What did you do?
Built a space platform quite wide, it started building but didn't finish building before I deleted large portions of it
What happened?
After deleting the normal or ghost tiles, some of them are still "stuck" in map view, even though the ghosts are gone when zooming in.
What did ...
Search found 16 matches
- Wed Dec 18, 2024 11:47 pm
- Forum: Duplicates
- Topic: [2.0.26] Graphic of no longer existing space platform parts shows in map view
- Replies: 1
- Views: 175
- Tue Dec 22, 2020 8:49 am
- Forum: Ideas and Suggestions
- Topic: Output more bot stats from roboport circuit network: charging bots and waiting to charge bots
- Replies: 5
- Views: 2530
Re: Output more bot stats from roboport circuit network: charging bots and waiting to charge bots
W? It’s possible without any numbers, you can just multiply with the number of roboports times 50-70 for maximum number of bots per network. That’s of course a very rough estimate, but it works most of the time very well.
Weeell, yes and no.
You can calculate how many you CAN charge, but in a ...
Weeell, yes and no.
You can calculate how many you CAN charge, but in a ...
- Mon Dec 21, 2020 8:20 am
- Forum: Ideas and Suggestions
- Topic: Output more bot stats from roboport circuit network: charging bots and waiting to charge bots
- Replies: 5
- Views: 2530
Output more bot stats from roboport circuit network: charging bots and waiting to charge bots
TL;DR
Roboports should output more stats for its robot network to help optimize them
What ?
Roboports today output 4 variables: Total and available logistics bots + total and available construction bots
Pri 1 wish:
The roboport should also output:
- Total number of bots currently charging in ...
Roboports should output more stats for its robot network to help optimize them
What ?
Roboports today output 4 variables: Total and available logistics bots + total and available construction bots
Pri 1 wish:
The roboport should also output:
- Total number of bots currently charging in ...
- Fri Jun 12, 2020 3:50 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 92195
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I like the new beacon concept, but the angles seems off on the module top right. It looks like it's far less vertical than the front one. It actually almost makes me feel uneasy.
How about putting both in front, mirroring the left one so that the right one is facing right at the same angle as the ...
How about putting both in front, mirroring the left one so that the right one is facing right at the same angle as the ...
- Tue Apr 14, 2020 10:38 am
- Forum: Ideas and Suggestions
- Topic: Editor mode: Void and infinity entities with configurable rate of voiding and filling
- Replies: 1
- Views: 1056
Editor mode: Void and infinity entities with configurable rate of voiding and filling
TL;DR
In editor mode: Void requester chest, void pump, void chest where one can configure at what rate it should empty itself and infinity provider chest, pump and chest with configurable rate of filling.
What ?
Void entities where the player can set at what rate items fed to it will be voided ...
In editor mode: Void requester chest, void pump, void chest where one can configure at what rate it should empty itself and infinity provider chest, pump and chest with configurable rate of filling.
What ?
Void entities where the player can set at what rate items fed to it will be voided ...
- Sat Aug 17, 2019 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.66] Train out of fuel at a standstill keeps reserving signal sections outside it's breaking distance
- Replies: 4
- Views: 4093
Re: [0.17.66] Train out of fuel at a standstill keeps reserving signal sections outside it's current breaking distance
After all the code rewrite for 0.17 and the devs confirming it as an undesired behavior back in 0.15, maybe it would be ok to have another look?
- Sat Aug 17, 2019 8:36 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.66] Train out of fuel at a standstill keeps reserving signal sections outside it's breaking distance
- Replies: 4
- Views: 4093
[kovarex] [0.17.66] Train out of fuel at a standstill keeps reserving signal sections outside it's breaking distance
Situation:
Train going full speed, thus reserving rail sections turning lights yellow, according to it's breaking distance.
Modded game with train fuel giving trains speed of over 1400km/h so the number of reserved sections are a lot higher than normal. This shouldn't be the source of the core ...
Train going full speed, thus reserving rail sections turning lights yellow, according to it's breaking distance.
Modded game with train fuel giving trains speed of over 1400km/h so the number of reserved sections are a lot higher than normal. This shouldn't be the source of the core ...
- Sat Jun 08, 2019 7:36 am
- Forum: Duplicates
- Topic: [0.17.47] Crash after finished loading savegame
- Replies: 0
- Views: 1085
[0.17.47] Crash after finished loading savegame
Modded game, started with crashing my ubuntu headless server after upgrade to 0.17.47. I downloaded and loaded the latest autosave in my local client. It takes a while to load then crashes the game after a minute or two just standing still not doing anything as a player.
The crash happens ...
The crash happens ...
- Thu Apr 11, 2019 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Add status lights on the back side of train stations so its (more) visible when the track faces south
- Replies: 2
- Views: 1192
Add status lights on the back side of train stations so its (more) visible when the track faces south
TL;DR
Train station is hard to see when then station track is facing southWhat ?
Add the status lights on both sides of the station item when placed.Why ?
Readability of situation when looking at stations- Mon Sep 17, 2018 7:38 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 145721
Re: Friday Facts #260 - New fluid system
Looks great, and as long as it fixes circuit network "errors" where tanks read as 0, but still has fluid in them... I'm good!
- Sat Jan 27, 2018 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Add a space saving"circuit box" for combinator setups
- Replies: 18
- Views: 6711
Re: Add a space saving"circuit box" for combinator setups
could you explain the locomotive approach?
- Wed Jan 24, 2018 11:50 am
- Forum: Ideas and Suggestions
- Topic: Add a space saving"circuit box" for combinator setups
- Replies: 18
- Views: 6711
Add a space saving"circuit box" for combinator setups
So I'm imagining a combinator/circuit box. Let's say a 4x4 size item where you can attach red and/or green wires as input, and red and/or green wires as output.
The box itself can be opened much like the power armor "inventory".
circuit box suggestion.png
Inside this inventory, you can place ...
The box itself can be opened much like the power armor "inventory".
circuit box suggestion.png
Inside this inventory, you can place ...
- Wed Jan 24, 2018 9:49 am
- Forum: Duplicates
- Topic: Circuit network rounds down causing pumps to stop too soon
- Replies: 7
- Views: 2750
Re: Circuit network rounds down causing pumps to stop too soon
Thanks, I see that I'm not the first one with this problem... I'm close to start using only barrels because of this ^^Zavian wrote:Also see viewtopic.php?f=6&t=49274 .
- Wed Jan 24, 2018 9:47 am
- Forum: Duplicates
- Topic: Circuit network rounds down causing pumps to stop too soon
- Replies: 7
- Views: 2750
Re: Circuit network rounds down causing pumps to stop too soon
Also, welcome to the factorio.com forums! Judging by your post I think you will like it here.
Thanks! Looking forward to getting all my brilliant ideas shot down by even more brilliant people! :D
Only problem with your feature request, is you have stated what you don't want to happen, but not ...
- Wed Jan 24, 2018 9:37 am
- Forum: Desyncs with mods
- Topic: 16.18 Always desync within 1-2 minutes after joining MP
- Replies: 0
- Views: 1333
16.18 Always desync within 1-2 minutes after joining MP
After logging on to my dedicated server it only takes a few moments until a desync consistently occurs. Only one player online (me), running several mods.
As a player I'm standing completely still, not doing anything.
Desync report - https://www.dropbox.com/s/q0v7iq889m0aype/desync-report-2018-01 ...
As a player I'm standing completely still, not doing anything.
Desync report - https://www.dropbox.com/s/q0v7iq889m0aype/desync-report-2018-01 ...
- Mon Jan 15, 2018 9:04 am
- Forum: Duplicates
- Topic: Circuit network rounds down causing pumps to stop too soon
- Replies: 7
- Views: 2750
Circuit network rounds down causing pumps to stop too soon
[0.16.12]
Connecting circuit network to train station to read train contents rounds down values from fluid wagons. This causes pumps to stop to soon and can often lead to non-empty wagons. This is a problem for multi-fluid stations.
Mouseover a wagon shows 0.7 Oil, circuit network rounds down and ...
Connecting circuit network to train station to read train contents rounds down values from fluid wagons. This causes pumps to stop to soon and can often lead to non-empty wagons. This is a problem for multi-fluid stations.
Mouseover a wagon shows 0.7 Oil, circuit network rounds down and ...