TL;DR:
Renaming unique TrainStops leads to updated TrainSchedules.
Uniqueness is determined over the whole game, not the current surface.
Expectation:
Updating of TrainSchedules because of TrainStop-renaming should be checked for each surface - not for the whole game.
The described ...
Search found 15 matches
- Thu May 25, 2023 8:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] TrainSchedules are not updated when renaming surface-unique TrainStop.
- Replies: 2
- Views: 1548
- Sat Jan 08, 2022 7:34 pm
- Forum: Gameplay Help
- Topic: [1.1.50] Bots taking items from chests without creating signal
- Replies: 1
- Views: 1023
[1.1.50] Bots taking items from chests without creating signal
Game version 1.1.50 (and probably earlier)
Mods : none/vanilla/irrelevant
I built a circuit that registers when items are taken from a chest.
When a Item is removed a negative 1-tick-pulse is created.
But under certain conditions taking an item does not create such pulse.
The condition is ...
Mods : none/vanilla/irrelevant
I built a circuit that registers when items are taken from a chest.
When a Item is removed a negative 1-tick-pulse is created.
But under certain conditions taking an item does not create such pulse.
The condition is ...
- Tue May 19, 2020 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.25] [GUI] Export to string - Button active border is displaced
- Replies: 1
- Views: 3201
[kovarex] [0.18.25] [GUI] Export to string - Button active border is displaced
Just a minor bug: in the Blueprint-GUI is a button to export as string.
The right action-border of this button is skewed.
There are some pixels you can move the mousecursor over the button without beeing able to activate the highlight / function of the button.
This is inconsistent with other ...
The right action-border of this button is skewed.
There are some pixels you can move the mousecursor over the button without beeing able to activate the highlight / function of the button.
This is inconsistent with other ...
- Sun Nov 10, 2019 1:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.76] Trainfuel is not reliably applied from blueprint
- Replies: 6
- Views: 5372
[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 ...
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 ...
- Wed Oct 30, 2019 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.74] undo on selflooped combinator-ghosts vanishes wires
- Replies: 3
- Views: 3417
[Twinsen] [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 ...
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 ...
- 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: 2501
[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 ...
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 ...
- 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: 1109
[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 ...
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 ...
- Mon Apr 22, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] ghosted train loses schedule
- Replies: 1
- Views: 2757
[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 ...
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 ...
- 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: 1157
[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 ...
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 ...
- 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: 1760
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 ...
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 ...
- 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: 1760
[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 ...
Imho the train should start movement after it is built - if this was the setting in the blueprint.
A Testsetup with a automatic train ...
- Wed Nov 21, 2018 8:59 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 101375
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.
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.
- Fri Aug 17, 2018 4:32 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 58456
Re: Friday Facts #256 - The little things 3
i really like the idea of splitting the lists.In 0.17, we have split this list into two, one for tile ghosts, and one for entity ghosts.
isn't there already another list for modules?
and "Belt motion compensation" sounds great.
- Tue Jun 26, 2018 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] blueprinted Beltghosts loose empty settings
- Replies: 1
- Views: 3053
[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 ...
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 ...
- 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: 7738
[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 ...
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 ...