Search found 31 matches
- Wed Nov 06, 2024 11:27 am
- Forum: Ideas and Suggestions
- Topic: Give some indication that inserters don't work on cargo bays
- Replies: 4
- Views: 343
Re: Give some indication that inserters don't work on cargo bays
>white box corner outline Ah - is that the optional rendering of pick up and drop off positions of inserters? I don't have that graphic enabled but I guess if I moused-over the inserter I would have seen it. Perhaps the cargo bay sides could indicate no insertion/extraction somehow - compared to the...
- Tue Nov 05, 2024 11:12 am
- Forum: Ideas and Suggestions
- Topic: Give some indication that inserters don't work on cargo bays
- Replies: 4
- Views: 343
Give some indication that inserters don't work on cargo bays
What? Give some graphical indication that an inserter will not work when pointing away from or towards a cargo bay. Even though the cargo bay extends the hub and looks very similar, making the hub look like a larger container building, it is not accessible by inserters. Maybe info could be added exp...
- Tue Nov 05, 2024 10:14 am
- Forum: Ideas and Suggestions
- Topic: Show the planet next to space platform logistic requests.
- Replies: 0
- Views: 91
Show the planet next to space platform logistic requests.
What? I got confused as to why a space platform request was not being fulfilled when it was orbiting a planet that had that item. It took me a while to notice in the request UI that there's a planet associated with each request. I suggest adding some graphical indication on the request (a small dot ...
- Fri Jun 07, 2024 8:08 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59527
Re: Friday Facts #414 - Spoils of Agriculture
I'm loving the art style of the new planet, and spoilage looks like one of the more interesting new mechanics coming in the expansion.
> Size and colors are impactful for Trypophobia.
This is a lame thing to pick as your personality.
> Size and colors are impactful for Trypophobia.
This is a lame thing to pick as your personality.
- Mon Jul 25, 2022 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
- Replies: 6
- Views: 2524
Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Here's another vote for it being a bug. An example of how the current behaviour doesn't help: filtering by "train" and sorting by downloads puts LTN off the screen, below Seablock, even though it's a train mod with train in the name, with more downloads than Seablock (which doesn't mention...
- Mon Mar 25, 2019 5:16 pm
- Forum: Won't fix.
- Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
- Replies: 3
- Views: 1593
Re: [0.17.14] circular belt loop "backs up" (items stop) when full
Fair enough - I wasn't sure whether or not it was a change of behaviour.
- Mon Mar 25, 2019 9:37 am
- Forum: Won't fix.
- Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
- Replies: 3
- Views: 1593
[0.17.14] circular belt loop "backs up" (items stop) when full
Create a looping belt, and insert items onto it from a chest - when the belt lane becomes full, the items stop moving.
- Wed Dec 19, 2018 12:39 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 177691
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
How do you stop helmod from deleting your "production line"? If I build up a list of recipes to produce a final product, then click a different helmod tab, then click back, all the recipes apart from the final one are deleted. Is there a way to stop helmod from doing this? I must be missin...
- Mon Jul 23, 2018 9:20 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
Thank you! It's been working great since I updated.
- Fri Jul 20, 2018 12:50 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
I noticed that the LogisticTrainStops table was empty, hence the "first ltn stop created" message when I created a new stop, but I couldn't see any code to rebuild this from scratch - I am guessing it is persisted by Factorio between saves, and added to based on the entity created event? I...
- Fri Jul 20, 2018 11:33 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
That was the entire log file.
- Tue Jul 17, 2018 6:29 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
Attached a log with some mods removed (no mods that weren't around while LTN was still working). I did a few things while logging was enabled to see if there'd be any output from LTN, because otherwise it wasn't logging anything apart from an initial on loaded message. "First LTN Stop built&quo...
- Tue Jul 17, 2018 9:08 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
Happening again. Same symptoms as before. LTN seems to die globally - zombie trains are left with old schedules and LTN stops do not output requested items/amounts. Once I clean up the zombie trains (just delete their schedules apart from the Depot station), nothing moves on the network.
- Mon Jul 09, 2018 1:26 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
Yep - when I re-did my depots I got rid of that ganging together of the stop inputs (I am also taking your advice about provide thresholds to heart and going around upping amounts as a side-task). The weird thing about this problem is that it seems to be a global break-down affecting what was a prev...
- Mon Jul 09, 2018 1:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 187374
Re: [0.12.x][v0.12.11] Bob's Warfare mod
I just researched uranium ammo in Seablock mod pack, then looked at the recipe, and can confirm you successfully made uranium ammo much more complicated
- Sat Jul 07, 2018 9:36 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
Trains look okay - they are all automatic and sitting in depot stations. To simplify things I've deleted all the auto-named depots to eliminate that as an issue. https://i.imgur.com/Nf7btb3.png Still nothing was happening so to test that LTN was working I created a simple test network in the problem...
- Fri Jul 06, 2018 8:15 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
Re: LTN 1.7.9 stopped working
I'm running Factorio version 0.16.49 (seablock mod pack), and LTN 1.7.9. I've been running this combination for a few weeks without trouble. I installed those two mods for making bob/angel machines versions more colourful/distinguishable. Uninstalling those had no effect. Between a couple-of-hours-o...
- Fri Jul 06, 2018 10:09 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 5208
LTN 1.7.9 stopped working [resolved in 1.7.12]
Hmmm, I wonder if I just got hit by the same problem?? Today I found my LTN network which had been running fine completely stopped working. Initially I was seeing LTN trains arriving at loading stations, no output signal on the LTN station appearing, so nothing was being loaded into the trains. I be...
- Tue Jun 12, 2018 1:29 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097799
Re: [0.16] Sea Block Pack 0.2.11
I just want to check, having seen the talk about science cost tweaker mod that is incorporated into the seablock pack. I had trouble opening a seablock map, saved a few months ago, in the current combination of seablock pack and compatible factorio version. I needed to update the science cost tweake...
- Thu Mar 15, 2018 11:32 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097799
Re: [0.16] Sea Block Pack 0.2.4
Ah okay thanks. - it's very misleading, as the building has an input and an output, but it generates output without needing an input? And it's just called a pump. For a fluid-generating building I would expect it to just have a single connector of output type. (this isn't a seablock pack issue, of c...