема по прежнему осталась, свяжитесь по адресу: support@factorio.com)

«Какая разница между модами на 0.12 и 0.13?
Пытаюсь добавить несколько функций (больше роботехнологий), нигде не указываю версию, а всё равно incompatbile with current version of game. Срочно не надо, но вот принципы нахождения версии мода мне интересны.

Решение:
В info.json нужного мода нужно добавить строку «factorio_version»:»0.13″, без неё не будут работать старые моды.»

Данный способ НЕ гарантирует запуск других модов, которые работали на 0.12.x, но для большинства он работает.

Источник

NANOBOTS 2.0.7

Should fix boblibrary error

Robot enhancements from the start of the game.

Learn how to create powerful but consumable robots after learning automation. Get up and running fast by using these robots to help you build your way up to Roboports and even smarter robots. Add modules to your power armor to reprogram your personal roboport to complete mundane tasks automatically. Place roboport interfaces to have your logistic networks perform tasks while you are away.

Nanobots

  • Pre bot version of ghost building construction bots. Allows researching automated construction earlier (for blueprints etc).
  • Equip the Nano Emitter and some Nano ammo, make it your selected gun and any ghosts/blueprints within 7.5 tiles of you will be automatically built if you have the items in your inventory.
  • Technologies exist to slightly increase the range and speed of your nanobots.
  • These earlier version bots are capable of building, deconstructing and healing. They do not replenish (each Ammo magazine will build 10 items)
  • Nanobots do not work inside logistic networks that contain construction robots, or personal roboport zones without an interface module installed in your power armor.
  • Manually shooting nanobots releases a pretty cloud of nanobots and nothing else. This is a good way to waste nanobots.

Ammo Details

  • Nano Constructors — These nanobots will revive ghosts in their range, heal damaged structures, and deconstruct marked items.
  • Nano Termites — These nanobots will kill off trees. This process causes the tree to topple over and may damage nearby structures.

Modular Armor Equipment

Reprogram your personal roboport to do a lot of the mundane tasks for you. Most modules require an active personal roboport and construction bots to fully work.

  • Adds new equipment pieces for your power armor that will enhance your late game experience.
  • The item retriever module will mark all items on the ground (artifacts, etc) in your personal roboport construction range for deconstruction as long as no enemies are around.
  • The tree cutter module will mark all trees within your personal roboport range for deconstruction.
  • The unit launcher module will launch Destroys/Defenders/Distractors when enemies get inside your roboport range.
  • The feeder will automatically heal you when you are low on health. For a bigger healing bonus keep a stack of healing capsules in your inventory.
  • The Belt Immunity chip stops belts from moving you around.
  • The Nano interface will allow your nanobots to work even while you are inside logistic networks.
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Hotkeys and More

Hotkeys are available to toggle equipment on or off. Personal Roboports, Exoskeletons, Night-vision, All or individual Nanobot equipment modules.
If a piece of equipment in your armor is not enabled, adding more pieces of that equipment will install the disabled version.
Equipment states will stay with the power armor making it easy to swap out power armors without having to remember to also toggle the equipment. It is also possible to limit the range that nanobots will work in.

  • Switching weapons in a vehicle will now also switch your characters weapons. as long as it is assigned to the same as the switch weapon key, Or you can assign it to a separate key.
  • Ctrl F1 — F7 Will toggle specific modular armor equipment on or off. A visual GUI is planned for this in the future.
  • Set the maximum radius that a module or nanobot ammo will work by holding the ammo or module in your hand and using the GUI or hotkeys to increase or decrease the range. It is possible to set this value higher than the maximum allowed but it will have no effect.

Roboport Interface

The roboport interface allows you to program your logistic networks to do mundane tasks for you. Place a Roboport interface and set virtual signals on the built in combinator. If there are enemies in the construction zone your robots will not execute these tasks. Only up to half of your available construction bots will be uses for these tasks.

  • Find items: Will scan for any items on the ground in your network and order your construction robots to pick them up.
  • Chop trees: Scan for any trees in range and chop them up. Setting this to a negative symbol will only chop trees if you have less than that amount of raw wood in the network.
  • Gather fish: Sends your construction robots on a fishing expedition. Set to a negative amount to only fish if there is less then that amount in the network.
  • Roboport only: Set this signal to only run this scanner in the nearest roboports zone and not the whole network.
  • (Not implemented yet): Tile builder: Set a tile item signal to pave the network with this tile.
  • (Not implemented yet): Tile remover: Set this virtual signal to dig up all tiles and return them to the network
  • (Not implemented yet): Unit launcher: Launch units to defend against biter attacks. Attach a chest to the scanner combinator and any robots inside this chest will be used for defensive purposes.

Источник

Factorio наноботы не работают

Robot enhancements from the start of the game

Learn how to create powerful but consumable robots after learning automation. Get up and running fast by using these robots to help you build your way up to Roboports and even smarter robots. Add modules to your power armor to reprogram your personal roboport to complete mundane tasks automatically. Place roboport interfaces to have your logistic networks perform tasks while you are away.

  • Pre bot version of ghost building construction bots. Allows researching automated construction earlier (for blueprints etc).
  • Equip the Nano Emitter and some Nano ammo, make it your selected gun and any ghosts/blueprints within 7.5 tiles of you will be automatically built if you have the items in your inventory.
  • Technologies exist to slightly increase the range and speed of your nanobots.
  • These earlier version bots are capable of building, deconstructing and healing. They do not replenish (each Ammo magazine will build 10 items)
  • Nanobots do not work inside logistic networks that contain construction robots, or personal roboport zones without an interface module installed in your power armor.
  • Manually shooting nanobots releases a pretty cloud of nanobots and nothing else. This is a good way to waste nanobots.
  • Nano Constructors — These nanobots will revive ghosts in their range, heal damaged structures, and deconstruct marked items.
  • Nano Termites — These nanobots will kill off trees. This process causes the tree to topple over and may damage nearby structures.
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Modular Armor Equipment

Reprogram your personal roboport to do a lot of the mundane tasks for you. Most modules require an active personal roboport and construction bots to fully work.

  • Adds new equipment pieces for your power armor that will enhance your late game experience.
  • The item retriever module will mark all items on the ground (artifacts, etc) in your personal roboport construction range for deconstruction as long as no enemies are around.
  • The tree cutter module will mark all trees within your personal roboport range for deconstruction.
  • The unit launcher module will launch Destroys/Defenders/Distractors when enemies get inside your roboport range.
  • The feeder will automatically heal you when you are low on health. For a bigger healing bonus keep a stack of healing capsules in your inventory.
  • The Belt Immunity chip stops belts from moving you around.
  • The Nano interface will allow your nanobots to work even while you are inside logistic networks.

Hotkeys and More

Hotkeys are available to toggle equipment on or off. Personal Roboports, Exoskeletons, Night-vision, All or individual Nanobot equipment modules. If a piece of equipment in your armor is not enabled, adding more pieces of that equipment will install the disabled version. Equipment states will stay with the power armor making it easy to swap out power armors without having to remember to also toggle the equipment. It is also possible to limit the range that nanobots will work in.

  • Switching weapons in a vehicle will now also switch your characters weapons. as long as it is assigned to the same as the switch weapon key, Or you can assign it to a separate key.
  • Ctrl F1 — F7 Will toggle specific modular armor equipment on or off. A visual GUI is planned for this in the future.
  • Set the maximum radius that a module or nanobot ammo will work by holding the ammo or module in your hand and using the GUI or hotkeys to increase or decrease the range. It is possible to set this value higher than the maximum allowed but it will have no effect.

The roboport interface allows you to program your logistic networks to do mundane tasks for you. Place a Roboport interface and set virtual signals on the built in combinator. If there are enemies in the construction zone your robots will not execute these tasks. Only up to half of your available construction bots will be uses for these tasks.

  • Find items: Will scan for any items on the ground in your network and order your construction robots to pick them up.
  • Chop trees: Scan for any trees in range and chop them up. Setting this to a negative symbol will only chop trees if you have less than that amount of raw wood in the network.
  • Gather fish: Sends your construction robots on a fishing expedition. Set to a negative amount to only fish if there is less then that amount in the network.
  • Roboport only: Set this signal to only run this scanner in the nearest roboports zone and not the whole network.
  • (Not implemented yet): Tile builder: Set a tile item signal to pave the network with this tile.
  • (Not implemented yet): Tile remover: Set this virtual signal to dig up all tiles and return them to the network
  • (Not implemented yet): Unit launcher: Launch units to defend against biter attacks. Attach a chest to the scanner combinator and any robots inside this chest will be used for defensive purposes.

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