I think you missunderstood the behaviour of the system. Space platform Hubs and Cargo landing pads only request items, the have no drop (from spaceship) or upload (from planet) order.
I think you also have the Request on your Cargo landing pad, is that right?
Your Cargo landing pad (on the planet ...
Search found 74 matches
- Sun Dec 01, 2024 12:30 pm
- Forum: Not a bug
- Topic: [2.0.20] Platform Drops a full load at every planet when 'any' quality
- Replies: 9
- Views: 1652
- Sun Dec 01, 2024 11:54 am
- Forum: Not a bug
- Topic: [2.0.23] Asteroid Collector not retrieving chunks
- Replies: 1
- Views: 261
Re: [2.0.23] Asteroid Collector not retrieving chunks
That is not a chunk, it is a small promethium asteroid... 

- Sun Dec 01, 2024 11:11 am
- Forum: Duplicates
- Topic: [2.0.23] After "fly condition" is met, Source/Destination not updating
- Replies: 1
- Views: 289
[2.0.23] After "fly condition" is met, Source/Destination not updating
Hello,
i discovered a small bug. When you watch the ship while it is matching the fly condition to shattered planet, the source (shattered planet) and destination (solar system edge) on the right panel aren't updated properly. It stays source (solar system edge) and destination (shattered planet ...
i discovered a small bug. When you watch the ship while it is matching the fly condition to shattered planet, the source (shattered planet) and destination (solar system edge) on the right panel aren't updated properly. It stays source (solar system edge) and destination (shattered planet ...
- Fri Nov 13, 2020 9:53 pm
- Forum: Not a bug
- Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
- Replies: 5
- Views: 2005
Re: [1.0.0] Alt-view of assembling machines vs. Spidertron
Well the count is actually 1:1...

- Fri Nov 13, 2020 9:49 pm
- Forum: Not a bug
- Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
- Replies: 5
- Views: 2005
Re: [1.0.0] Alt-view of assembling machines vs. Spidertron
Well the Spidertron is the first vehicle which can walk/drive over machines, and so the physically standing over the machine becomes a - in my opinion - funny view.
Would it be a simple solution to place all spidertrons in an overlay level above the alt-view-overlay level? It's already happening ...
Would it be a simple solution to place all spidertrons in an overlay level above the alt-view-overlay level? It's already happening ...
- Fri Nov 13, 2020 9:37 pm
- Forum: Not a bug
- Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
- Replies: 5
- Views: 2005
[1.0.0] Alt-view of assembling machines vs. Spidertron
Hello everybody.
It's just a minor issue i think but it drives my eyes crazy (ok, only sometimes :P) when the ALT-view of the assembly machines and the modules are shown above the spidertron while walking over them.
Some picture which describes the problem of my eyes ;)
1.0.0 Normal-View ...
It's just a minor issue i think but it drives my eyes crazy (ok, only sometimes :P) when the ALT-view of the assembly machines and the modules are shown above the spidertron while walking over them.
Some picture which describes the problem of my eyes ;)
1.0.0 Normal-View ...
- Fri Oct 23, 2020 7:40 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 103187
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I want the train limit now!!! 
it will solve all my problems in my 1.400 train map!


it will solve all my problems in my 1.400 train map!








- Tue Oct 23, 2018 2:34 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 66564
Re: Friday Facts #265 - Nomenclature & Steam networking
Name the action a player performs when they add an entity to the world?
Name the action a player performs when they remove an entity from the world?
Name the action a player performs when they add a ghost entity to the world?
Name the action a robot performs when they add an entity to the ...
- Mon Jul 02, 2018 11:28 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 440
- Views: 311829
Re: Performance optimization - post your saves
Hio,
i've got my Savegame with pretty much networking and trains (> 1,200 trains) which runs on my i7-6700k with ~15 fps. Perhaps it could give you some intentions for performance optimization.
Map:
https://www.dropbox.com/s/1086a4b51213h6b/RSO%20Waterfill.zip?dl=0
Mods (just RSO, Waterfill, Power ...
i've got my Savegame with pretty much networking and trains (> 1,200 trains) which runs on my i7-6700k with ~15 fps. Perhaps it could give you some intentions for performance optimization.
Map:
https://www.dropbox.com/s/1086a4b51213h6b/RSO%20Waterfill.zip?dl=0
Mods (just RSO, Waterfill, Power ...
- Mon May 28, 2018 9:04 am
- Forum: Not a bug
- Topic: [0.16.45] control settings shows wrong keys binds
- Replies: 8
- Views: 3561
Re: [0.16.45] control settings shows wrong keys binds
AFAIK the Bindings are always on english.
When you have standard factorio-bindings, you can't type an Ö on a german keyboard, cause the Ö is the ~ which opens or closes the console.
When you have standard factorio-bindings, you can't type an Ö on a german keyboard, cause the Ö is the ~ which opens or closes the console.

- Fri May 04, 2018 6:38 am
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 24701
Re: Version 0.16.41
I thunk in 0.16.40 aliens inserted a virus to the code, so that our trains kill themselfs instead of their biters
ö
They are getting smarter

They are getting smarter

- Thu May 03, 2018 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
- Replies: 9
- Views: 7872
Re: [0.16.41] Circuit controlled train signals not converted properly
It seems that the initial signal was green although the condition matched. I‘ve manually set the condition false for each signal and reset them afterwards. Then it works as intended. Took me 2 hours but now everything is moving well in .41 ;)
I am glad that i can play my save, with the .39 bug i ...
I am glad that i can play my save, with the .39 bug i ...
- Thu May 03, 2018 1:04 pm
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 24701
Re: Version 0.16.41
viewtopic.php?f=11&t=60043
That was the Problem in 0.16.40
That was the Problem in 0.16.40
- Thu May 03, 2018 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19553
Re: [0.16.40] Train signals no longer working
Are they in the flimmering state? Like when you set a SR Latch via Blueprint? Perhaps it works to cut the Power off and on again...looney wrote:Some, but not all, of my circuit conditions are broken after the 16.41 upgrade.

- Thu May 03, 2018 12:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19553
Re: [0.16.40] Train signals no longer working
Does this also affect circuit conditioned stations?Zanostra wrote:But I wanted to let people know that if you load a save from before 16.41, you might want to check your circuit operated signals.
- Thu May 03, 2018 12:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.36] Station search two words lists all combinations
- Replies: 3
- Views: 4052
Re: [kovarex] [0.16.36] Station search two words lists all combinations
Is the internal naming of the stations still like i read some times ago, that spaces are simply deleted (i think i can remember somebody who named 2 stations "ABCD" and "AB CD" and the train did not get the difference between the 2 stations), so perhaps a search for "Oreunload" should do it? ;)
- Wed May 02, 2018 11:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19553
Re: [16.40] Train signals no longer working
I can‘t revert, because with 0.16.39 i had that bug here:
viewtopic.php?f=11&t=59995
So my sabegame didn‘t load with .39 and the game crashed
viewtopic.php?f=11&t=59995
So my sabegame didn‘t load with .39 and the game crashed
- Wed May 02, 2018 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"
- Replies: 7
- Views: 4415
Re: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"
Bug is fixed, but now my trains crash into each other



- Wed May 02, 2018 10:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19553
Re: Train signals no longer working (0.16.40, Build 36428)
Directly after loading my savegame:
https://www.youtube.com/watch?v=89xfVwDKvUQ
Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks...
https://www.youtube.com/watch?v=89xfVwDKvUQ
Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks...
- Wed May 02, 2018 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19553
Re: Train signals no longer working (0.16.40, Build 36428)
Can confirm it on my Railword... 300 trains crashing into each other...









