Search found 20 matches
- Thu Jul 09, 2020 5:53 am
- Forum: Logistic Train Network
- Topic: [Request] Empty before leaving depot
- Replies: 8
- Views: 2631
[Request] Empty before leaving depot
So this is a pretty simple (I think) request - can you add departure requirements to depots for empty cargo inventory, and make it an option?
- Tue Aug 27, 2019 3:21 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1663
Re: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
I did. I'm standing directly on the signal with the issue in SIGNAL BUGGED
- Tue Aug 27, 2019 2:27 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1663
Re: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
Double post because this details what I did to try to fix it. What was tried: Manually backing the train out of the stacker lane that's bugged, and driving it back into the block. Manually driving the train forwards out of the lane that's bugged, driving it back around and bypassing the input (this ...
- Tue Aug 27, 2019 2:24 am
- Forum: Duplicates
- Topic: [0.17.66] Train Signal bug I'm not sure if I can reproduce.
- Replies: 5
- Views: 1663
[0.17.66] Train Signal bug I'm not sure if I can reproduce.
So I have this train stacker on my save that I'm currently tinkering in. One of my signals bugged and wasn't reading the train. Deleting and replacing the signal and re-setting the conditions was the only way to solve the bug. https://1drv.ms/u/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg?e=gfCqih Contained wit...
- Mon Mar 04, 2019 10:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
- Replies: 43
- Views: 16426
Re: [MOD 0.16] Charge Transmission - Wireless Bot Charging
Any hope of an update for 0.17?
- Wed Feb 27, 2019 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] train crashes client and server (reproducable)
- Replies: 3
- Views: 2966
- Wed Feb 27, 2019 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.x] Crash in multiplayer: "railSignal.distance >= 0 was not true"
- Replies: 6
- Views: 3046
[kovarex] [0.17.x] Crash in multiplayer: "railSignal.distance >= 0 was not true"
Unknown as to what's causing this crash, but it's crashing the server I'm in, in multiplayer. This crash also crashed all connected clients. Here's the log: factorio-current - Copy.log Edit: Dump file, courtesy of stupid user who forgot to add. factorio-dump-current.dmp E: Relevant - https://forums....
- Wed Feb 27, 2019 5:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.1] Blueprint shows heat exchangers as unable to be placed while placeable
- Replies: 1
- Views: 1683
[Dominik][0.17.1] Blueprint shows heat exchangers as unable to be placed while placeable
Issue: This Blueprint shows heat exchangers as unable to be placed. They are placeable, and will paste without needing to hold shift. https://pastebin.com/HXaYNyBW <--- The blueprint https://imgur.com/a/bpWuE1z <--- Images showing exact issue as described. https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3...
- Sun Feb 03, 2019 9:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Raw Tile Transition Debug Option broken
- Replies: 1
- Views: 761
[0.16.51] Raw Tile Transition Debug Option broken
Edits: Fixed formatting and screenshot order. Toggled Debug Option show-raw-tile-transitions on What happened was this Screenshot (371).png and this Screenshot (372).png What I expected is Screenshot (373).png Reproduction: Load this save BUG Raw Tile.zip Toggle raw transition on, under F4, if it's ...
- Wed Jan 02, 2019 12:55 pm
- Forum: Not a bug
- Topic: [0.15.10] missing material for const. constantly change
- Replies: 7
- Views: 2371
Re: [0.15.10] missing material for const. constantly change
No, Kovarex has a point. If you'd like to change this behavior, a mod exists for it, called ConstructionQueue. https://mods.factorio.com/mod/ConstructionQueue Changing this behavior does indeed have very far reaching consequences. Your PC is already processing 600 construction requests/sec. For most...
- Wed Jan 02, 2019 12:41 pm
- Forum: Not a bug
- Topic: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
- Replies: 4
- Views: 1281
Re: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
OH MY GOSH. I'm so sorry. :( The bug is that the 2nd iron plate counter doesn't seem to be displaying correctly. All the other plate counters for those belts are reading >30, and the one that's reading ~24 is full like the rest, AND stopped, to boot. E: Again, apologies. I made this report before my...
- Wed Jan 02, 2019 11:20 am
- Forum: Not a bug
- Topic: [0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
- Replies: 4
- Views: 1281
[0.16.51] Minor bug, very strange actually. Belts + Items + Circuit network for a counter.
Video describes issue better than I can put it into words:
https://youtu.be/CEc4DAFxUCU
This game save DOES involve custom scripts from the Redmew Community,
https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg <-- Gamesave folder. Save file is 50MB.
https://youtu.be/CEc4DAFxUCU
This game save DOES involve custom scripts from the Redmew Community,
https://1drv.ms/f/s!ApkOLSVyv_erhaV3gXfZcl3CsAj-cg <-- Gamesave folder. Save file is 50MB.
- Mon Oct 15, 2018 3:08 am
- Forum: Ideas and Suggestions
- Topic: Another Roboport thread: This one may be easier.
- Replies: 2
- Views: 1032
Another Roboport thread: This one may be easier.
Simple check box with 3 options. Connect for default operation Connect for Construction only Connect for Logistic only This would allow you to link two very large logistics networks for a buildout and not have the main base serve logistics requests on say a circuit outpost, until it's ready. Screens...
- Tue Aug 07, 2018 7:04 am
- Forum: Minor issues
- Topic: [0.16.51] Wire surplus not considered for handcrafting possibility check
- Replies: 2
- Views: 1325
[0.16.51] Wire surplus not considered for handcrafting possibility check
Essentially with 2 copper plates in inventory you can't make a circuit wire, but you can make a green circuit, then make the circuit wire.
Here's a link to the video that describes it better than I can put into words: https://www.youtube.com/watch?v=Fk50JcdJFfo
Here's a link to the video that describes it better than I can put into words: https://www.youtube.com/watch?v=Fk50JcdJFfo
- Sun Aug 05, 2018 3:02 pm
- Forum: Pending
- Topic: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
- Replies: 5
- Views: 2111
Re: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
Not that I'm aware of. Near as I could tell, it seemed to have been caused by biters, but that's since not been an issue anymore. Also near as I can tell, it doesn't seem to have been due to power grid load or anything of that nature.
- Sat Aug 04, 2018 8:46 am
- Forum: Pending
- Topic: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
- Replies: 5
- Views: 2111
Re: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
Update: Desync frequency has greatly reduced. I suspect the server's hardware got busy or somesuch and as a result desyncs occurred. Who knows. Will update as time goes on. The desync reports will remain on my onedrive for one week as of this posting. Update 2 05:15 AM CDT Aug-4-2018: And we're back...
- Sat Aug 04, 2018 8:15 am
- Forum: Pending
- Topic: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
- Replies: 5
- Views: 2111
- Sat Aug 04, 2018 8:02 am
- Forum: Pending
- Topic: [0.16.51] Desyncs in server US-Salt Mine II - Railworld
- Replies: 5
- Views: 2111
[0.16.51] Desyncs in server US-Salt Mine II - Railworld
Holy hell this server runs like actual ass. I've desync'd 15 times in as many minutes. Zero idea what's wrong with it but it's getting annoying, and more frequent. Reproduce: Literally join and wait for the desync. https://1drv.ms/f/s!ApkOLSVyv_erhaBxBMFgJoXrWV4W3w [150MB] There are multiple desync ...
- Wed May 30, 2018 2:06 am
- Forum: Not a bug
- Topic: [0.16.45] Bots at High Speed
- Replies: 4
- Views: 1630
Re: [0.16.45] Bots at High Speed
That's my point. A bot shouldn't burn through ~1.2MJ of energy in 3 feet.
- Wed May 23, 2018 7:35 pm
- Forum: Not a bug
- Topic: [0.16.45] Bots at High Speed
- Replies: 4
- Views: 1630
[0.16.45] Bots at High Speed
Personal Construction robots at high speed research can't charge while you're moving, they drain energy too fast to recharge.
https://www.youtube.com/watch?v=FXO7B5sJSiY
Video demonstration^
https://www.youtube.com/watch?v=FXO7B5sJSiY
Video demonstration^