Search found 158 matches
- Fri Jan 05, 2018 3:10 am
- Forum: Not a bug
- Topic: Pathfinding Train
- Replies: 6
- Views: 2754
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 tha...
- Sat Dec 30, 2017 12:13 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 50271
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 s...
- 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: 7141
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 exist...
- Fri Dec 22, 2017 7:36 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 74583
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 - l...
- Thu Dec 21, 2017 9:03 am
- Forum: Ideas and Suggestions
- Topic: [0.16] Disable overwriting of combinators via blueprint
- Replies: 2
- Views: 1612
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 down). Th...
- 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: 3160
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: 2479
[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) the...
- Fri Dec 15, 2017 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.3] Roboport connection grid error
- Replies: 1
- Views: 2882
[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: 4034
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 eve...
- Thu Nov 23, 2017 6:00 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 278210
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 otherw...
- Wed Nov 22, 2017 9:45 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 278210
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 otherwi...
- Wed Nov 01, 2017 5:36 am
- Forum: Pending
- Topic: [0.15.37] Deconstruction/construction planner disappearing
- Replies: 2
- Views: 1706
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: 3146
[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 inco...
- Wed Oct 11, 2017 4:40 am
- Forum: Won't fix.
- Topic: [0.15.35] CTD on extreme zoom out
- Replies: 1
- Views: 1783
[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 t...
- Fri Sep 29, 2017 3:06 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 24910
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 Noti...
- Thu Sep 28, 2017 6:32 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.34] Signal Building Inconsistency?
- Replies: 3
- Views: 2367
[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 that g...
- 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: 9196
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 se...
- 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: 1609
[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 on...
- Sat Aug 05, 2017 7:35 am
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 19672
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 th...
- 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: 6419
[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 b...