A rocket silo with "Automatic requests from space platforms" *disabled* was loaded with space platform foundation using a bulk inserter.
The "Automatic requests..." box was then checked. This resulted in the current silo inventory being trashed, but the inserter finishes inserting additional ...
Search found 52 matches
- Fri Nov 08, 2024 6:51 pm
- Forum: Duplicates
- Topic: [2.0.15] Rocket silo doesn't automatically trash with automatic requests enabled
- Replies: 1
- Views: 218
- Thu Feb 15, 2018 2:37 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
- Replies: 26
- Views: 19901
Re: [kovarex] [0.16.1] Items on belt creeping forward at specific position
This bug sees items jumping ahead.mrvn wrote: Is the copper creeping ahead of the iron falling behind?
- Thu Jan 04, 2018 6:07 pm
- Forum: Duplicates
- Topic: [16.12] Items on belt moving relative to each other
- Replies: 2
- Views: 1200
[16.12] Items on belt moving relative to each other
This bug is particularly noticeable when you have a row of items at full compression. It causes the item at the front of the line to "jump" ahead slightly, reducing the compression of this wave of items. It is difficult to show, so I have included screenshots, a video, and a save file of an ...
- Fri Dec 29, 2017 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Corrupted map, contains id not in dictionary: 25600
- Replies: 3
- Views: 2167
Re: [0.16.8] Corrupted map, contains id not in dictionary: 25600
Here is the file from before 0.16 that loads fine.
- Fri Dec 29, 2017 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Corrupted map, contains id not in dictionary: 25600
- Replies: 3
- Views: 2167
[0.16.8] Corrupted map, contains id not in dictionary: 25600
Upon updating to 0.16.8 from 0.16.7, I get the error "Corrupted map, contains id not in the dictionary: 25600" upon trying to load my map. A previous version of the map from pre 0.16 loads fine. This error occurs both with and without mods.
I believe FARL and RSO were updated at the same time I got ...
I believe FARL and RSO were updated at the same time I got ...
- Sun May 07, 2017 1:45 am
- Forum: Ideas and Suggestions
- Topic: Pollution Sources and Statistics Window
- Replies: 1
- Views: 2870
Pollution Sources and Statistics Window
TL;DR: A pollution statistics tab / window would be a useful tool.
Just like the electric network info and production info windows give information on rates and what is consuming electricity / resources, it would be great to have statistics on pollution. There are many playstyles revolving around ...
Just like the electric network info and production info windows give information on rates and what is consuming electricity / resources, it would be great to have statistics on pollution. There are many playstyles revolving around ...
- Wed May 25, 2016 8:13 pm
- Forum: Show your Creations
- Topic: Trains direction
- Replies: 15
- Views: 9115
Re: Trains direction
Are you aware that trains can use the same track twice?
If you make a track with two tracks coming off of it, the train will choose which track to take next based on what the next station is. You don't need to make several independent tracks in order to tell the train where to go.
If you make a track with two tracks coming off of it, the train will choose which track to take next based on what the next station is. You don't need to make several independent tracks in order to tell the train where to go.
- Tue May 24, 2016 10:16 pm
- Forum: Show your Creations
- Topic: Trains direction
- Replies: 15
- Views: 9115
Re: Trains direction
I don't understand...what do you mean by "orient it in any direction"? Can't you just place a train down on preexisting tracks and it'll be aligned to the tracks?
Or maybe I should be asking what this is useful for?
Or maybe I should be asking what this is useful for?
- Sun May 15, 2016 11:18 pm
- Forum: Implemented Suggestions
- Topic: Negative filter
- Replies: 2
- Views: 2036
Re: Negative filter
War,
In 0.13 it will be possible (fingers crossed) to set filters via the circuit network as well as read the contents of a belt to the circuit network. This should allow you to set the filters to whatever is on the belt, using combinatorics to exclude iron. This would be the same thing as what you ...
In 0.13 it will be possible (fingers crossed) to set filters via the circuit network as well as read the contents of a belt to the circuit network. This should allow you to set the filters to whatever is on the belt, using combinatorics to exclude iron. This would be the same thing as what you ...
- Sun May 15, 2016 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Changing the way research requirements are displayed
- Replies: 1
- Views: 1651
Changing the way research requirements are displayed
Currently, there are a number of parameters that go into defining a technology, including the costs: Time, Number of researches ("cycles"), and Number of Science Packs per research.
A research time of 100 cycles, 30 seconds per cycle, and 1 red is functionally the same thing as a research of 50 ...
A research time of 100 cycles, 30 seconds per cycle, and 1 red is functionally the same thing as a research of 50 ...
- Sun May 15, 2016 11:04 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Research Savr 0.0.1 -- Resume Research
- Replies: 3
- Views: 3761
- Tue May 10, 2016 8:56 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 78658
Re: Non-throughput-limited 8+ belt balancers?
Taiiat,
Splitters can't split more items than are coming in nor can they combine more items than there is space for on the output. Splitters are never a bottleneck so long as they have as many output slots as there are inputs (so long as they are the same color as the belts they are with).
Try ...
Splitters can't split more items than are coming in nor can they combine more items than there is space for on the output. Splitters are never a bottleneck so long as they have as many output slots as there are inputs (so long as they are the same color as the belts they are with).
Try ...
- Sun May 08, 2016 6:05 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 78658
Re: Non-throughput-limited 8+ belt balancers?
Frightning,
I was able to replicate your issue and discovered why it was occurring:
Due to how splitters work, a fully compressed belt will be split into two individual lanes upon splitting. If you don't reach an equilibrium, a shock in one lane backing up or a slight decompression can cause the ...
I was able to replicate your issue and discovered why it was occurring:
Due to how splitters work, a fully compressed belt will be split into two individual lanes upon splitting. If you don't reach an equilibrium, a shock in one lane backing up or a slight decompression can cause the ...
- Sun May 08, 2016 2:31 pm
- Forum: General discussion
- Topic: Bitter vs rail
- Replies: 1
- Views: 1749
Re: Bitter vs rail
http://lmgtfy.com/?q=factorio+friendly+rails
You can probably modify it to include 5dim rails by looking at the source code without too much effort if you have any programming experience.
You can probably modify it to include 5dim rails by looking at the source code without too much effort if you have any programming experience.
- Sun May 08, 2016 2:02 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 78658
Re: Non-throughput-limited 8+ belt balancers?
Are you sure that that monstrosity is universally throughput unlimited? Did you test every combination of 1 input to 1 output, 2 inputs to 2 outputs, 3 inputs to 3 outputs, and, of course, full load?
Due to symmetry, I only tested it once for each number of inputs and outputs. I encourage you to ...
- Sun May 08, 2016 1:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 78658
Re: Non-throughput-limited 8+ belt balancers?
I suggest the use of express belts to quickly spot any eventual problems or lack of compression. In order to achieve this, you must use a splitter to fully compress the belt.
I also suggest using a logistic system for automated filling of input chests.
I also suggest using a logistic system for automated filling of input chests.
- Sun May 08, 2016 1:11 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 78658
Re: Non-throughput-limited 8+ belt balancers?
I've disproven the current running theory that it is impossible to balance a 4-belt balancer without throughput limit.
See: http://i.imgur.com/6wsMrV2.jpg
Basically, what I did was divide each of the 4 lanes into 4 more lanes. I then sent one of the four "quarter" lanes to each of the four outputs ...
See: http://i.imgur.com/6wsMrV2.jpg
Basically, what I did was divide each of the 4 lanes into 4 more lanes. I then sent one of the four "quarter" lanes to each of the four outputs ...
- Thu May 05, 2016 10:32 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 339957
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Thank you for the mod; very useful!
A bug report:
If you have refuel stations turned off, but have a station called "refuel" in your train schedule, the train will not autodepart! It waits the full length of time. Changing the "Refuel station" name in Global settings fixes this issue.
A bug report:
If you have refuel stations turned off, but have a station called "refuel" in your train schedule, the train will not autodepart! It waits the full length of time. Changing the "Refuel station" name in Global settings fixes this issue.
- Tue May 03, 2016 9:55 pm
- Forum: Mods
- Topic: [MOD 0.12.29+] Clondike
- Replies: 8
- Views: 8206
Re: [MOD 0.12.29+] Clondike
Perhaps it would be worth posting what exactly you changed all the recipes to so people know what they are installing?
- Tue May 03, 2016 11:38 am
- Forum: Energy Production
- Topic: Oil Power Plants, reliable way of making electricity.
- Replies: 42
- Views: 70523
Re: Oil Power Plants, reliable way of making electricity.
Hey, just wondering if you've experimented with the power used/oil generated by using effect beacons to speed up pump jacks or make refineries/plants more efficient.
Where I can on groups of ~4-5 oil veins grouped together, I'll place 3-4 effect beacons with full speed to get ~250% speed bonus from ...
Where I can on groups of ~4-5 oil veins grouped together, I'll place 3-4 effect beacons with full speed to get ~250% speed bonus from ...