Search found 453 matches
- Wed Sep 07, 2016 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Blueprint flips after copying
- Replies: 6
- Views: 4087
Re: [Rseding91] Blueprint flips after copying
Ok i just had it again, i guess since its fixed i can spare long elaborations lol
- Wed Sep 07, 2016 4:28 pm
- Forum: Not a bug
- Topic: Inserter with stack bonus stuck holding an extra item.
- Replies: 7
- Views: 4085
Re: Inserter with stack bonus stuck holding an extra item.
There are some hacks to solve this problem, for example i use a method posted here that includes 3 inserters ,express belts and combinators shuffling the item long enough, until the excess stack is removed.
- Wed Sep 07, 2016 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.17] Biters build too close to players structues
- Replies: 24
- Views: 9293
Re: [0.13.17] Biters build too close to players structues
Claim land by walling it off completely, and no biter will be able to even come close to your rails. Instead of walling the rails individual, this is for me a very comfortable solution because i can build inside the border without biters. The way i expand is, building a new outpost not too far out o...
- Wed Sep 07, 2016 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] game crashes (Train related) [Martin]
- Replies: 7
- Views: 3057
Re: game crashes (14.3)
If you are using your savegame ,yes. But have you actually tested this bug? And have you tested my workaround to fix ur save?aegon52 wrote:I'm still getting this crash on 14.4
- Tue Sep 06, 2016 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Blueprint flips after copying
- Replies: 6
- Views: 4087
Re: [Rseding91] Blueprint flips after copying
I can confirm. This has happened also in v14 but atm i am not able to reproduce. It didnt happen all the time, i will write if i see it again. What are you referring to? He's saying that the rotation of the blueprint doesnt match the source. Not that its breaking the game, you rotate it until its th...
- Tue Sep 06, 2016 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] game crashes (Train related) [Martin]
- Replies: 7
- Views: 3057
Re: game crashes (14.3)
Looks like this was fixed in 14.4, anyone?
- Tue Sep 06, 2016 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
- Replies: 8
- Views: 3059
Re: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
Looks like this was fixed in 14.4, anyone?
- Mon Sep 05, 2016 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] Player cannot be banned
- Replies: 6
- Views: 2768
Re: [0.14.3] Player cannot be banned
Im sure sadistic childs find that amusing. The rational version is usability.Adil wrote:But hey, you've had console commands enabled for the server. You could have used the power of lua to pwn him. As in:
- Mon Sep 05, 2016 5:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
- Replies: 11
- Views: 5031
- Mon Sep 05, 2016 12:12 pm
- Forum: Gameplay Help
- Topic: circut network questions
- Replies: 2
- Views: 1493
Re: circut network questions
It is possible to wire the same signal twice(ie copper) to a combinator via green and red wire because these 2 wires never connect. But you cannot compare the same signal. You had to wire one thru a combinator to change signal. IE copper*1 = A (input count). This turns one copper signal to an A sign...
- Sun Sep 04, 2016 10:48 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simple 3 to 2 belt merge
- Replies: 13
- Views: 109128
Re: Simple 3 to 2 belt merge
uhhh im sure this is essentially the same:
ah i see where youre going- Sun Sep 04, 2016 10:26 pm
- Forum: General discussion
- Topic: A way to divide red by green signal?
- Replies: 9
- Views: 10045
Re: A way to divide red by green signal?
Also, you can make a semi-solution: divide each signal separately in a loop and put the summary in output. This setup is bigger than "combinator per signal" with a few signals and slower than "true green-red division" with more than ~20 signals, but if you have ~7-10 signals it ...
- Sun Sep 04, 2016 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
- Replies: 8
- Views: 3059
Re: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
This scene can be built from scratch. Build a scene like this: A long rail, the train placed on one end, a signal and a trainstation on the other. The signal has to be on a diagonal, the placement may be important. Start the train, and only then branch of the rail at the signal. Do not remove the si...
- Sun Sep 04, 2016 8:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.3] game crashes (Train related) [Martin]
- Replies: 7
- Views: 3057
Re: game crashes (14.3)
Same bug as https://forums.factorio.com/viewtopic.php?f=7&t=32111 It would be helpful if you meantioned what you did before the crash. I am guessing you worked on the branching rail with the signal. Its causing the bug, see image. Remove a railpiece before the signal and replace it ,then it wont...
- Sun Sep 04, 2016 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Way to make screenshots
- Replies: 2
- Views: 721
Way to make screenshots
HEy guys i am currently and in the past trying to report bugs. But i cannot reliable make screenshots. Can u add that in game? When i hit printscreen, i either get an old image, a white image with some strange frames, a white image spanning both of my monitors, a single monitor or whatever wrong. Gu...
- Sun Sep 04, 2016 7:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
- Replies: 8
- Views: 3059
Re: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
Oh wonder, I possibly got the same bug on my map, acording to this error message. I am placing tracks and the game crashes (after a few seconds). I figure its because of a light signal on a curve that is nearby. Ill try to post pics. Its reproducible Something to note. So far i have seen 3 independe...
- Sun Sep 04, 2016 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] Production Module Resource Duplication
- Replies: 4
- Views: 2173
Re: [0.13.15] Production Module Resource Duplication
Looks like the productivity bonus is going into into 1 of the ores. I dont see this as a worthwhile problem if only iron or copper are concerned because they have the same value kinda. The bonus you received for copper is the same you would have received on iron in total amounts. But perhaps this ma...
- Sun Sep 04, 2016 1:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] My 80+ hours save is corrupted
- Replies: 4
- Views: 2032
Re: [0.14.2] My 80+ hours save is corrupted
Welcome to the club Worth noting that playing the game from scratch can be the same experience than playing a big factory.
- Sun Sep 04, 2016 1:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
- Replies: 8
- Views: 3059
Re: [0.14.2] Crash on adding curved rail: "(1528): Train::tryReserveSignalsUpTo"
If you rate his extensive checklist, this is reliable.
I can confirm anyway. See 2 posts down. This bug now happened on my own map.
I can confirm anyway. See 2 posts down. This bug now happened on my own map.
- Fri Sep 02, 2016 8:49 pm
- Forum: General discussion
- Topic: Productivity module examination
- Replies: 14
- Views: 6641
Re: Productivity module examination
... This amount of Energy needs solar panels. And for every 100 panels i have 90 accus and like 1 roboport and 10 substations. I think you can remove or add small things and it wont change much at this point. Although you need 59010 solar panels lol. 59010 panels seems too low. May it is enough if ...