Search found 23 matches
- Sat Apr 25, 2020 6:36 pm
- Forum: Modding help
- Topic: Change Landfill tile building area
- Replies: 1
- Views: 1055
Change Landfill tile building area
Is it possible to change the Landfill tile building area through mods? That is the size of the area around the cursor that gets landfilled when you apply landfill. You can change the landfill size with Numpad + and Numpad - as a player, but is it possible to change this through mods?
- Wed Jun 26, 2019 10:45 pm
- Forum: Pending
- Topic: [kovarex] [0.17.52] Crash: "!this->reservedSignals.empty() was not true"
- Replies: 4
- Views: 1809
Re: [0.17.52] Crash: "!this->reservedSignals.empty() was not true"
Reproducing it may be hard since, if my understanding of the source of the error is correct, it is a very precise combination of manually driving a train and meeting an automatically driven train.
However, I'll give it a try. Not sure when though.
However, I'll give it a try. Not sure when though.
- Tue Jun 25, 2019 12:42 pm
- Forum: Pending
- Topic: [kovarex] [0.17.52] Crash: "!this->reservedSignals.empty() was not true"
- Replies: 4
- Views: 1809
[kovarex] [0.17.52] Crash: "!this->reservedSignals.empty() was not true"
Problem
Factorio crashed while driving a train manually.
Description
I was driving my train of size 2 loco's and 7 wagons manually to a location. Was in the middle of a (big) roundabout when another automatic train was driving close to the tail of my train. We were both still on/in the ...
Factorio crashed while driving a train manually.
Description
I was driving my train of size 2 loco's and 7 wagons manually to a location. Was in the middle of a (big) roundabout when another automatic train was driving close to the tail of my train. We were both still on/in the ...
- Thu Mar 28, 2019 1:04 pm
- Forum: Duplicates
- Topic: [0.17.8] Incomplete/Wrong message on finished research
- Replies: 1
- Views: 996
Re: [0.17.8] Incomplete/Wrong message on finished research
Possible duplicate of this fixed bug:
[Oxyd] [0.17.14] Infinite research notice displays the wrong level of the research
[Oxyd] [0.17.14] Infinite research notice displays the wrong level of the research
- Wed Mar 27, 2019 2:38 pm
- Forum: 1 / 0 magic
- Topic: [0.17.21] Corrupt map savegame error
- Replies: 2
- Views: 1727
[0.17.21] Corrupt map savegame error
When I try to load my savegame, it errors out with: "Corrupt map: unknown tile 61." The progress indicator of the loading process is at about 50% when the error occurs. A previous savegame of 8 minutes before loads without problems.
I use two mods while playing, but when I disable those mods and ...
I use two mods while playing, but when I disable those mods and ...
- Fri Mar 08, 2019 10:43 am
- Forum: Not a bug
- Topic: [0.17.8] Entity values in Ammo/Personal Bar not added to total amount
- Replies: 3
- Views: 1469
Re: [0.17.8] Entity values in Ammo/Personal Bar not added to total amount
The idea was that I could instantly see if I had all required items for fight-mode (ammo,repair-packs), and that I could see how much ammo was left. But I see your point. I can still see how much ammo I have now, but I have to combine the virtual ammo amount on the Quickbar with the ammo on the ...
- Thu Mar 07, 2019 10:28 pm
- Forum: Pending
- Topic: [kovarex] [0.17.8] Quickbar link to blueprint in a book doesn't work
- Replies: 4
- Views: 1899
[kovarex] [0.17.8] Quickbar link to blueprint in a book doesn't work
A shortcut to a blueprint will not work if the blueprint is placed in a blueprintbook, and that book is then stored in your inventory.
Explanation: In the picture included there are two blueprints, Light-0 and Light-1. Light-1 is placed in the inventory. Light-0 is placed in a blueprintbook, and ...
Explanation: In the picture included there are two blueprints, Light-0 and Light-1. Light-1 is placed in the inventory. Light-0 is placed in a blueprintbook, and ...
- Thu Mar 07, 2019 9:59 pm
- Forum: Not a bug
- Topic: [0.17.8] Entity values in Ammo/Personal Bar not added to total amount
- Replies: 3
- Views: 1469
[0.17.8] Entity values in Ammo/Personal Bar not added to total amount
The Quickbar shortcuts only show total amount of an item in your inventory, it does not add the values in the Personal/Ammo Bar on the bottom right corner on-screen. (see screenshot).
https://i.imgur.com/fzb1iHr.png
The Quickbar shows total of 3 yellow ammo, 110 uranium ammo and 26 nukes ...
https://i.imgur.com/fzb1iHr.png
The Quickbar shows total of 3 yellow ammo, 110 uranium ammo and 26 nukes ...
- Thu Mar 07, 2019 8:45 pm
- Forum: Duplicates
- Topic: [0.17.8] Incomplete/Wrong message on finished research
- Replies: 1
- Views: 996
[0.17.8] Incomplete/Wrong message on finished research
When the research for Energy Weapons Damage is finished, it shows an incomplete or wrong number. (See picture)
On a finished research for Energy Weapons Damage 11,12 and 13 it shows "Energy Weapons Damage 1 Finished"
https://i.imgur.com/tXJHFto.png
Factorio 0.17.8 , Linux Mint 18.x with Dutch ...
On a finished research for Energy Weapons Damage 11,12 and 13 it shows "Energy Weapons Damage 1 Finished"
https://i.imgur.com/tXJHFto.png
Factorio 0.17.8 , Linux Mint 18.x with Dutch ...
- Wed Feb 27, 2019 8:55 pm
- Forum: Duplicates
- Topic: [0.17.2] Crash with train loop
- Replies: 0
- Views: 697
[0.17.2] Crash with train loop
Got a crash when I tried this simple small train loop:


It crashes when the train goes automatic.
On Linux Mint 18.x, 64bit, version 0.17.2


It crashes when the train goes automatic.
On Linux Mint 18.x, 64bit, version 0.17.2
- Wed Oct 18, 2017 1:30 pm
- Forum: Implemented Suggestions
- Topic: Optimize Fluid calculations
- Replies: 10
- Views: 4481
Re: Optimize Fluid calculations
As long as it doesn't change too much about the way the game works, and possible bugs are accounted for, this could speed up the game, and is the reason why I wrote the proposal. The hardest part, in my view, is making sure that the grouped entities behave roughly the same as the ungrouped entities ...
- Wed Oct 18, 2017 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Train Maintenance Orders
- Replies: 3
- Views: 2762
Re: Train Maintenance Orders
The intent is indeed being more flexible with giving commands to trains. And I have seen proposals that, for instance, let you program the train schedules just like a programming language, so something like this:
10. Goto station Iron Ore Load
20. If Iron > 100 goto 40
30. Goto station Iron Ore ...
10. Goto station Iron Ore Load
20. If Iron > 100 goto 40
30. Goto station Iron Ore ...
- Wed Oct 18, 2017 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 6464
Re: Dedicated / Smart Fuel inserters
How about circuit connecting rails it could tell you if a wagon, fluid wagon or engine was on top of it the same way belts do.
It still does not make inserters aware of what they are in front of. And I can see it working if you combine combinators with inserters, but I also can see small problems ...
It still does not make inserters aware of what they are in front of. And I can see it working if you combine combinators with inserters, but I also can see small problems ...
- Wed Oct 18, 2017 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 6464
Re: Dedicated / Smart Fuel inserters
First, if you request an additional setting to inserters, you would also need to request this for pumps and every entity, that is able to interact with train vehicles. Just saying, though I can not think of any other than inserters and pumps.
As far as I know, and using vanilla game, only ...
As far as I know, and using vanilla game, only ...
- Wed Oct 18, 2017 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 6464
Re: Dedicated / Smart Fuel inserters
I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items.
Then make fuel slots "request" fuel. Make dedicated slots "request" that type.
It's not that fuel slots request ...
Then make fuel slots "request" fuel. Make dedicated slots "request" that type.
It's not that fuel slots request ...
- Tue Oct 17, 2017 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Train Maintenance Orders
- Replies: 3
- Views: 2762
Train Maintenance Orders
Summary
Trains can have maintenance orders.
Additional resource links
Friday Facts #212 - The GUI update (Part 1): http://steamcommunity.com/games/427520/announcements/detail/1455085463375443535 (Particularly the new Train GUI)
Explanation
How the train scheduling works now, is that each ...
Trains can have maintenance orders.
Additional resource links
Friday Facts #212 - The GUI update (Part 1): http://steamcommunity.com/games/427520/announcements/detail/1455085463375443535 (Particularly the new Train GUI)
Explanation
How the train scheduling works now, is that each ...
- Tue Oct 17, 2017 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 6464
Dedicated / Smart Fuel inserters
Summary
Dedicated / smart fuel inserters.
Explanation
When you want to put fuel in trains, you have to use the inserters. It works, but there is a problem if they are not correctly positioned or when train sizes, especially train with more locomotives, differ. The problem is that inserters do ...
Dedicated / smart fuel inserters.
Explanation
When you want to put fuel in trains, you have to use the inserters. It works, but there is a problem if they are not correctly positioned or when train sizes, especially train with more locomotives, differ. The problem is that inserters do ...
- Tue Oct 17, 2017 12:38 pm
- Forum: Implemented Suggestions
- Topic: Optimize Fluid calculations
- Replies: 10
- Views: 4481
Optimize Fluid calculations
Summary
Optimize Fluid calculations.
Additional resource links
[0.15.x] Fluid mechanics: https://forums.factorio.com/viewtopic.php?t=19851 (explanation of Fluid mechanics)
Explanation
If you have a lot of pipes / pumps / storage tanks, the way fluids work (as explained in the link above ...
Optimize Fluid calculations.
Additional resource links
[0.15.x] Fluid mechanics: https://forums.factorio.com/viewtopic.php?t=19851 (explanation of Fluid mechanics)
Explanation
If you have a lot of pipes / pumps / storage tanks, the way fluids work (as explained in the link above ...
- Tue Oct 17, 2017 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Multiple same name train station control
- Replies: 0
- Views: 4031
Multiple same name train station control
Summary
When trains want to go to train stations with the same name, let them reserve the station, so not all trains go to the same station at once.
Additional resource links
Train pathfinder in-depth: https://forums.factorio.com/viewtopic.php?f=5&t=52635&p=308300 (How train pathfinding works ...
When trains want to go to train stations with the same name, let them reserve the station, so not all trains go to the same station at once.
Additional resource links
Train pathfinder in-depth: https://forums.factorio.com/viewtopic.php?f=5&t=52635&p=308300 (How train pathfinding works ...
- Wed Aug 16, 2017 1:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.30] Savegame crash (Pathfinder cache corruption)
- Replies: 7
- Views: 5519
Re: [0.15.30] Savegame crash (Pathfinder cache corruption)
Update 16-08-2017 :
I've done a few tests the last 2 days to see if I can re-create the crashes that started this topic.
There have been no changes in the mods used, except that they have all been kept uptodate.
So far, it seems that there are no crashes, I can load and save that same map (but ...
I've done a few tests the last 2 days to see if I can re-create the crashes that started this topic.
There have been no changes in the mods used, except that they have all been kept uptodate.
So far, it seems that there are no crashes, I can load and save that same map (but ...