Search found 27 matches
- Tue Dec 31, 2024 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Train switches to manual with only interrupts and none applying
- Replies: 10
- Views: 2333
- Sat Nov 02, 2024 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Train switches to manual with only interrupts and none applying
- Replies: 10
- Views: 2333
Re: Trains randomly switching back to Manual instead of Automatic
I'm encountering this too in 2.0.13.
Reproduction: have an interrupt driven schedule with no fixed stations.
Something like:
- fuel on fuel item < X with wait for full fuel
- deliver to [item] drop w/wait for 0 items of that type on has cargo count > 0
- pickup items on no cargo + pickup station ...
Reproduction: have an interrupt driven schedule with no fixed stations.
Something like:
- fuel on fuel item < X with wait for full fuel
- deliver to [item] drop w/wait for 0 items of that type on has cargo count > 0
- pickup items on no cargo + pickup station ...
- Tue Feb 26, 2019 8:36 pm
- Forum: Minor issues
- Topic: [0.17] tech screen colours too subtle
- Replies: 1
- Views: 1544
[0.17] tech screen colours too subtle
The difference between available and researched techs is very subtle - at least for me (red/green colour insensitive) - I'm not colour *blind*, and colour blind themes are usually fugly; but having something that is more strikingly different would be really nice.
- Tue Feb 26, 2019 8:34 pm
- Forum: Not a bug
- Topic: [0.17] excess copper / wrong materials consumed by loaders during repair missions
- Replies: 1
- Views: 1009
[0.17] excess copper / wrong materials consumed by loaders during repair missions
e.g. feeding iron into the lab repair loader silently eats the iron, rather than it backing up like it would in the main game.
similarly copper production is easily higher than gears, and copper above the 50 target is still consumed
similarly copper production is easily higher than gears, and copper above the 50 target is still consumed
- Tue Feb 26, 2019 8:32 pm
- Forum: Not a bug
- Topic: [0.17] Lab-complete tech list missing basic electronics
- Replies: 1
- Views: 970
[0.17] Lab-complete tech list missing basic electronics
When the reseach page pops up automatically upon repairing the lab, basic electronics was not visible. Exiting and returning to it and it was visible. Perhaps it shouldn't pop up, sp that the mission hint can be followed, or if it does pop up the technology shjould be there to be pickable.
- Sun Jan 07, 2018 8:04 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452414
Re: Friday Facts #224 - Bots versus belts
I'm pretty sad to hear that there is a 'right way' to have fun.
For me, a fun game is one that I choose to come back to in my precious spare time, whatever the particular thing is. Chess, go. space invaders, factorio.
I enjoy doing ridiculous things in factorio - 512 way CLOS blue belt balancers ...
For me, a fun game is one that I choose to come back to in my precious spare time, whatever the particular thing is. Chess, go. space invaders, factorio.
I enjoy doing ridiculous things in factorio - 512 way CLOS blue belt balancers ...
- Thu Dec 28, 2017 2:05 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 66658
Re: Friday Facts #222 - Christmas avalanche
As well as an item to tell requester chests whether to pull from buffer chests, it would be symmetrical to also allow inserter network conditions to have an option to consider amounts in buffer chests or not: right now material in a buffer chest counts towards conditions, but if the requester chest ...
- Sun Dec 17, 2017 6:51 pm
- Forum: Duplicates
- Topic: [0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor
- Replies: 4
- Views: 1964
- Sun Dec 17, 2017 6:11 pm
- Forum: Duplicates
- Topic: [0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor
- Replies: 4
- Views: 1964
Re: [0.16.4] Crash Player::`scalar deleting destructor
Yes, occurs without mods too.
- Sun Dec 17, 2017 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Show logistic request tooltip info in the info panel
- Replies: 0
- Views: 898
Show logistic request tooltip info in the info panel
I really love the ability to see the amount of a requested resource in the logistic request tooltip.
It would be great if separately to showing the full logistic network contents, mousing over a requestor chest, would show the available amounts for the resources requested by the chest - like it ...
It would be great if separately to showing the full logistic network contents, mousing over a requestor chest, would show the available amounts for the resources requested by the chest - like it ...
- Sun Dec 17, 2017 7:56 am
- Forum: Duplicates
- Topic: [0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor
- Replies: 4
- Views: 1964
[0.16.4] Crash on load of 0.14 map: Player::`scalar deleting destructor
Loading a map I have from a while back I trigger this crash.
800.121 Loading map C:\Users\robertc\AppData\Roaming\Factorio\saves\TimedStart18g.zip: 10224072 bytes.
800.177 Loading Level.dat: 20160389 bytes.
800.187 Info Scenario.cpp:135: Map version 0.14.13-2
800.190 Info ...
800.121 Loading map C:\Users\robertc\AppData\Roaming\Factorio\saves\TimedStart18g.zip: 10224072 bytes.
800.177 Loading Level.dat: 20160389 bytes.
800.187 Info Scenario.cpp:135: Map version 0.14.13-2
800.190 Info ...
- Sun Dec 17, 2017 4:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 69636
Re: [16.0] Sideloading works completely different now
I very much object to having 'just one way to do it' - that means that we'll end up with exactly one build that newcomers don't know, frustrated newcomers, and less interesting variations.
This is precisely the 0.12 corners bugfix discussion again: in 0.12 anyone using a belt with a corner would ...
This is precisely the 0.12 corners bugfix discussion again: in 0.12 anyone using a belt with a corner would ...
- Sat Nov 04, 2017 8:10 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 52310
Re: Friday Facts #215 - Multithreading issues
Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move.
Given N threads that will be updating in parallel some object type T, create N ...
Given N threads that will be updating in parallel some object type T, create N ...
- Wed May 31, 2017 7:45 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 121
- Views: 171438
Re: Digital Display, Yay!
Thanks, I updated the blueprint.
Here is an expandable 4-combinator display.
I've tweaked it slightly to let me use colours with it (use red to deliver the signal value, green to pass colour info.
0eNrVmetq4zwQhu9FsP+SXWkk ...
Here is an expandable 4-combinator display.
I've tweaked it slightly to let me use colours with it (use red to deliver the signal value, green to pass colour info.
0eNrVmetq4zwQhu9FsP+SXWkk ...
- Sun May 28, 2017 5:27 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 121
- Views: 171438
Re: Digital Display, Yay!
Thats very very nice. I'm a little unsure of the encoding - you're left shifting everything by the digit to show + magic-constant. How is magic constant calculated?DaveMcW wrote:Thanks, I updated the blueprint.
Here is an expandable 4-combinator display.
- Thu May 11, 2017 5:37 am
- Forum: Ideas and Suggestions
- Topic: 'Anything' signal for programmable speaker
- Replies: 0
- Views: 950
'Anything' signal for programmable speaker
I use the speaker to tell me when an outpost is out of ore, the only thing is right now I need to use a decider to have a no-change-needed blueprint I can just splat down. Its a small thing
.

- Mon Jan 02, 2017 11:20 pm
- Forum: Duplicates
- Topic: [0.14.21] personal bots get reassigned to global pool on loa
- Replies: 2
- Views: 1407
Re: [0.14.21] personal bots get reassigned to global pool on loa
Cool, thank you!
- Sun Jan 01, 2017 11:31 pm
- Forum: Duplicates
- Topic: [0.14.21] personal bots get reassigned to global pool on loa
- Replies: 2
- Views: 1407
[0.14.21] personal bots get reassigned to global pool on loa
Notice this when I was waaay out in the wilderness and needed to load an autosave after death
.
The save happened while I was clearing some trees to make way for a rail line, then when I loaded the save, the bots - all of them it looked like - headed off towards my base, leaving me with no bots.

The save happened while I was clearing some trees to make way for a rail line, then when I loaded the save, the bots - all of them it looked like - headed off towards my base, leaving me with no bots.
- Sun Jan 01, 2017 11:26 pm
- Forum: Not a bug
- Topic: minor bug, spawned resources arent collected by idle miners
- Replies: 4
- Views: 2985
Re: minor bug, spawned resources arent collected by idle miners
Ok, so, how does one reactivate miners via a script?
- Sun Jan 01, 2017 10:15 am
- Forum: Duplicates
- Topic: 0.14.21 regenerate_entities and miners
- Replies: 1
- Views: 1180
0.14.21 regenerate_entities and miners
I had a map that I made a littttle too sparse on resources, so I ran
game.regenerate_entity("iron-ore") to workaround that.
However, all the miners that had stopped due to having no ore, which now had ore under them, did not actually start mining again until I picked them up and put them down.
game.regenerate_entity("iron-ore") to workaround that.
However, all the miners that had stopped due to having no ore, which now had ore under them, did not actually start mining again until I picked them up and put them down.