Search found 50 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
When I drive manually there is no problem getting ...
- 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 ...
- Tue Jul 02, 2019 10:38 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
Fantastic. Was this the same thing as the turret damage bonus viewtopic.php?f=29&t=72781 ?
- 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.
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.
- 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 ...
- 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 ...
- 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.
Gun turrets get their gun turret damage bonus and the bullet damage bonus twice.
- 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 ...
It does not appear that this damage bonus is being applied to enemy worms, presumably ...
- 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 ...
- 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.
We were getting some lag this evening. Don't think either of our internet connections had problems.
- Thu Jun 13, 2019 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
- Replies: 4
- Views: 3502
- 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 ...
Don't know what the problem was, and if I can't reproduce with that save any more I ...