Search found 50 matches

by SteelGiant
Tue Nov 26, 2024 3:27 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Display panel stuck after blueprint paste until circuit network updates
Replies: 2
Views: 848

[boskid][2.0.21] Display panel stuck after blueprint paste until circuit network updates

I had an ammo counter that used display panels to show the number of magazines on the ammo belt for a space platform. When updating the platform design I copy pasted another version of the platform onto an existing similar platform. After the copy paste the ammo counter display was showing the ...
by SteelGiant
Tue Nov 26, 2024 3:18 pm
Forum: Assigned
Topic: [Tobias] [2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
Replies: 6
Views: 1071

Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.


I experienced same issue, you have to filter only signals >0 for now. I posted report with video samples 2 weeks ago: https://forums.factorio.com/121003


Unfortunately while that helps a bit that won't fix things, as if you have some of the items you need on another platform then the signal will ...
by SteelGiant
Mon Nov 25, 2024 9:40 pm
Forum: Assigned
Topic: [Tobias] [2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
Replies: 6
Views: 1071

Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.

I am experiencing this issue as well on 2.0.20. I have one platform under construction in orbit around Nauvis ("Workhorse 1"), and another completed stationary platform ("Orbital Science Factory", no needed materials) in orbit. The Read Orbital Requests signal is rapidly flickering and requesting ...
by SteelGiant
Tue Nov 12, 2024 2:26 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path


Annoying part of this is that its caused by goal being in the middle of a rail segment as it happens only with temporary rail targets. All standard cases where trains pathfinder is running have their goal at the end of rail segment as the split is forced by a train stop entity placement next to a ...
by SteelGiant
Mon Nov 11, 2024 4:17 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path


I think what might be going on here is that double headed trains on bidirectional or unsignalled track pick a direction arbitrarily, and if they find any path then just go. I don't think they check both directions unless the first one fails.

You normally don't notice this because they are ...
by SteelGiant
Mon Nov 11, 2024 4:16 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path


This usually indicates a break in the rail or (what I think is happening here) an unpaired signal somewhere, making a section of the rail one-way only. I can't tell that this isn't a bug, but also I don't see all signals in the screenshots to definitely prove one way or the other.


From my ...
by SteelGiant
Mon Nov 11, 2024 12:32 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path


A temporary solution for now, is not using double-headed trains on loops of track. Or not using double-headed trains at all.


I don't think anyone is suggesting that they can't play the game because of this, but this is a rather obviously strange situation that should not be occurring.

I haven ...
by SteelGiant
Mon Nov 11, 2024 12:27 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path

And one follow up test: if I remove the rear train then the train happily paths forward in the expected way. Re-adding the rear facing train and the oddity reappears. I presume this is something to do with the internal representation of loops of rail.
by SteelGiant
Mon Nov 11, 2024 10:09 am
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 2385

Re: [2.0.11] Train pathfinding takes much longer path

Just to add, I have encountered this situation too, while using elevated rails and double headed trains on Fulgora. The rail is a single unsignalled loop of elevated rail with a single double headed train. This is on the latest experimental 2.0.16.

When I drive manually there is no problem getting ...
by SteelGiant
Sun Oct 27, 2024 6:58 am
Forum: Duplicates
Topic: [2.0.11] Nuclear reactor UI temperature vibrates aggressively
Replies: 1
Views: 304

[2.0.11] Nuclear reactor UI temperature vibrates aggressively

The temperature in the reactor UI on the temperature bar vibrates wildly as the temperature is being printed to a variable number of decimal places. While heating, it was essentially impossible to read as the temperature displayed was alternating between 1 and 2 decimal places an being updated every ...
by SteelGiant
Tue Jul 02, 2019 9:30 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 6146

Re: [0.17.53] Worms listed in bonus screen for bonus attack damage

I have just run another test to rule out it not being to do with version .53.

I have loaded my last 0.17.52 save with .53 and then reverted my install to .52 and tried it again. The when loaded with .52 the save does not have the problem. Log file for loading in .53 attached.
by SteelGiant
Mon Jul 01, 2019 11:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice
Replies: 2
Views: 1764

Re: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice

See my post in the other thread https://forums.factorio.com/viewtopic.php?f=29&t=72779#p439927, same save game has both problems. The stats are there after a restart of the game and a fresh load whether multiplayer or singleplayer. We have both seen the same strange bonus applications, and haven't ...
by SteelGiant
Mon Jul 01, 2019 11:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 6146

Re: [0.17.53] Worms listed in bonus screen for bonus attack damage

No mods or console commands have ever been used in this save. This is in a pure vanilla game, although on marathon/deathworld. I have been playing it multiplayer with someone else and we both saw the same bonus screen with no desyncs. I checked I had never used console commands by seeing that the ...
by SteelGiant
Mon Jul 01, 2019 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice
Replies: 2
Views: 1764

[0.17.53] Gun turrets and laser turrets have damage bonus applied twice

It appears (see screenshot) that laser turrets get two damage bonuses from both laser turret damage and bullet damage that stack multiplicatively.

Gun turrets get their gun turret damage bonus and the bullet damage bonus twice.
by SteelGiant
Mon Jul 01, 2019 8:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 6146

[Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage

It appears that as of 0.17.53 worms are listed in the bonus window in a vanilla (marathon, deathworld) game, showing bonus damage. The amount of bonus damage appears to be the same value as my bullet damage value.

It does not appear that this damage bonus is being applied to enemy worms, presumably ...
by SteelGiant
Fri Jun 14, 2019 11:15 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
Replies: 4
Views: 3502

Re: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update

The crash happened twice within a couple of minutes of this save. Both times I was laying some new landfill south of the nuclear plant and my friend was engaging the biters to the north east of our base - I believe that there may be an artillery barrage going on during the save. We've had about 90 ...
by SteelGiant
Thu Jun 13, 2019 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
Replies: 4
Views: 3502

Re: [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update

Another crash - log shows a desync.

We were getting some lag this evening. Don't think either of our internet connections had problems.
by SteelGiant
Wed May 22, 2019 5:04 pm
Forum: Pending
Topic: [0.17.42] Weapons bar broken - unable to click on weapons
Replies: 3
Views: 1575

Re: [0.17.42] Weapons bar broken - unable to click on weapons

... and unfortunately having restarted my computer today and retrying the attached save that reproducibly gave me the problem after restarting yesterday, it seems that weapon selection is working fine for me today.

Don't know what the problem was, and if I can't reproduce with that save any more I ...

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