Search found 26 matches

by Turbofant
Fri Feb 21, 2025 9:59 am
Forum: Duplicates
Topic: [2.0.35] Inserter displays "Waiting for source items" on heating tower instead of "target full"
Replies: 2
Views: 173

Re: [2.0.35] Inserter displays "Waiting for source items" on heating tower instead of "target full"

Ah... Now I see. Yes it's a duplicate.

"Waiting for source items" is shown because the inserter could insert another type of fuel into the heating tower.

So it's not a bug, it's just confusing :?
by Turbofant
Thu Feb 20, 2025 8:12 pm
Forum: Duplicates
Topic: [2.0.35] Inserter displays "Waiting for source items" on heating tower instead of "target full"
Replies: 2
Views: 173

[2.0.35] Inserter displays "Waiting for source items" on heating tower instead of "target full"

An inserter will display "Waiting for source items" on a heating tower if the tower has enough fuel instead of "target full"
02-20-2025, 21-05-18.png
02-20-2025, 21-05-18.png (825.38 KiB) Viewed 173 times
Can be reproduced with different type of inserters and sources (belts and chests).
by Turbofant
Fri Dec 22, 2023 1:56 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 73
Views: 24347

Re: Friday Facts #390 - Noise expressions 2.0

Image

That looks incredible! :o

Creating a snow covered version for that many entities is quite a lot of work for a Christmas card.

So I guess this screenshot wasn't taken on Nauvis ;)
by Turbofant
Wed Dec 09, 2020 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.5] Train reservation not deleted after station destroyed
Replies: 2
Views: 2761

Re: [boskid][1.1.5] Train reservation not deleted after station destroyed


Nevermind, i found another way to break the counter: when train stop is destroyed while the train is stopped at that train stop. This case is also covered by above mentioned fix.


Yes! Now I remember! The Train was stopped at the station when it was destroyed! And I send it back to the depot ...
by Turbofant
Tue Dec 08, 2020 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.5] Train reservation not deleted after station destroyed
Replies: 2
Views: 2761

[boskid][1.1.5] Train reservation not deleted after station destroyed

One of my Train stations is stuck with a reservation. I suspect it was reserved when it has been destroyed. After it has been rebuild, the reservation counter is stuck to one, despite non of the trains targeting the station. If I set the train limit to two, a train is routed to the station, but the ...
by Turbofant
Tue Nov 24, 2020 7:29 am
Forum: Not a bug
Topic: [1.1.0] Train limit should have constant setting
Replies: 2
Views: 1149

Re: [1.1.0] Train limit should have constant setting

Sorry! I found it. It's in the main window of the train stop. I just looked at the circuit network settings. :oops: :|

I just got a little overexited for the new feature. Great work! :)
by Turbofant
Tue Nov 24, 2020 7:17 am
Forum: Not a bug
Topic: [1.1.0] Train limit should have constant setting
Replies: 2
Views: 1149

[1.1.0] Train limit should have constant setting

The new Train limit can only be set as circuit network signal. Somtimes, it would be usefull to set a fixed limit (e.g. one).

In combinators, one can select a cicuit network singnal OR set a constant. The train limit feature should also have this feature.
by Turbofant
Fri Mar 06, 2020 5:18 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 36508

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

One thing that bugs me in the statistics GUI is that it always defaults to the 5 second view if you open it. I usally use the 1 and 10 minute view, since theese are more representative for the produciton of the factory than the 5 second view.
Maybe if you reopen the gui, it could show the last used ...
by Turbofant
Wed Apr 17, 2019 5:14 pm
Forum: Minor issues
Topic: [0.17.31] Upgrade Walls to Gates results in wrong gate orientation
Replies: 3
Views: 1524

Re: [0.17.31] Upgrade Walls to Gates results in wrong gate orientation

Ah... technically correct, the best kind of correct! :lol:

I thougt, if you place gates by hand, they would automatically allign. But they don't. :? :lol:

So disabling the upgrade from wall to gate in the upgrade planner seems reasonable, since it isn't very usefull without an auto-alignment ...
by Turbofant
Wed Apr 17, 2019 4:57 pm
Forum: Minor issues
Topic: [0.17.31] Upgrade Walls to Gates results in wrong gate orientation
Replies: 3
Views: 1524

[0.17.31] Upgrade Walls to Gates results in wrong gate orientation

Upgrading horizontal walls to gates with the Upgrade planner results in vertical gate segments:
wallsA.jpg
wallsA.jpg (43.62 KiB) Viewed 1524 times
wallsB.jpg
wallsB.jpg (69.7 KiB) Viewed 1524 times
by Turbofant
Fri Mar 01, 2019 4:28 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
Replies: 9
Views: 8126

Re: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar

Maybe related: I was just very confused by the new deconstruction planner mechanic in combination with the shortcut bar. I opened the decon-planner from the tool-menu and placed it in the shortcut menu. The red icon appeared and everything seems to be good. Until I dropped the decon-planner from my ...
by Turbofant
Sun Mar 11, 2018 7:49 am
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 16640

Re: Friday Facts #233 - Wiki admin

Together with scripts, templates allow us to partially automate updating the wiki to the newest version, and alongside access to the game's source code, it is possible for me to update the wiki to a new version within a few minutes.
So... you automated the Wiki. Factorio at its finest :lol:
by Turbofant
Tue Dec 12, 2017 6:34 pm
Forum: General discussion
Topic: The mandatory 0.16 F5ing thread
Replies: 30
Views: 13154

Re: The mandatory 0.16 F5ing thread

PunkSkeleton wrote:4. Since it's not released today then it must be released tomorrow (Wednesday) because Friday is weekend and Thursday is almost Friday so it is almost weekend... At least that's how we do it in telecom releases :).
Sounds very much like the Unexpected hanging paradox :D
by Turbofant
Tue Sep 26, 2017 7:48 am
Forum: Off topic
Topic: know how to make nuclear reactor but...
Replies: 13
Views: 6805

Re: know how to make nuclear reactor but...

Hellatze wrote:doesn't know how to make wind turbine.

lol


yes yes i know, use mod.
So... you started this topic to tell us what, exactly? :roll:
by Turbofant
Mon Aug 14, 2017 7:28 am
Forum: General discussion
Topic: What is everyone's preferred train size
Replies: 70
Views: 59000

Re: What is everyone's preferred train size

1-2-1 double header for distributing materials around the different parts of my base and 1-5 for hauling ore from the mining outpost. The first cargo wagon is reserved for supply materials for the mining outposts (repair packs, walls, laser turrets, constructions bot, etc.). Every mining outpost has ...
by Turbofant
Fri Jul 07, 2017 6:17 am
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 37589

Re: Version 0.15.28

MrGrim wrote:As somebody who doesn't use the spacebar heating feature, thanks for the diagonal station names. :D
Made my day! :mrgreen:

For those who didn't get that referece: https://xkcd.com/1172/
by Turbofant
Tue Jul 04, 2017 6:04 am
Forum: General discussion
Topic: How much rocket fuel do trains use up in a typical megabase?
Replies: 5
Views: 4326

Re: How much rocket fuel do trains use up in a typical megabase?

trqwe wrote:So lets say 50 double headed trains running 100% of the time. 50 * 2 * 10 = 1000 rocket fuel per hourf.
I think it's only 50*10 = 500. On double headed trains, only one locomotive is running at a time. ;)
by Turbofant
Mon May 22, 2017 3:50 am
Forum: Not a bug
Topic: [0.15.12] Damaged Entitys in assembler input don't stack
Replies: 1
Views: 1359

[0.15.12] Damaged Entitys in assembler input don't stack

My military sience pack production shut down, because a used (aka damaged) gun turret was put into the assembler. The inserter tried to insert another (healthy) turret, but coudln't, because damaged entitys doesn't stack:
bug
bug
bug.JPG (127.21 KiB) Viewed 1359 times
by Turbofant
Thu May 11, 2017 6:19 am
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [Rseding91] Steam in Production Overview
Replies: 3
Views: 3444

Re: [0.15.10] Steam in Production Overview

TruePikachu wrote:Is the boiler water consumption accounted for?
Nope. The whole water->steam process is not accounted for in the production overview.
by Turbofant
Wed May 10, 2017 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] [Rseding91] Steam in Production Overview
Replies: 3
Views: 3444

[0.15.10] [Rseding91] Steam in Production Overview

In the production overview Steam is only shown on the Consumed side, but not in the production side.

It seems to me, that the production in Boilders/Heat exchangers is not logged for the production overview.

Go to advanced search