Just for kicks i downloaded your map, and put down a power pole, connected the red wire from light to pole and it had "Read Signal" checked (i.e. had been connected to circuit at some point), removed that and it works as it should.
Only thing that tells me is that the game isn't checking the circuit ...
Search found 6 matches
- Sat Dec 30, 2017 3:04 am
- Forum: 1 / 0 magic
- Topic: [Dominik] [16.7] Train signal stays red
- Replies: 8
- Views: 3466
- Fri Dec 29, 2017 7:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Headless server - Segmentation fault
- Replies: 4
- Views: 1834
Re: [0.16.8] Headless server - Segmentation fault
And i of course forgot the mods and the savefile, here that is
- Fri Dec 29, 2017 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Headless server - Segmentation fault
- Replies: 4
- Views: 1834
Re: [0.16.8] Headless server - Segmentation fault
Not sure if this is another bug or part of the same thing, but starting the server with a new map (which works) still leaves the .lock file in the factorio directory after server stops.
- Fri Dec 29, 2017 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Headless server - Segmentation fault
- Replies: 4
- Views: 1834
Re: [0.16.8] Headless server - Segmentation fault
Tested creating a new map in 0.16.8 and that map runs fine, issue seems to be with loading the pre-16.8 map in 16.8 (16.7 map in this case)
- Fri Dec 29, 2017 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Headless server - Segmentation fault
- Replies: 4
- Views: 1834
[0.16.8] Headless server - Segmentation fault
factorio log only shows this
1.119 Custom inputs active: 0
1.121 Factorio initialised
1.122 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
1.122 Info ServerMultiplayerManager.cpp:696: mapTick(4294967295) changing state from(Ready ...
1.119 Custom inputs active: 0
1.121 Factorio initialised
1.122 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
1.122 Info ServerMultiplayerManager.cpp:696: mapTick(4294967295) changing state from(Ready ...
- Sun Jun 11, 2017 2:14 am
- Forum: Duplicates
- Topic: Fluid > 0 does not work once fluid is 0.X
- Replies: 2
- Views: 1831
Fluid > 0 does not work once fluid is 0.X
Set a pump to pump water if water > 0, occasionally it leaves 0.X water in the tank and the pumps stop pumping. This leads to a train set to "fluid count: Fluid = 0" staying in the station until i force the pumps to pump the last 0.1 to 0.9 out of it.
Suggestion for fix: Use Integer - either 0 or 1 ...
Suggestion for fix: Use Integer - either 0 or 1 ...