Search found 37 matches
- Sat Jun 28, 2025 6:35 am
- Forum: Not a bug
- Topic: [2.0.55] Incorrect Z-Index(?) On Pipe Length
- Replies: 2
- Views: 160
Re: [2.0.55] Incorrect Z-Index(?) On Pipe Length
Okay, thanks for the quick reply! Cheers.
- Sat Jun 28, 2025 5:31 am
- Forum: Not a bug
- Topic: [2.0.55] Incorrect Z-Index(?) On Pipe Length
- Replies: 2
- Views: 160
[2.0.55] Incorrect Z-Index(?) On Pipe Length
The pipe length arrow appears on top of other windows. Note how 37.8m appears above the crafting window.
- Wed Apr 17, 2019 10:09 pm
- Forum: Technical Help
- Topic: Can't Set Myself As Admin on Server
- Replies: 1
- Views: 2928
Can't Set Myself As Admin on Server
I'm starting a Seablock playthrough, and it's going to take a lot of AFK time. I figured I'd run the save on my server, so it can run constantly. My problem is that I can't seem to set myself as the server admin.
1. This save was started on my desktop (i.e. not on a Factorio server).
2. My server ...
1. This save was started on my desktop (i.e. not on a Factorio server).
2. My server ...
- Sat Dec 30, 2017 7:42 pm
- Forum: Not a bug
- Topic: [NOTABUG] Placing Furnaces Over Ghosts
- Replies: 1
- Views: 1105
Re: [0.16.10] Placing Furnaces Over Ghosts
Actually, it's caused by a problem with the Autofill mod.
- Sat Dec 30, 2017 7:40 pm
- Forum: Not a bug
- Topic: [NOTABUG] Placing Furnaces Over Ghosts
- Replies: 1
- Views: 1105
[NOTABUG] Placing Furnaces Over Ghosts
NOT A BUG.
Problem was caused by a mod. Please delete.
Problem was caused by a mod. Please delete.
- Tue Jun 27, 2017 1:21 am
- Forum: Implemented Suggestions
- Topic: Train wait conditions should show satisfied
- Replies: 1
- Views: 1426
Train wait conditions should show satisfied
The logic for train wait conditions can get a little complicated. I'm totally supportive of not including any sort of parenthesis operator. Nonetheless, it would be kind of nice when a train menu is open for there to be a visual indication on what wait conditions have been met. Maybe a green check ...
- Fri Nov 18, 2016 6:17 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
The problem is that trains only recalculate their paths after passing a signal.
Thanks, that's some great info! I think the solution is relatively straightforward but a little unsatisfactorily large.
The solution is to wire up a Signal to behave like a Chain Signal by connecting it to all ...
- Fri Nov 18, 2016 4:58 am
- Forum: Duplicates
- Topic: [0.14.20] Duplicate Train Stations Don't Work Anymore
- Replies: 4
- Views: 10346
Re: [0.14.20] Duplicate Train Stations Don't Work Anymore
this is a known issue. i believe it's being reworked in 0.15.* a workaround is to put a station before the splits that has a 0 second delay.
it will force the train to re-calculate where to go and which lane is open.
Interesting suggestion! Maybe I'll look into implementing something like this to ...
it will force the train to re-calculate where to go and which lane is open.
Interesting suggestion! Maybe I'll look into implementing something like this to ...
- Fri Nov 18, 2016 4:42 am
- Forum: Duplicates
- Topic: [0.14.20] Duplicate Train Stations Don't Work Anymore
- Replies: 4
- Views: 10346
Re: [0.14.20] Duplicate Train Stations Don't Work Anymore
There are two issues here, one thing is, that trains don't (reliably) reevaluate a chosen path, so it can happen that the train takes an occupied path/station because it was the fasted/unoccupied when it checked the last time: https://forums.factorio.com/viewtopic.php?f=41&t=14748.
Cool. Yeah ...
Cool. Yeah ...
- Fri Nov 18, 2016 2:19 am
- Forum: Duplicates
- Topic: [0.14.20] Duplicate Train Stations Don't Work Anymore
- Replies: 4
- Views: 10346
[0.14.20] Duplicate Train Stations Don't Work Anymore
I've used this station complex design for a long time, but noticed that it's causing deadlocks now. It seems like Factorio isn't properly determining when a path is available to a station with the same name if its original destination is occupied.
https://i.imgur.com/nz6hPjM.jpg
The two ...
https://i.imgur.com/nz6hPjM.jpg
The two ...
- Fri Nov 18, 2016 1:54 am
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
Nope. You're focusing on the wrong things. The train in the bottom right isn't contributing to the deadlock; it's merely waiting on train that's actually deadlocked.
Right. The top train is the problem. Your picture illustrates the future, but consider the past. It entered the intersection ...
Right. The top train is the problem. Your picture illustrates the future, but consider the past. It entered the intersection ...
- Thu Nov 17, 2016 11:29 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
Nope. You're focusing on the wrong things. The train in the bottom right isn't contributing to the deadlock; it's merely waiting on train that's actually deadlocked. What do you think that train on the bottom right is blocking? The train on the left is loading, so it's not even trying to move. The ...
- Thu Nov 17, 2016 11:15 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
I appreciate you trying to help, but that signal is fine. The train is stopped there because the one above it is. The train in the top right is the deadlocked problem. It's waiting at a blue chain signal, which has a green signal to the right "iron output" station. The problem is that the top right ...
- Thu Nov 17, 2016 10:58 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
The deadlock is because of the normal signal in the middle of the intersection block. Remove it.
Which signal? The signals at the "back" (top) of each station is required, or else only one station in the entire input/output station complex could be used at a time.
Duplicate station names are ...
Which signal? The signals at the "back" (top) of each station is required, or else only one station in the entire input/output station complex could be used at a time.
Duplicate station names are ...
- Thu Nov 17, 2016 10:49 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Re: Duplicate Train Stations: Behavior Change?
Can you take a screenshot of the station names? This should work exactly as you expect, they are all lined up correctly. The only thing I can think, and cant see, is that they have the exact same name.
They are the same name, or toggling to manual/auto modes wouldn't direct the train to the other ...
They are the same name, or toggling to manual/auto modes wouldn't direct the train to the other ...
- Thu Nov 17, 2016 10:17 pm
- Forum: Gameplay Help
- Topic: Duplicate Train Stations: Behavior Change?
- Replies: 20
- Views: 12692
Duplicate Train Stations: Behavior Change?
I've used the following design a ton in the past, but in my new save, it's not working at all. My trains are constantly getting deadlocked.
https://i.imgur.com/h8dhHm6.jpg
The idea is pretty simple. This is a "collector" station. It has two input stations in the middle (note the passive ...
https://i.imgur.com/h8dhHm6.jpg
The idea is pretty simple. This is a "collector" station. It has two input stations in the middle (note the passive ...
- Wed Sep 14, 2016 8:03 pm
- Forum: Implemented Suggestions
- Topic: Mod Portal: Remember Sorting
- Replies: 2
- Views: 1912
Mod Portal: Remember Sorting
I frequently like to check out the mod portal in-game. Sorting by downloads is a great way to find new gems. The problem is that installing a mod requires reloading the modlist, but Factorio doesn't remember the sorting option, so it always loads the alphabetical modlist.
Current behavior:
Mods ...
Current behavior:
Mods ...
- Sat Jul 16, 2016 12:03 am
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 45799
Re: Discuss: Power Switch should not "Blink"
No, I don't mind. It's a good idea to split the created ideas up from this thread to discuss them separately, but it's always a lot of work to do that.
Then why is there any discussion of changing gameplay behavior to address a graphical issue? Makes no sense.
How should I explain you that ...
Then why is there any discussion of changing gameplay behavior to address a graphical issue? Makes no sense.
How should I explain you that ...
- Fri Jul 15, 2016 9:46 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 35899
Re: Is the jump from science pack 2 to 3 too large?
I was unsure how the barrel mechanic would work. If the barrel is actually consumed (and not just emptied), that allays my concern with steel.
Yeah, I can make a mod with your recipes. I'll post it in a little bit. We can continue the SP balancing discussion afterwards. You can replace the science ...
Yeah, I can make a mod with your recipes. I'll post it in a little bit. We can continue the SP balancing discussion afterwards. You can replace the science ...
- Fri Jul 15, 2016 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 45799
Re: Discuss: Power Switch should not "Blink"
We had since 0.6 dozens of working solutions to do exactly that (and they are still working I'm not aware of any that allow the player to set a singular setpoint based on accumulator charge. Perhaps you can share one? All of the solutions with which I'm familiar involve a ranged setpoint, which ...