Search found 30 matches
- Sat Feb 17, 2018 3:51 pm
- Forum: Gameplay Help
- Topic: Stuck signalling this train junction
- Replies: 5
- Views: 2267
Re: Stuck signalling this train junction
As noted already, looks like your junction (at the top) is missing signals. Assuming the rails to the north and east have one-way only, then you need 4 signals. 2 chains for each input and 2 regular for each output. If the trains are coming from the east and leaving to the north, you could get rid ...
- Sat Feb 17, 2018 3:28 pm
- Forum: Gameplay Help
- Topic: Trains, Trains...
- Replies: 6
- Views: 3112
Re: Trains, Trains...
From the images, looks like trains can only go north... and cannot go through the mining stations while there is a train stopped there.
- Fri Feb 16, 2018 6:57 pm
- Forum: Pending
- Topic: [0.16.24] MacOS TransportLine Crash
- Replies: 1
- Views: 1086
[0.16.24] MacOS TransportLine Crash
Had just placed a 3->8 spitter blueprint...
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x00000001009e3952 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:472)
#1 0x00000001009d1e01 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in ...
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x00000001009e3952 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:472)
#1 0x00000001009d1e01 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in ...
- Fri Feb 16, 2018 4:45 pm
- Forum: 1 / 0 magic
- Topic: [0.16.24] updateEntities crash on MacOS
- Replies: 1
- Views: 1358
[0.16.24] updateEntities crash on MacOS
This crash occurred while adding/removing large blueprints (was purposely trying to induce a crash for https://forums.factorio.com/viewtopic.php?f=7&t=57875 bug report).
#0 0x00000001009e3952 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:472)
#1 0x00000001009d1e01 in ...
#0 0x00000001009e3952 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:472)
#1 0x00000001009d1e01 in ...
- Fri Feb 16, 2018 4:42 pm
- Forum: Minor issues
- Topic: [0.16.24][macOS] Stuck on uploading log file after crash
- Replies: 2
- Views: 1898
Re: [16.24][macOS] Stuck on uploading log file after crash
Attached in another instance (different traceback, which I'll file a bug on separately)...
As I noted above, this occurred previous to 0.16.24, so I'd assume it's not actually related to the uploading log file code.
As I noted above, this occurred previous to 0.16.24, so I'd assume it's not actually related to the uploading log file code.
- Fri Feb 16, 2018 1:53 pm
- Forum: Minor issues
- Topic: [0.16.24][macOS] Stuck on uploading log file after crash
- Replies: 2
- Views: 1898
[0.16.24][macOS] Stuck on uploading log file after crash
When factorio crashes (regardless of the traceback), the factorio process doesn't exit after presenting the user with the crash log dialog. The U/I stays visible but is dead. The factorio process sets and chews CPUs (using ~54% CPU indefinitely). The user ends up having to force kill the factorio ...
- Thu Feb 15, 2018 6:07 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 465028
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Creative Mod fix for 0.16 doesn't load for me on 0.16.24:
Error while loading entity prototype "creative-mode-fix_energy-source" (generator)" Fluidbox base are must be 0
At ROOT.generator.creative-mode-fix_entery-source.fluid_box
Modifications: Creative Mode (Fix for 0.16).
Error while loading entity prototype "creative-mode-fix_energy-source" (generator)" Fluidbox base are must be 0
At ROOT.generator.creative-mode-fix_entery-source.fluid_box
Modifications: Creative Mode (Fix for 0.16).
- Thu Feb 15, 2018 5:01 am
- Forum: Gameplay Help
- Topic: Having a bit of trouble with the curcuit network
- Replies: 4
- Views: 1841
Re: Having a bit of trouble with the curcuit network
https://wiki.factorio.com/Tutorial:Circ ... ook#Lights might be of help to you...
- Wed Feb 14, 2018 12:26 am
- Forum: Pending
- Topic: 0.16.22 Crash on MacOS (ItemStack::removeInternal)
- Replies: 3
- Views: 1683
Re: 0.16.22 Crash on MacOS (ItemStack::removeInternal)
Hi, did it crash again after reloading your autosave? Can you reproduce it somehow?
I had like a dozen crashes last week, some matching the above traceback and others match issues 0.16.22 reported by others. I have no clue as to the cause, as I noted the above, the first time I was just staring ...
I had like a dozen crashes last week, some matching the above traceback and others match issues 0.16.22 reported by others. I have no clue as to the cause, as I noted the above, the first time I was just staring ...
- Sun Feb 11, 2018 10:09 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 273328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
It's interesting to me that the crating mod is massively less popular than the beltbox, because it's so much easier and arguably a bit OP.
I find crating (or palleting) tedious, like just like barreling is. I don't consider your mod really OP by itself... but OP when combined with faster than ...
I find crating (or palleting) tedious, like just like barreling is. I don't consider your mod really OP by itself... but OP when combined with faster than ...
- Sat Feb 10, 2018 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Blocking a lane on a belt
- Replies: 14
- Views: 9264
Re: Blocking a lane on a belt
For blocking a single lane, see https://wiki.factorio.com/Belt_transpor ... de_of_belt....
For a mod, see the belt sorter https://mods.factorio.com/mod/beltSorter
In 0.16, you can also use the filter capability of a splitter to only allow iron through.
For a mod, see the belt sorter https://mods.factorio.com/mod/beltSorter
In 0.16, you can also use the filter capability of a splitter to only allow iron through.
- Sat Feb 10, 2018 5:48 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 273328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox
Btw, one unexpected (to me) bonus of stacking before rail transport is faster loading/unloading. Nice.
Must admit I hadn't even twigged that myself. Assumed there was little point in stacking ores before rail.
JFYI, I noticed it with circuits. As I stack early (on output of production column ...
Must admit I hadn't even twigged that myself. Assumed there was little point in stacking ores before rail.
JFYI, I noticed it with circuits. As I stack early (on output of production column ...
- Sat Feb 10, 2018 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: Satellites grouped with intermediate products but..
- Replies: 8
- Views: 3355
Re: Satellites grouped with intermediate products but..
Unfortunately, I was told this is a balancing issue, but it sure seems off to me:
https://forums.factorio.com/viewtopic.php?f=16&t=44801
I'm not asking for any change in game balance... I'm asking for consistency in the U/I. If they are not intermediate products, then they shouldn't be in the ...
https://forums.factorio.com/viewtopic.php?f=16&t=44801
I'm not asking for any change in game balance... I'm asking for consistency in the U/I. If they are not intermediate products, then they shouldn't be in the ...
- Sat Feb 10, 2018 3:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Satellites grouped with intermediate products but..
- Replies: 8
- Views: 3355
Re: Satellites grouped with intermediate products but..
When you try to add productivity modules to a satellite assembler, the message you get in error says you cannot add them because satellites are not intermediate products. So if they are regarded as intermediate products that cannot be produced with the aide of productivity modules, then at least ...
- Sat Feb 10, 2018 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: Satellites grouped with intermediate products but..
- Replies: 8
- Views: 3355
Satellites grouped with intermediate products but..
Per https://forums.factorio.com/viewtopic.php?f=23&t=52586&p=307514&hilit=satellite+intermediate#p307514 , Satellites are not an intermediate product. However they do appear in the "Intermediate Products" crafting menu. While certainly this placement was intentional (as is listing at https://wiki ...
- Thu Feb 08, 2018 10:57 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 273328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox
I still think it should be 4 really but too late now.
Would be sensible given that splitters (by default) divide belts in halve... and many players like to double or quadruple production when they expand. But having the stacking size evenly divide the ore stack size is also quite sensible.
On ...
- Wed Feb 07, 2018 3:55 pm
- Forum: Gameplay Help
- Topic: mixing fuel on belt
- Replies: 13
- Views: 6430
Re: mixing fuel on belt
Impetus maximus's design above seems overly complex to me... I'd just feed the stack of burners with a single belt that feed by a input-priority splitter selecting what I want to burn first (e.g., wood). If you have more inputs, just feed that splitter with more input-priority splitters as needed ...
- Mon Feb 05, 2018 11:28 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 273328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox
Thank you for the FactorioExtended support! I'll try to give it a spin in the next day or two.
- Mon Feb 05, 2018 12:53 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 273328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox
I dimly remember some other mod that adds 4x and 5x belts, can't remember it now. I'll take requests to activate 4x and 5x beltboxes for other mods, but I'm not going any higher than that.
FactorioExtended?
I very much like the idea of stacking without the tedious management of empty pallets (or ...
FactorioExtended?
I very much like the idea of stacking without the tedious management of empty pallets (or ...
- Mon Feb 05, 2018 12:08 am
- Forum: Pending
- Topic: 0.16.22 Crash on MacOS (ItemStack::removeInternal)
- Replies: 3
- Views: 1683
0.16.22 Crash on MacOS (ItemStack::removeInternal)
I was staring at my production values when it crashed :shock: If the log isn't enough, holler and I'll upload the last auto save (75MB) and mods (115MB).
Attached is the factorio-current.log...
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x00000001009d5bc2 in Logger ...
Attached is the factorio-current.log...
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x00000001009d5bc2 in Logger ...