
Search found 13 matches
- Thu Aug 06, 2020 9:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.43] Crash loading 0.18.40 save: "position != removedPrototypes.end() && *position was not true"
- Replies: 4
- Views: 1837
Re: [0.18.43] Crash loading 0.18.40 save: "position != removedPrototypes.end() && *position was not true"
+1, exactly the same error msg in log, therefore too lazy to upload it, too 

- Fri Mar 20, 2020 9:54 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 76888
Re: [MOD 0.16.x] Factorio Extended Plus
Confirmed, logistics are broken (new GUI?)
- Tue Feb 18, 2020 4:51 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 297874
Re: Provider/Requester in one stop
It seems to me that both combined provider/requester blueprints from this post have a small error - the wires going from the stop and the output lamp to the arithmetic combinator that does the * (-1) are inverted. Input and output wiresshould be switched on the combinator, in order to match the ...
- Mon Apr 01, 2019 11:51 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.21] Train pathfinding error
- Replies: 4
- Views: 2050
Re: [kovarex] [0.17.21] Train pathfinding error
Why does it matter if the train "has already chosen" when it comes to the train stop? How did it make that "decision" anyway (since it should have "already decided" to turn left, since that is the shorter route)?
Edit: Also, I tested it again, if I remove a piece of rail of the right turn after it ...
Edit: Also, I tested it again, if I remove a piece of rail of the right turn after it ...
- Thu Mar 28, 2019 8:15 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.21] Train pathfinding error
- Replies: 4
- Views: 2050
[kovarex] [0.17.21] Train pathfinding error
[Initially posted at https://www.reddit.com/r/factorio/comments/b6anao/train_path_finding_question/]
I have a simple train test network that can be seen here: Factorio 0.17.21 27.03.2019 23_09_28.png . The save file is also attached, and rail blocks can be seen here: Factorio 0.17.21 27.03.2019 23 ...
I have a simple train test network that can be seen here: Factorio 0.17.21 27.03.2019 23_09_28.png . The save file is also attached, and rail blocks can be seen here: Factorio 0.17.21 27.03.2019 23 ...
- Wed Mar 06, 2019 3:10 pm
- Forum: Show your Creations
- Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
- Replies: 10
- Views: 25120
Re: [0.16] My 1000 science per minute casual "megabase"
Thanks for sharing, very satisfying to take a tour in this neat base!
- Wed Mar 06, 2019 2:32 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 209849
Re: Compact Mall "Build everything" 0.17 belted mid game
No worries, and thanks again - great mall design, love the BP, works like a charm!
- Wed Mar 06, 2019 11:49 am
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 209849
Re: Compact Mall "Build everything" 0.17 belted mid game
Hi, i gonna check that, refresh de BP string if needed
-> i have refresh the content of the BP link, enjoy
I'm not quite sure what you mean, it still doesn't work if I use the "Copy Blueprint string" link. There are 2 superfluous equal signs at the beginning of the string that gets copied to ...
- Wed Mar 06, 2019 11:33 am
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 209849
Re: Compact Mall "Build everything" 0.17 belted mid game
The blueprint string does not work for me, unfortunately?!
- Wed Feb 27, 2019 9:11 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 372872
Re: Thank you (Make the dev-team happy today!)
0.17 looks and plays a-maaaaa-zing.
You guys are the best, thank you!
You guys are the best, thank you!
- Mon Jan 29, 2018 11:28 am
- Forum: Ideas and Suggestions
- Topic: Blueprint positioning unnecessarily in 2-tile increments
- Replies: 9
- Views: 5312
Re: Blueprint positioning unnecessarily in 2-tile increments
Oh I see, ok.posila wrote:Rails themselves are aligned to 2 tile grid and this won't change, because rail is 2x2 entity and if was aligned to 1-tile grid, it would be possible to build two rails which you could never connect.
So any blueprint containing rails will be also aligned to 2 tile grid.
- Mon Jan 29, 2018 10:33 am
- Forum: Ideas and Suggestions
- Topic: Blueprint positioning unnecessarily in 2-tile increments
- Replies: 9
- Views: 5312
Blueprint positioning unnecessarily in 2-tile increments
Not sure if this goes in bug reports or here, but it relates to the issue described here:
https://forums.factorio.com/viewtopic.php?f=25&t=48383
In my case, even the smallest blueprints involving rails only move in 2-grid/tile increments when I try to place them, which is infuriating when designing ...
https://forums.factorio.com/viewtopic.php?f=25&t=48383
In my case, even the smallest blueprints involving rails only move in 2-grid/tile increments when I try to place them, which is infuriating when designing ...
- Wed Jun 28, 2017 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
- Replies: 17
- Views: 10803
Re: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
I go between 2 different computers and this happens to me. I will sometimes get 4 or 5 different copies of a blueprint. In my case both are Windows 10 but may be slightly different versions. I think, not positive though that it may be duplicated when I open a different save on one of these ...