Search found 158 matches
- Fri Jan 05, 2018 3:10 am
- Forum: Not a bug
- Topic: Pathfinding Train
- Replies: 6
- Views: 2961
Re: Pathfinding Train
This is due to the nature of the train pathfinding in Factorio. Train paths are essentially assigned a 'cost' and the cheapest one is taken. In this case, even though there is a free station the 'cost' of the train moving there is above the upper limit for a train to move there - this is done so ...
- Sat Dec 30, 2017 12:13 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 54001
Re: Friday Facts #223 - Reflections on 2017
My thoughts exactly. I would not be nearly as disappointed or annoyed by this change if some pipes/fluid changes had come with it.
While we're at it - a total rewrite of fluids would be fantastic to be honest. Even for us experienced players half the time it seems like guess work to get any large ...
- Sat Dec 23, 2017 4:43 am
- Forum: Not a bug
- Topic: 0.16.7: Boilers working intermittently, even if steam is low
- Replies: 20
- Views: 7555
Re: 0.16.7: Boilers working intermittently, even if steam is low
Since people have repeatedly refused to believe me, I removed all mods and the issue persists:
Save file is attached.
This ends the debate on whether the behavior is in vanilla boilers.
Loewchen, why did you move this into "Not a bug", when I have clearly demonstrated that the issue exists even ...
Save file is attached.
This ends the debate on whether the behavior is in vanilla boilers.
Loewchen, why did you move this into "Not a bug", when I have clearly demonstrated that the issue exists even ...
- Fri Dec 22, 2017 7:36 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 79434
Re: Version 0.16.7
To all people complaining the end of 3-liquid wagons is the end of Factorio, the real question is : would you have missed that feature that much if it had never existed, and the fluid wagon had from start been as it is now ? You mostly miss it because you got used to it.
Nothing wrong with that ...
Nothing wrong with that ...
- Thu Dec 21, 2017 9:03 am
- Forum: Ideas and Suggestions
- Topic: [0.16] Disable overwriting of combinators via blueprint
- Replies: 2
- Views: 1751
Re: [0.16] Disable overwriting of combinators via blueprint
I too have found this change to be extremely detrimental to working on large-scale combinator builds.
TL;DR
combinators should be exempt from this feature.
I propose an alternative implemented:
Settings for entities should only be updated if the blueprint is force-placed (ie. shift is held ...
TL;DR
combinators should be exempt from this feature.
I propose an alternative implemented:
Settings for entities should only be updated if the blueprint is force-placed (ie. shift is held ...
- Tue Dec 19, 2017 3:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track
- Replies: 6
- Views: 3336
Re: [Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track
Thought I'd chime in here and say this may be related to another bug to do with diagonal signal placement - viewtopic.php?f=7&t=53013
- Sat Dec 16, 2017 6:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.3] Placing circuit wire blueprint over train signals does not work
- Replies: 1
- Views: 2638
[Twinsen][0.16.3] Placing circuit wire blueprint over train signals does not work
I believe there was some discussion about how this should work in the lead up to 0.16 and I'm not 100% sure on the outcome, however I have found an inconsistency with wiring between entities on blueprint.
If you have two entities that are not connected with red/green wire (such as two inserters ...
If you have two entities that are not connected with red/green wire (such as two inserters ...
- Fri Dec 15, 2017 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.3] Roboport connection grid error
- Replies: 1
- Views: 3005
[Rseding91] [0.16.3] Roboport connection grid error
The roboport connections shown when you mouseover a roboport used to be square and line up nicely (if roboports were lined up horizontal/parallel). I noticed that these now seem to be off with diagonal connections. Refer to the below pic for example.
PIC
- Thu Dec 14, 2017 3:30 pm
- Forum: Not a bug
- Topic: [0.16.0] Trains queued at occupied station not rerouting
- Replies: 8
- Views: 4269
Re: [0.16.0] Trains queued at occupied station not rerouting
Can we at least get an option to disable the station when a train is stopped at it? This "bugfix" breaks a lot of strategies.
Although this is not a direct option in the station GUI it is rather simple to do - I connect something to the station via circuit network (usually a lamp, but even a ...
Although this is not a direct option in the station GUI it is rather simple to do - I connect something to the station via circuit network (usually a lamp, but even a ...
- Thu Nov 23, 2017 6:00 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 303268
Re: Performance optimization - post your saves
Found something new that absolutely tanked my FPS/UPS today.
I am making a 'Coal Bunker' which has a ton of storage chests - when I hold the blueprint in hand ready to place it my FPS/UPS takes a massive hit. It seems the slow down is caused under "Game Render Preparation".
The map otherwise ...
I am making a 'Coal Bunker' which has a ton of storage chests - when I hold the blueprint in hand ready to place it my FPS/UPS takes a massive hit. It seems the slow down is caused under "Game Render Preparation".
The map otherwise ...
- Wed Nov 22, 2017 9:45 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 303268
Re: Performance optimization - post your saves
Found something new that absolutely tanked my FPS/UPS today.
I am making a 'Coal Bunker' which has a ton of storage chests - when I hold the blueprint in hand ready to place it my FPS/UPS takes a massive hit. It seems the slow down is caused under "Game Render Preparation".
The map otherwise works ...
I am making a 'Coal Bunker' which has a ton of storage chests - when I hold the blueprint in hand ready to place it my FPS/UPS takes a massive hit. It seems the slow down is caused under "Game Render Preparation".
The map otherwise works ...
- Wed Nov 01, 2017 5:36 am
- Forum: Pending
- Topic: [0.15.37] Deconstruction/construction planner disappearing
- Replies: 2
- Views: 1820
Re: [0.15.37] Deconstruction/construction planner disappearing
There is a 1 hour timeout for entities that are marked for deconstruction - this was done for performance issues way back around v0.12.x from memory.
- Wed Oct 25, 2017 5:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.34] Blueprint preview wire error
- Replies: 1
- Views: 3307
[Rseding91] [0.15.34] Blueprint preview wire error
Minor issue, however I noticed today when placing a fairly simply blueprint that the circuit network wiring was showing incorrectly on a rotated blueprint.
https://i.imgur.com/sjIhQhl.png
Note that if you place the blueprint the wiring is placed correctly, it's only on the preview that it shows ...
https://i.imgur.com/sjIhQhl.png
Note that if you place the blueprint the wiring is placed correctly, it's only on the preview that it shows ...
- Wed Oct 11, 2017 4:40 am
- Forum: Won't fix.
- Topic: [0.15.35] CTD on extreme zoom out
- Replies: 1
- Views: 1904
[0.15.35] CTD on extreme zoom out
I'm working on a megabase scale setup and often need to use the /c game.player.zoom = 0.1 command so I can see the entire setup on the screen. I accidentally entered a zoom factor of 0.003 and it caused a CTD.
Perhaps a maximum zoom factor could be implemented? I tested a few zoom levels and found ...
Perhaps a maximum zoom factor could be implemented? I tested a few zoom levels and found ...
- Fri Sep 29, 2017 3:06 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 26250
Re: Friday Facts #210 - Circuit connector module implementation
Love all this new high-res stuff and it's pretty awesome to see the huge amount of work that goes into every aspect of the game.
One thing I do want to draw attention to is how much 'noise' the connectors and wires make on a 'grid' of lamps.
Take this for example:
http://i.imgur.com/90ftuUy.png ...
One thing I do want to draw attention to is how much 'noise' the connectors and wires make on a 'grid' of lamps.
Take this for example:
http://i.imgur.com/90ftuUy.png ...
- Thu Sep 28, 2017 6:32 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.34] Signal Building Inconsistency?
- Replies: 3
- Views: 2487
[kovarex] [0.15.34] Signal Building Inconsistency?
I found this whilst signalling a particular intersection, it initially occurred to me that despite the signal building indicator not showing that I could place a signal here I was still able to.
https://i.imgur.com/V5rT23A.jpg https://i.imgur.com/yIl4ZdJ.jpg
Upon further investigation I found ...
https://i.imgur.com/V5rT23A.jpg https://i.imgur.com/yIl4ZdJ.jpg
Upon further investigation I found ...
- Thu Sep 21, 2017 5:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
- Replies: 13
- Views: 9698
Re: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
It looks like an oversight from us. Placing an entity on top should copy the settings.
Bug or no bug, I assigned this to myself before someone makes this report disappear :P
I will look into it but it will be for 0.16. Meanwhile let me know if anyone prefers the current behavior(not changing any ...
Bug or no bug, I assigned this to myself before someone makes this report disappear :P
I will look into it but it will be for 0.16. Meanwhile let me know if anyone prefers the current behavior(not changing any ...
- Thu Aug 24, 2017 9:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33] Reproducible Train Collision (When building rail)
- Replies: 2
- Views: 1707
[0.15.33] Reproducible Train Collision (When building rail)
I have been working on a very large smelting setup in a test world using the Creative Mode mod. Due to the size of the setup it needs a rather complex rail network (large intersections etc), I noticed that I would occasionally have trains blow past signals when the block in-front wasn't clear but ...
- Sat Aug 05, 2017 7:35 am
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 20607
Re: Friday Facts #202 - High res circuit connectors
I like those new graphics, awesome work!
One thing that has always bugged me about those circuit connections though is how large they are on lamps. I love the circuit network and being able to display things visually on digital displays, but since the connectors were brought in I have always felt ...
One thing that has always bugged me about those circuit connections though is how large they are on lamps. I love the circuit network and being able to display things visually on digital displays, but since the connectors were brought in I have always felt ...
- Sun Jul 30, 2017 7:06 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [for 0.16] [0.15.31] Construction Robots not part of player inventory
- Replies: 3
- Views: 6631
[wheybags] [for 0.16] [0.15.31] Construction Robots not part of player inventory
Not sure if this is considered a bug or rather a feature request, but I find it counter-intuitive enough that I consider it a bug.
I have 4 Roboport MK2's in my power armor that collectively can handle 100 construction robots. Sometimes bots are lost to biters etc so I always have 100 construction ...
I have 4 Roboport MK2's in my power armor that collectively can handle 100 construction robots. Sometimes bots are lost to biters etc so I always have 100 construction ...