I was trying to move add an extra coal lane. when I dragged over the train tracks and existing plastic undergrounds, the underground of the first plastic belt was moved to the end, causing the removal of an underground belt in the wrong place.
you can see the gif below.
Search found 66 matches
- Mon Dec 23, 2024 2:33 pm
- Forum: Duplicates
- Topic: [2.0.28] Underground belt moved when using click drag
- Replies: 0
- Views: 147
- Sun Mar 17, 2019 2:09 pm
- Forum: Not a bug
- Topic: [0.17.14] Logistic network condition
- Replies: 2
- Views: 1307
Re: [0.17.14] Logistic network condition
whoopsie made a fucky wucky used the wrong item in the inserter -.-
- Sun Mar 17, 2019 9:40 am
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 2802
Re: [0.17.14] Low Density Structure inventory count not updating
you have 25 in your inventory, and the other 5 you can craft by hand. This is not a bug
- Sun Mar 17, 2019 9:29 am
- Forum: Not a bug
- Topic: [0.17.14] Logistic network condition
- Replies: 2
- Views: 1307
[0.17.14] Logistic network condition
I have setup an insterter into a passive provider chest, making roboports. I have set the condition to work < 15 in the system. put 20 ports in the chest, but the inserter doesn't pick up this condition. It just keeps filling the passive provider
- Sat Mar 16, 2019 5:02 pm
- Forum: Duplicates
- Topic: [0.17.14] [Solved next release]Train not starting to move
- Replies: 2
- Views: 1172
Re: [0.17.14] Train not starting to move
yup, sorry
- Sat Mar 16, 2019 4:29 pm
- Forum: Duplicates
- Topic: [0.17.14] [Solved next release]Train not starting to move
- Replies: 2
- Views: 1172
[0.17.14] [Solved next release]Train not starting to move
I try to start moving the train by creating a temporary station, but it wont go. If I move the train forward a little, then it does go. see added video and map to try it out and reproduce it.
Keep up the good work!
Keep up the good work!
- Sat Dec 08, 2018 3:05 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 38143
Re: Friday Facts #272 - Mod GUI
The issue kept recurring and was incredibly hard to test for because you can't write a test for some logic which doesn't exist yet: you can't test something is correct until you've written it
I myself as a programmer disagree with it, maybe because I work in a different matter (TDD), but I write ...
I myself as a programmer disagree with it, maybe because I work in a different matter (TDD), but I write ...
- Sat May 20, 2017 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.15.12] Desync Report and "+- one errors are the worst" crash
- Replies: 1
- Views: 1722
[kovarex][0.15.12] Desync Report and "+- one errors are the worst" crash
I was on a MP server, placed down a Active Provider chest, which lead to a desync. After i got reconnected and wanted to place the active provider down (might have been the same spot) my game crashed. for save & logs check here: https://www.dropbox.com/s/6s74xu9n6ctko ... h.zip?dl=0
- Wed May 10, 2017 8:28 pm
- Forum: Duplicates
- Topic: [0.15.9] invisible vertical belts
- Replies: 1
- Views: 934
[0.15.9] invisible vertical belts
Hi, I am not seeing vertical belts on my minimap:
http://puu.sh/vLZ3a/6c97e1845f.jpg
i just dont know what to add more, since my friend mike does see them.
save can be found here https://www.dropbox.com/s/r60lezjga91cx ... e.zip?dl=0
http://puu.sh/vLZ3a/6c97e1845f.jpg
i just dont know what to add more, since my friend mike does see them.
save can be found here https://www.dropbox.com/s/r60lezjga91cx ... e.zip?dl=0
- Sat Mar 18, 2017 12:46 am
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 48281
Re: Friday Facts #182 - Optimizations, always more optimizations
Well done rseding. Finding the places where there is room for improvement is hard. I know. Im a developer working with electric cars and our internal dashboard has some crappy programming in some places. Changing the queries improves a lot on our loading times. From 60 seconds to 2 seconds. Keep up ...
- Sat Feb 18, 2017 11:07 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 165287
Re: GreyGoo Mk I: A self-expanding factory
make this run on a 24/7 stream
that would be fun to watch ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sun Feb 12, 2017 4:42 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 428
- Views: 293441
Re: Performance optimization - post your saves
Hi Rseding,
Me, MachtigeMik3 & CountyCupid Have been working on a rocket per minute base, powered by coal. We had it running with UPS up at 17 ups, after I uninstalled UPS-up I noticed it didn't change much. still 17 ups.
I read this FFF ages ago, but the map just wasn't done. Now it is there, in ...
Me, MachtigeMik3 & CountyCupid Have been working on a rocket per minute base, powered by coal. We had it running with UPS up at 17 ups, after I uninstalled UPS-up I noticed it didn't change much. still 17 ups.
I read this FFF ages ago, but the map just wasn't done. Now it is there, in ...
- Mon Nov 28, 2016 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Water dissapearing during concreting
- Replies: 7
- Views: 3617
Re: [0.14.21] Water dissapearing during concreting
as far as i know i dont have a mod that changes the tile placing, maybe farl, but i can never place concrete within 2 tiles from water. I know that farl doesnt take this check into account, but I was placing this all by hand.
modlist:
blueprint string
rso
smart trains
fat controller
evo gui
farl ...
modlist:
blueprint string
rso
smart trains
fat controller
evo gui
farl ...
- Sat Nov 26, 2016 1:34 pm
- Forum: Bob's mods
- Topic: [0.14] inconsistancy
- Replies: 2
- Views: 1605
Re: [0.14] inconsistancy
never mind, build the fix already ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Sat Nov 26, 2016 1:16 pm
- Forum: Bob's mods
- Topic: [0.14] inconsistancy
- Replies: 2
- Views: 1605
[0.14] inconsistancy
hi bob,
I am working on a mod where it is possible to get all the items/recipes etc out the game in a json, for vanilla it is all fine, but i noticed, when i added your mod that the hydrogen canister emtying has results, but its like this:
results = {
{
amount = 5,
name = "hydrogen",
type ...
I am working on a mod where it is possible to get all the items/recipes etc out the game in a json, for vanilla it is all fine, but i noticed, when i added your mod that the hydrogen canister emtying has results, but its like this:
results = {
{
amount = 5,
name = "hydrogen",
type ...
- Fri Nov 18, 2016 8:58 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 51529
Re: Friday Facts #165 - Death by a thousand cuts
if you want some stressing bases, maybe try mine (its not done yet) Countycupid, Shredguy, mightymike and probably some others in the twitch env. I will be happy to give my map just for testing. What im building right now, should still work in vanilla.
- Sun Nov 13, 2016 8:53 pm
- Forum: Modding interface requests
- Topic: Crafting Machines
- Replies: 3
- Views: 2011
Re: Crafting Machines
can you access the data.raw through the console?
- Sun Nov 13, 2016 8:21 pm
- Forum: Modding interface requests
- Topic: Crafting Machines
- Replies: 3
- Views: 2011
Crafting Machines
Hi,
I've been looking for a way to find all the machines that can craft items together with their properties. I have been searching through the api, but I couldnt find a way to read that. So I would like this, with this it would make it a lot easier to create a ratio website for each mod, just by ...
I've been looking for a way to find all the machines that can craft items together with their properties. I have been searching through the api, but I couldnt find a way to read that. So I would like this, with this it would make it a lot easier to create a ratio website for each mod, just by ...
- Sun Nov 13, 2016 6:40 pm
- Forum: Modding help
- Topic: Crafting Machines
- Replies: 1
- Views: 1150
Crafting Machines
Hi all,
Im working on a way to make an easy ratio site, for this I was trying to get all the machines that can do crafting. Is there a way that I can get this info just through the lua (preferably a command). Right now im able to get all the items out, but is there an api call to get all types of ...
Im working on a way to make an easy ratio site, for this I was trying to get all the machines that can do crafting. Is there a way that I can get this info just through the lua (preferably a command). Right now im able to get all the items out, but is there an api call to get all types of ...
- Sun Sep 18, 2016 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
- Replies: 19
- Views: 10242
Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
i had the same thing, twice today during the stream.
both were on the same line.
i can share the last savegame i have of the last one, but it's big, so let me know if you need it.
my logfile is here: http://pastebin.com/QrUSGaEM & http://pastebin.com/hNGxejJd
both were on the same line.
i can share the last savegame i have of the last one, but it's big, so let me know if you need it.
my logfile is here: http://pastebin.com/QrUSGaEM & http://pastebin.com/hNGxejJd