Search found 8 matches

by 0570
Sun Mar 03, 2024 5:36 pm
Forum: Combinator Creations
Topic: Uranium Production Balancer
Replies: 1
Views: 1854

Re: Uranium Production Balancer

I just found your post because I was looking for something exactly like this.

It looks good, but I'm not quite certain which input / output goes where in this setup
by 0570
Sun Feb 13, 2022 8:02 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502760

Re: Simple Questions and Short Answers

Can someone help me with an updated version of the command below? It used to be able to spawn a grid of an oil patch, but it doesn't work anymore. for a = -10, 10 do for b = -10, 10 do game.player.surface.create_entity{name="coal", position={game.player.position.x+a, game.player.position.y...
by 0570
Sun Feb 21, 2021 7:43 pm
Forum: Railway Setups
Topic: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?
Replies: 25
Views: 175388

Re: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?

Hello!
I've spotted an issue with the 'Output Mainline' blueprint, there's an incorrectly placed Rail Chain Signal that prevents rail from being put down.
Screenshot
Screenshot
screenshot.89.png (898.92 KiB) Viewed 3940 times
by 0570
Mon May 18, 2020 5:05 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299744

Re: [MOD 0.15] SmartTrains 2.0.5

You don't need to use SmartTrains functionality for that. Simply make sure there is a logic wire attached to the stop and set it to "read stopped train". This will output a unique ID per train, but you can use that same signal to disable the train stop when it is present. For example if y...
by 0570
Sun May 17, 2020 11:48 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299744

Re: [MOD 0.15] SmartTrains 2.0.5

How do I disable a station once a train is present? In the past, before Smarter Trains I used this system: https://imgur.com/a/2n6Gh I've got a minimum of station names, for example I've got 10 'provider' stations all named 'Iron Plate Loading', there are 10 trains running Iron plates so that's a ba...
by 0570
Sun May 17, 2020 11:47 am
Forum: Pending
Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
Replies: 3
Views: 1324

Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"

I just noticed something that may or may not be critical in the process of finding and removing this specific bug. I've put about 31 hours into the current play-through, the bug did not become apparent until I made my most recent factory addittion: water storage tanks. There's a train track that goe...
by 0570
Fri May 15, 2020 6:23 pm
Forum: Pending
Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
Replies: 3
Views: 1324

Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"

I saw this crash in at least 2 bugs and they both are fixed in current experimental. Were you using for example Bob Locomotives Mk3 (or something like that) at the time of a crash? Most likely duplicate https://forums.factorio.com/84216 I'm using quite a few of the Bob's mods, but not the locomotiv...
by 0570
Fri May 15, 2020 4:42 pm
Forum: Pending
Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
Replies: 3
Views: 1324

[0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"

Not sure what happened, I left the game running in the background while doing some online shopping.
I've been running a lot of mods but this is the first time anything's CTD. Let me know what I can provide to assist troubleshooting.
factorio-current.log
Current log, no gameplay since crash.
(50.55 KiB) Downloaded 90 times

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