Search found 7 matches
- Thu Oct 31, 2024 10:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.13] Crash loading (1.1.109) save (HeatInterface::fastReplaceSetup())
- Replies: 1
- Views: 486
[Rseding91] [2.0.13] Crash loading (1.1.109) save (HeatInterface::fastReplaceSetup())
The game crashes when loading this specific 1.1.109 savegame with the Creative-Mod active. The game was saved with creative-mod 1.8.0, my current installation would use 2.0.2. It doesn't crash if the create-mod is disabled. Other savegames I made with creative-mod don't crash, this seems to be the o...
- Mon Aug 26, 2024 6:31 pm
- Forum: Not a bug
- Topic: [1.1.109] detour in train routing with stop at curved rail
- Replies: 1
- Views: 307
[1.1.109] detour in train routing with stop at curved rail
Normally a Train Stop can't be built at a curved rail. However, if you build a straight track first and place the Train Stop, then you can still put a curved rail at the Stop: 08-26-2024, 20-14-44.png The resulting setup will mostly work, except that the path finding will prefer turning right and no...
- Mon Aug 26, 2024 6:07 pm
- Forum: Not a bug
- Topic: [1.1.109] inconsistent belt circuit when inserting
- Replies: 1
- Views: 251
[1.1.109] inconsistent belt circuit when inserting
I'm connecting a single piece of belt to the circuit network and configure it to "Read belt contents" in "Pulse" mode. When an Inserter puts an item onto the connected belt piece, the circuit network pulse is usually triggered, except when another item happens to be in the exact ...
- Fri Jul 12, 2024 2:48 pm
- Forum: Not a bug
- Topic: [1.1.109] Spidertron firing more rockets than needed
- Replies: 2
- Views: 526
Re: [1.1.109] Spidertron firing more rockets than needed
Thank you for the explanation!
I find even 5% a lot, considering that Spidertron could shoot at something else instead, but Β―\_(γ)_/Β―
I just tested what happens with laser turrets, but they hit instantly, so that should be irrelevant there.
I find even 5% a lot, considering that Spidertron could shoot at something else instead, but Β―\_(γ)_/Β―
I just tested what happens with laser turrets, but they hit instantly, so that should be irrelevant there.
- Thu Jul 11, 2024 8:27 pm
- Forum: Not a bug
- Topic: [1.1.109] Spidertron firing more rockets than needed
- Replies: 2
- Views: 526
[1.1.109] Spidertron firing more rockets than needed
Spidertron seems to try to not shoot more missiles at one enemy than are needed for the kill, but sometimes it shoots more than needed. Spidertron, loaded with regular rockets Stronger Explosives researched to 12 This is enough to kill a Behemoth Worm with one rocket: (((200 + 480%) - 10) - 30%) = 8...
- Fri Nov 27, 2020 4:16 pm
- Forum: Not a bug
- Topic: [1.1.1] trains limit: over-commits by 1 if using circuit logic
- Replies: 1
- Views: 799
[1.1.1] trains limit: over-commits by 1 if using circuit logic
"Obvious" use case for the new trains limit on train stops is to use circuit logic to set the limit to the amount of items available for pickup divided by the train capacity. Since the train currently stopped at the station counts towards the limit (it still reserves a spot until leaving),...
- Fri Oct 09, 2020 11:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10k SPM bot-free train-heavy modular base
- Replies: 8
- Views: 26580
10k SPM bot-free train-heavy modular base
Hi everyone, I want to show you my mega-base design. no bots lots of trains, one locomotive and eight cargo/fluid wagons, powered by nuclear fuel runs in vanilla Factorio with no "cheats" (well actually ...) produces theoretically 10k SPM of each of the seven science packs (there is no end...