Thanks for the reply!
It's been a while ago, but I faintly remember something like this happening in at least the 5-10 minutes before I saved:
1) Another player deconstructed an area with assemblers and tracks, so it must have had signals.
2) I undeconstructed the area because I didn't want it to ...
Search found 31 matches
- Thu Jun 25, 2020 10:02 pm
- Forum: 1 / 0 magic
- Topic: [kovarex] [0.17.69] Crash: Train signal consistency check failed
- Replies: 2
- Views: 1861
- Mon May 18, 2020 8:04 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343121
Re: [MOD 0.15] SmartTrains 2.0.5
Just connect it to the nearest power pole, it doesn't matter where it goes, it's just there so you can use the circuit conditions on the train stop. The train stop will output to and read from the same wire, thus seeing its own output.
- Mon May 18, 2020 4:01 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343121
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 you read ...
For example if you read ...
- Sun Sep 29, 2019 5:25 pm
- Forum: 1 / 0 magic
- Topic: [kovarex] [0.17.69] Crash: Train signal consistency check failed
- Replies: 2
- Views: 1861
[kovarex] [0.17.69] Crash: Train signal consistency check failed
What did I do?
Try to save the map.
What happened?
Crash to desktop
What did I expect to happen?
The game to save.
I was hosting a multiplayer game on my pc. At the end I tried to save the map and had a crash to desktop. Because I crashed, the server dropped for the other players as ...
Try to save the map.
What happened?
Crash to desktop
What did I expect to happen?
The game to save.
I was hosting a multiplayer game on my pc. At the end I tried to save the map and had a crash to desktop. Because I crashed, the server dropped for the other players as ...
- Tue Sep 17, 2019 12:54 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343121
Re: [MOD 0.15] SmartTrains 2.0.5
My first thought: What does "use station mapping" mean again? :D (i think i remember now, it doesn't use the number from the schedule but the number you provide in the gui that opens with a train stop right?)
Correct!
In theory the only way for it to go to Copper 29 with the settings shown ...
- Sun Sep 15, 2019 10:26 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343121
Re: [MOD 0.15] SmartTrains 2.0.5
Hey Choumiko,
Last week I decided to load up ye olde stupidly big train map with the line with over 300 stations again and found some stations acting weird.
https://i.imgur.com/bvhdOch.png
In the picture you can see two instances of the Copper 28 station in the schedule(I renamed 27 to 28 to ...
Last week I decided to load up ye olde stupidly big train map with the line with over 300 stations again and found some stations acting weird.
https://i.imgur.com/bvhdOch.png
In the picture you can see two instances of the Copper 28 station in the schedule(I renamed 27 to 28 to ...
- Mon Apr 01, 2019 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] crash - FB without owner
- Replies: 3
- Views: 2892
Re: [Dominik][0.17.23] crash - FB without owner
Thanks for the quick fix!
I'll test it when you release 0.17.24 and if I can find an old save where that pipe was unconnected.
I'll test it when you release 0.17.24 and if I can find an old save where that pipe was unconnected.
- Sun Mar 31, 2019 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.23] crash - FB without owner
- Replies: 3
- Views: 2892
[Dominik][0.17.23] crash - FB without owner
What did you do?
Not quite sure but it happened to coincide with placing an underground pipe, reconnecting two large stretches of undergrounded pipe.
What happened?
All players on the server had their game crash with error. The headless server was still up and reconnecting worked fine ...
Not quite sure but it happened to coincide with placing an underground pipe, reconnecting two large stretches of undergrounded pipe.
What happened?
All players on the server had their game crash with error. The headless server was still up and reconnecting worked fine ...
- Fri Mar 29, 2019 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Opening Train Stop GUI locks up game
- Replies: 9
- Views: 3056
Re: [0.17.14] Opening Train Stop GUI locks up game
Is there any news on this? It's been a while now and I still can't update most of my base to 0.17 since I can't use the train stops.
- Thu Mar 21, 2019 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.17] Supply challenge broken
- Replies: 1
- Views: 2632
[0.17.17] Supply challenge broken
What did I do
Launch the supply challenge scenario and try to complete the first level
What happened?
This:
https://i.imgur.com/ZgSfW0K.png
And then when I continued the boxes would not accept the items and thus failing me on the first level.
What did I expect to happen?
No content ...
Launch the supply challenge scenario and try to complete the first level
What happened?
This:
https://i.imgur.com/ZgSfW0K.png
And then when I continued the boxes would not accept the items and thus failing me on the first level.
What did I expect to happen?
No content ...
- Tue Mar 19, 2019 2:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Opening Train Stop GUI locks up game
- Replies: 9
- Views: 3056
Re: [0.17.14] Opening Train Stop GUI locks up game
link to download: https://we.tl/t-4xj3FelwkY
Either load the save with "Smarter Trains" or place a new trainstop and name it to one on the schedule of one of the 2-8-2 trains in the stacker. "##Rocket Steel Drop" is the one I've been using so far.
Either load the save with "Smarter Trains" or place a new trainstop and name it to one on the schedule of one of the 2-8-2 trains in the stacker. "##Rocket Steel Drop" is the one I've been using so far.
- Tue Mar 19, 2019 12:00 pm
- Forum: Duplicates
- Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
- Replies: 8
- Views: 3536
Re: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
As far as I understand the game updates mostly in a chunkwise fashion. A chunk is a 32x32 tile square. By placing your machines and inserters exactly on the grid axes you have neatly managed to place your builds in multiple chunks.
Basically your picture shows 4 chunks: top left, top right, bottom ...
Basically your picture shows 4 chunks: top left, top right, bottom ...
- Tue Mar 19, 2019 10:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Opening Train Stop GUI locks up game
- Replies: 9
- Views: 3056
Re: [0.17.14] Opening Train Stop GUI locks up game
I'm trying to recreate it in a fresh save, I have nowhere to upload a 4GB dump file to.
Edit 1: A screenshot with detailed info showing GUI update is just shooting up. In a fresh save I found that 250 trains on manual mode is not the problem, a lot of trains with a lot of stops on their list is an ...
Edit 1: A screenshot with detailed info showing GUI update is just shooting up. In a fresh save I found that 250 trains on manual mode is not the problem, a lot of trains with a lot of stops on their list is an ...
- Tue Mar 19, 2019 12:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Opening Train Stop GUI locks up game
- Replies: 9
- Views: 3056
[0.17.14] Opening Train Stop GUI locks up game
What did I do?
I clicked on a train stop to open its GUI.
What happened?
The GUI window appeared but the game locked up. The screen was stuck on that one frame and the game no longer responded to inputs. Factorio still used 28% CPU, which on my quadcore is one core maxed so the main thread ...
I clicked on a train stop to open its GUI.
What happened?
The GUI window appeared but the game locked up. The screen was stuck on that one frame and the game no longer responded to inputs. Factorio still used 28% CPU, which on my quadcore is one core maxed so the main thread ...
- Wed Feb 27, 2019 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 8491
Re: [0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
Can confirm this happens, would like to add that if you manage to place the opposing underground pipe, it will connect properly.
- Fri Aug 31, 2018 9:50 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 70930
Re: Friday Facts #258 - New autoplace
Is there any reason you guys don't mention any fixes for the mess that lakes become as you move further from spawn? The swamp it becomes out there is really crap and the only way to not get a swamp is to disable water outside starting area.
Do you guys consider this not to be an issue?
Is it ...
Do you guys consider this not to be an issue?
Is it ...
- Thu Mar 29, 2018 4:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [For 0.17] [0.16.1] Cliffs not spawning, or only spawning in starting zone
- Replies: 20
- Views: 50714
Re: [TOGos][For 0.17][16.1] Cliffs not spawning, or only spawning in starting zone
What is it that people are most concerned about w.r.t. generator changes? Is it mostly about water and biome placement changes causing sharp edges on the map? The tweaks we're looking at for 0.17 are about ore and biter placement.
The water placement definitely! Especially for big maps it just ...
The water placement definitely! Especially for big maps it just ...
- Thu Mar 01, 2018 4:26 pm
- Forum: Pending
- Topic: [0.16.20] Stack inserters waiting too long for items
- Replies: 9
- Views: 5388
Re: [0.16.20] Stack inserters waiting too long for items
Oh, I didn't notice Posilla responded. Thanks for your time! Here's a save with the setup.
Even if I manually balance the items over the four chests, the system becomes unbalanced again because the inserters pick up so slowly.
Even if I manually balance the items over the four chests, the system becomes unbalanced again because the inserters pick up so slowly.
- Wed Jan 31, 2018 7:25 am
- Forum: Pending
- Topic: [0.16.20] Stack inserters waiting too long for items
- Replies: 9
- Views: 5388
Re: [0.16.20] Stack inserters waiting too long for items
While I appreciate the help in circumventing the issue, I already had a working setup. But as a side effect of a change to the game those stack inserters are working at about 70% of their maximum capacity, which I consider a bug.
- Tue Jan 30, 2018 8:35 pm
- Forum: Pending
- Topic: [0.16.20] Stack inserters waiting too long for items
- Replies: 9
- Views: 5388
Re: [0.16.20] Stack inserters waiting too long for items
I like your solution to the problem.
Though I don't trust sideloading at the moment, so I don't know if this system would hold up in the long run.
Though I don't trust sideloading at the moment, so I don't know if this system would hold up in the long run.