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Fixing this would cause many roundabout bases to break...Search found 81 matches
- Wed Jan 10, 2018 2:07 am
- Forum: Not a bug
- Topic: [0.16.15] Trains path trough their own occupied blocks
- Replies: 2
- Views: 1476
Re: [0.16.15] Trains path trough their own occupied blocks
Yeah, exept it can and has caused issues with big trains looping in on themself when they could have avoided it if it recognised itself.
- Wed Jan 10, 2018 1:40 am
- Forum: Not a bug
- Topic: [0.16.15] Trains path trough their own occupied blocks
- Replies: 2
- Views: 1476
[0.16.15] Trains path trough their own occupied blocks
A train does not respect normal train behaviour when a train blocks itself.

Note, it is a proper collision. Bots just repaired the damage.

Note, it is a proper collision. Bots just repaired the damage.
- Sat May 20, 2017 7:21 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 184136
Re: Friday Facts #191 - Gui improvements
Twinsen, I dont know if you're still reading this section but, why can you move UI elements? You can't build with UI open or have multiple instances of UI open. So, why can you move them?
Has anyone ever used this functionality?
Has anyone ever used this functionality?
- Fri Oct 21, 2016 9:40 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 58410
Re: Friday Facts #161 - Infinite Research and Blueprint Library
For the pollution Map calculations: you might be able to further optimise it by dividing all the tiles chunks into 60 and always updating one of those chunks pieces. The Advantage is that you don't have to skip so many tiles chunks with each Access which should greatly improve Cache locality and ...
- Sat Oct 01, 2016 2:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Boiler Misbehaviour
- Replies: 19
- Views: 28568
Re: Boiler Misbehaviour
I have found alot of weirdness in boilers/steam engines aswell, I have not had the time to post an elaborate bug report about it but what it comes down to is this:
in the old version 1 pump, 14 boilers, 10 steam engines would heat the water up to 100 degrees and provide all steam engines with water ...
in the old version 1 pump, 14 boilers, 10 steam engines would heat the water up to 100 degrees and provide all steam engines with water ...
- Wed Sep 07, 2016 6:07 pm
- Forum: Pending
- Topic: possible bug with producivity modules
- Replies: 3
- Views: 1720
Re: possible bug with producivity modules
Is this only with oil? Because you can test it way more accurate with assemblers and items.
My guess is that it is due to rounding errors.
My guess is that it is due to rounding errors.
- Wed Aug 24, 2016 7:22 pm
- Forum: Duplicates
- Topic: [0.13.17]Train signal locking orange
- Replies: 6
- Views: 3773
Re: [0.13.17]Train signal locking orange
This is not a bug, This is a design flaw. Only use regular signals at the end of a junction. Not at the start
The intersection ran flawlessly for 40 minutes before locking when I tried recording the bug. It's not a design problem.
Regardless of the position and type of my signals, a yellow ...
The intersection ran flawlessly for 40 minutes before locking when I tried recording the bug. It's not a design problem.
Regardless of the position and type of my signals, a yellow ...
- Wed Aug 24, 2016 6:52 pm
- Forum: Duplicates
- Topic: [0.13.17]Train signal locking orange
- Replies: 6
- Views: 3773
Re: [0.13.17]Train signal locking orange
This is not a bug, This is a design flaw. Only use regular signals at the end of a junction. Not at the start
Are you sure?Looks like some wires got crossed somewhere in the code, the top right signal becomes reserved by error or out of sequence
- Mon Aug 15, 2016 11:22 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 103131
Re: Friday facts #151 - The plans for 0.14
Would love the nuclear update! its a good fit, we already have "easy to setup, low risk coal power" "Costly, lots of room, no risks solar panels." now we need something that consumes alot of power and generates alot of power for the ones that feel more lucrative.
- Thu Aug 04, 2016 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.13] Watch your Step still not working
- Replies: 4
- Views: 3708
Re: [Rseding91] [0.13.13] Watch your Step still not working
Do you or have you ever run mods on your save?
It might have something to do with experimental versions or commands you ran. However I have not kept up with whats allowed and not allowed for achievements.
It might have something to do with experimental versions or commands you ran. However I have not kept up with whats allowed and not allowed for achievements.
- Fri Apr 29, 2016 3:48 pm
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 49735
Re: Friday Facts #136 - Map Transfers
Very informative Friday Fact indeed! Keep it up Kappacube spent some time doing computer stuff
- Thu Apr 14, 2016 1:02 pm
- Forum: Spread the Word
- Topic: CGP Grey, A factorio fan?
- Replies: 1
- Views: 2663
CGP Grey, A factorio fan?
CGP Grey is a "youtuber" who explains mostly historical events but also explains common misconceptions, science facts/fiction, recent events and even made a parody on "react world" by the finebros.
In his latest video "Should all locks have keys? Phones, Castles, Encryption, and You." he explains ...
In his latest video "Should all locks have keys? Phones, Castles, Encryption, and You." he explains ...
- Sat Apr 09, 2016 8:37 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 88388
Re: Friday Facts #133 - The train struggle
I had questions about the loader but I can defnitely live with that inserter, It closes the gap between bots and belts without being too OP or too easy to use.
I've always liked belts and inserters more than bots and this could bring inserters back.
I've always liked belts and inserters more than bots and this could bring inserters back.
- Sat Mar 12, 2016 5:46 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 165841
Re: Friday Facts #129 - The late game
Another increase in cargo wagon size? I feel like the 30 we have now is good enough (as in trains dont get too big to handle) but it all depends on what the advanced ore processing is going to do.
- Fri Mar 04, 2016 9:24 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 249298
Re: Friday Facts #128 - Back down to earth
About the 'Loader",
Pros:
1) High throughout support for belt loading/unloading.
2) Makes belts (and trains) more relevant in comparison to robots in the late game.
3) Train stations could be more compact and faster to build.
4) High capacity storage based on belts would be easier to build and ...
Pros:
1) High throughout support for belt loading/unloading.
2) Makes belts (and trains) more relevant in comparison to robots in the late game.
3) Train stations could be more compact and faster to build.
4) High capacity storage based on belts would be easier to build and ...
- Sat Feb 20, 2016 11:08 am
- Forum: News
- Topic: Friday Facts #126 - Steam Status II and Trains Stuff
- Replies: 69
- Views: 42405
Re: Friday Facts #126 - Steam Status II and Trains Stuff
[quote="Tomas]view real-time any part of the map covered by radars.[/quote]
Nice, I have my entire base covered by 81+ radars, Now they'll finally be used for something other than watching trains. (Which I do alot)
Nice, I have my entire base covered by 81+ radars, Now they'll finally be used for something other than watching trains. (Which I do alot)
- Fri Feb 19, 2016 2:33 pm
- Forum: Not a bug
- Topic: [.12.22] Yellow Inserters Can't Grab From Express Belt
- Replies: 4
- Views: 3789
Re: [.12.22] Yellow Inserters Can't Grab From Express Belt
I see, I found a quote from kovarex
Ok, we decided to close this as not a bug.
a) It is direct result of the world simulation logic
b) It can be used as mechanics.
It has always bugged me because when lines "Back up" the yellow inserters ARE able to grab the Items.
I did some more tests and ...
Ok, we decided to close this as not a bug.
a) It is direct result of the world simulation logic
b) It can be used as mechanics.
It has always bugged me because when lines "Back up" the yellow inserters ARE able to grab the Items.
I did some more tests and ...
- Fri Feb 19, 2016 1:53 pm
- Forum: Not a bug
- Topic: [.12.22] Yellow Inserters Can't Grab From Express Belt
- Replies: 4
- Views: 3789
[.12.22] Yellow Inserters Can't Grab From Express Belt
Place a few straight pieces of Express Transport Belts and put a yellow inserter halfway, When dropping Items on any side of the Express Belt the yellow inserter will reach out but will not be able to grab said Item.
I'm running the latest (.12.22) version of factorio and have been able to ...
I'm running the latest (.12.22) version of factorio and have been able to ...
- Sat Feb 06, 2016 8:26 pm
- Forum: Show your Creations
- Topic: Biggest Lane Rebalancer!
- Replies: 17
- Views: 39828
Re: Biggest Lane Rebalancer!
Thats because they are!These builds remind me very much of the Fast Fourier
16 Balancer explained
As you can see a good design requires custom 4, 8 and higher balancers in order to avoid symmetry.- Fri Feb 05, 2016 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
- Replies: 17
- Views: 38151
Re: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
Why are you using 12.20 instead of 12.22?