Search found 12 matches

by Calibretto22
Sun Nov 10, 2019 1:30 pm
Forum: Assigned
Topic: [kovarex] [0.17.76] Trainfuel is not reliably applied from blueprint
Replies: 1
Views: 104

[kovarex] [0.17.76] Trainfuel is not reliably applied from blueprint

Game: 0.17.76 Vanilla Setup : - a blueprint with rails and a train that has fuel - place blueprint repeatedly - bots build rails and train - moduleslots for fuel are applied Bug : - moduleslots for fuel are not reliably applied Clarifiacations : - mostly happens on trains that are rotated or diagona...
by Calibretto22
Wed Oct 30, 2019 12:18 am
Forum: Bug Reports
Topic: [0.17.74] undo on selflooped combinator-ghosts vanishes wires
Replies: 1
Views: 202

[0.17.74] undo on selflooped combinator-ghosts vanishes wires

Gameversion 0.17.74, Vanilla Testsetup: - place a ghost of a arithmetic- or decider-combinator that has a wire from its own input to its output (like a clock) - do not build the ghost / do not place the combinator - delete the combinator-ghost - press undo to restore the deleted combinator Bug: the ...
by Calibretto22
Mon Oct 28, 2019 1:10 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.74] Blueprints do not save empty value
Replies: 1
Views: 225

[Twinsen] [0.17.74] Blueprints do not save empty value

Game 0.17.74, Vanilla TestSetup: - a rail-chain-signal alongside a rail. - chain-signal is connected to the ciruit-network (green wire, see screenshot). - output-signals are configured to be empty (with right click) - a blueprint of this setup does not replicate the settings Bug: - when building the...
by Calibretto22
Sat Aug 03, 2019 8:31 am
Forum: Ideas and Suggestions
Topic: [0.17.60] Infinity chests not usable in upgrade planner
Replies: 1
Views: 115

[0.17.60] Infinity chests not usable in upgrade planner

Vanillagame. Version 0.17.60. I can't select infinity-chests as possible upgrade option in a upgrade planner. Since it is a "debug item" it'd be expectable that it can only be selected by drag&drop - like in the blueprint-icons. But not even drag&drop is not applicable. I'd expect it to work like th...
by Calibretto22
Mon Apr 22, 2019 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] ghosted train loses schedule
Replies: 1
Views: 696

[0.17.32] ghosted train loses schedule

If blueprints are made of ghost-trains, the trains lose their schedule. This bug was already reported for version 0.17.12 and was to be fixed in 0.17.26 (https://forums.factorio.com/viewtopic.php?f=11&t=67739). But the bug still exists. Steps to reproducing the bug: - place a train on rails and assi...
by Calibretto22
Fri Mar 15, 2019 9:24 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] blueprint of ghosted train looses schedule
Replies: 1
Views: 134

[0.17.12] blueprint of ghosted train looses schedule

[Game: Vanilla 0.17.12] I have built a train and assigned a schedule. I copied this train and placed a ghost below the first one without building it. Now I made a new blueprint of both trains. When building the blueprint of the two trains, only the upper train has a schedule. The lower train has no ...
by Calibretto22
Tue Mar 05, 2019 9:25 pm
Forum: Not a bug
Topic: [0.17.5] Blueprinted Trains do not remember Automatic mode
Replies: 4
Views: 213

Re: [0.17.5] Blueprinted Trains do not remember Automatic mode

Thanks for the response. But I'd like to make a suggestion: Without knowing the deeper logic of construction & entity-placement, wouldn't it be possible to check if the whole train is constructed? Perhaps by saving the amount of connected entities. The saved amount is compared on train-entity placem...
by Calibretto22
Tue Mar 05, 2019 12:07 am
Forum: Not a bug
Topic: [0.17.5] Blueprinted Trains do not remember Automatic mode
Replies: 4
Views: 213

[0.17.5] Blueprinted Trains do not remember Automatic mode

When creating a blueprint of a train that is in automatic-mode, the recreation of this blueprint is not "switched on" after buildup is complete. Imho the train should start movement after it is built - if this was the setting in the blueprint. A Testsetup with a automatic train: 0eNqVlc1uozAQgN/FZ0D...
by Calibretto22
Wed Nov 21, 2018 8:59 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 27791

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Is the topic from ff#263 (Trains in blueprints) still in the roadmap for 0.17?
or is it postponed for 0.18 / 1.0?


i like the new belt graphics. but until today i considered the backwards moving belt underground. so that the surface of the belt is even with the ground.
by Calibretto22
Fri Aug 17, 2018 4:32 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 17128

Re: Friday Facts #256 - The little things 3

In 0.17, we have split this list into two, one for tile ghosts, and one for entity ghosts.
i really like the idea of splitting the lists.
isn't there already another list for modules?

and "Belt motion compensation" sounds great.
by Calibretto22
Tue Jun 26, 2018 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] blueprinted Beltghosts loose empty settings
Replies: 1
Views: 574

[0.16.51] blueprinted Beltghosts loose empty settings

setup: connecting belts with circuit cables and disabling all options. error description: a blueprint of this blueprint looses the disabled options and reverts to default options. see this picture: https://i.imgur.com/dTU5tY5.jpg I: original belts with circuitcable connection. a blueptint is made fr...
by Calibretto22
Thu May 03, 2018 9:08 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Replies: 9
Views: 2436

[kovarex] [0.16.41] Circuit controlled train signals not converted properly

Gamestate: Vanilla - no mods If you load a savegame that was created with game-version 0.16.39 to game version 0.16.41 rail signals that are circuit-controlled are not converted properly. the circuit condition to close the the signal is ignored by the train. normal train signal function is maintaine...

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