so you mean i need to place both directions for a track to be dual-direction? how is this determined? if i place two signals n spots away? as said on OP, this may not be a bug, but it's a hell of not intuitive
edit: not actually mentioned... but
Search found 13 matches
- Sun Jul 23, 2017 8:15 pm
- Forum: Not a bug
- Topic: [15.30] Train Pathing Fails
- Replies: 4
- Views: 1532
- Sun Jul 23, 2017 8:03 pm
- Forum: Not a bug
- Topic: [15.30] Train Pathing Fails
- Replies: 4
- Views: 1532
Re: [15.30] Train Pathing Fails
@Loewchen
can you elaborate, because that 'wrong signal' is 'green' forever, which should not influence anything.
can you elaborate, because that 'wrong signal' is 'green' forever, which should not influence anything.
- Sun Jul 23, 2017 7:40 pm
- Forum: Not a bug
- Topic: [15.30] Train Pathing Fails
- Replies: 4
- Views: 1532
[15.30] Train Pathing Fails
Attached is a save game where the train fails to path to it's destination, error is "No Path". Driving a bit further and going onto the main track helps resolving the issue. it should still path correctly from the mining station. the 'wrong direction' rail signal is causing the issue (whic...
- Fri Jun 30, 2017 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: Accidental character death not triggering the death screen
- Replies: 4
- Views: 3719
Re: Accidental character death not triggering the death screen
i agree with not killing the player. i think it should do some basic damage calculation against player shields and health. just killing the player sounds like you don't want to bother fixing it properly as a side note. i've seen spawners appearing shortly after i killed the expand party, which is al...
- Sun Jun 25, 2017 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Tooltip text jump when handcrafting items
- Replies: 1
- Views: 2198
[0.15.23] Tooltip text jump when handcrafting items
Minor UI/cosmetic bug
When looking at tooltips you can see that some are misaligned, example: Maximum power on portable fusion reactor.
When handcrafting items this tooltip text jumps to the correct position on every item finished.
edit. also for picking up items
When looking at tooltips you can see that some are misaligned, example: Maximum power on portable fusion reactor.
When handcrafting items this tooltip text jumps to the correct position on every item finished.
edit. also for picking up items
- Wed Jun 21, 2017 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Construction job assigned, never completed
- Replies: 17
- Views: 7810
- Mon Jun 05, 2017 8:56 pm
- Forum: Not a bug
- Topic: [0.15.18] Robot count in circuit network inconsistent
- Replies: 2
- Views: 1292
Re: [0.15.18] Robot count in circuit network inconsistent
nevermind. after trying to reproduce it i found the issue... when deconstructing a roboport bots in that port will be transported as items, reducing the total count of bots in the network... i always assumed they just leave the roboport and go to other roboports, they don't, not all of them. My main...
- Mon Jun 05, 2017 8:12 pm
- Forum: Not a bug
- Topic: [0.15.18] Robot count in circuit network inconsistent
- Replies: 2
- Views: 1292
[0.15.18] Robot count in circuit network inconsistent
using the circuit network on a roboport gives your robot counts inside the roboports + inside the covered area of these roboports. Unfortunately robots are allowed to fly outside of that area when crossing water or U shaped coverage areas. At this point these bots are no longer counted in the circui...
- Sun Jun 04, 2017 8:56 am
- Forum: Not a bug
- Topic: [0.15.18] Construction Bots never charge on busy roboport
- Replies: 4
- Views: 2456
Re: [0.15.18] Construction Bots never charge on busy roboport
i understand what you are "trying to say" but the main problem here is: that i see i have not enough roboports in !!!a specific area!!! of the map, but i don't see where that construction bot is... There is no chance for me to find it. i am totally fine to have logistic bots queue up tens ...
- Sat Jun 03, 2017 8:29 pm
- Forum: Not a bug
- Topic: [0.15.18] Construction Bots never charge on busy roboport
- Replies: 4
- Views: 2456
Re: [0.15.18] Construction Bots never charge on busy roboport
i am pretty sure i have enough roboports, it's just that a single bottleneck on a route is enough to trigger that problem. 1968 cells in the network serving slightly over 20k logi bots and 1k construction bots, that's only like 10 bots per roboport. a better solution would be to release the construc...
- Sat Jun 03, 2017 8:07 pm
- Forum: Not a bug
- Topic: [0.15.18] Construction Bots never charge on busy roboport
- Replies: 4
- Views: 2456
[0.15.18] Construction Bots never charge on busy roboport
I can observe some construction bots never get a chance to recharge on a roboport if that roboport has a steady stream of logistic bots queueing up for recharging. This may be partially intentional. But in my opinion this is a bug. Bots should recharge in order of arrival. What happens is they will ...
- Wed May 24, 2017 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.13] Power wiring ignored in Blueprint
- Replies: 2
- Views: 1530
[0.15.13] Power wiring ignored in Blueprint
The custom wiring of power poles is not included in Blueprints. This makes it impossible to use power switches with power poles in blueprints. Reproduction: 1. place power switch and some power poles 2. remove wiring of poles (shift click pole) 3. use copper wire to connect poles to power switch 4. ...
- Sun May 21, 2017 8:13 am
- Forum: Ideas and Suggestions
- Topic: Requesting, Deconstruction filter: Logistic network
- Replies: 2
- Views: 1167
Requesting, Deconstruction filter: Logistic network
So i want my deconstruction planner to contain a way to limit deconstruction to a specific logistic network (either #Network 1 = me) or the other network(s). This could then indicate the network filtering by showing a number or something besides the X. A red number if the network is not in reach. Al...