https://www.dropbox.com/s/qh209mge6sa8q ... 7.png?dl=0
this seems like a really bad pathfinding bug. instead of doing a simple 90Β° turn, the train wants to go around the whole roundabout before going in the right direction.
Search found 27 matches
- Sat Jun 03, 2017 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.x] [Hanziq] train plans a self-intersecting route
- Replies: 9
- Views: 6679
- Sun Apr 30, 2017 7:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] Configurations resetting after launching Game
- Replies: 2
- Views: 1436
Re: [0.15.x] Configurations resetting after launching Game
that seems to have fixed my problem, thanks
- Sun Apr 30, 2017 1:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] Configurations resetting after launching Game
- Replies: 2
- Views: 1436
[0.15.x] Configurations resetting after launching Game
Whenever I start up the game, I get a notice that all my configuartions have been reset, including graphics and key mapping.
Am I the only one getting this problem?
Am I the only one getting this problem?
- Sun Apr 23, 2017 1:38 pm
- Forum: This Forum
- Topic: logged out when hitting preview on a new topic
- Replies: 4
- Views: 2723
Re: logged out when hitting preview on a new topic
I don't know much about those things, but I live in Germany, not Australia.
- Sun Apr 23, 2017 9:22 am
- Forum: This Forum
- Topic: logged out when hitting preview on a new topic
- Replies: 4
- Views: 2723
Re: logged out when hitting preview on a new topic
problem is, you have to log in to hit the new topic or new reply button, and I doubt my IP changed in the 20 minutes I wrote my thing
- Sat Apr 22, 2017 9:10 pm
- Forum: This Forum
- Topic: logged out when hitting preview on a new topic
- Replies: 4
- Views: 2723
logged out when hitting preview on a new topic
so, here I was, putting together a topic in the suggestions forum, I had a good half page written up and I wanted to see the preview to make sure everything looked right. but after I hit the preview button, I was sent to the login page and most of what I had written was gone. does this happen often ...
- Wed Sep 09, 2015 11:01 am
- Forum: Balancing
- Topic: Cost of electric pole, express undeground belt.
- Replies: 8
- Views: 21730
Re: Cost of electric pole, express undeground belt.
what I'd like to see is this: 1. power poles are JUST power poles, without cables (i.e. the recipes for poles don't include any copper) 2. placing poles consumes the same amount of cables as it would take to connect them manually 3. disconnecting power poles or single cables/wires gives back the app...
- Tue Sep 08, 2015 11:10 am
- Forum: Multiplayer
- Topic: [Co-op]Dedicated server
- Replies: 8
- Views: 16269
Re: [Co-op]Dedicated server
I'd like to join, too, if there's still space. I'll just send you a friend request on steam for now
- Tue Sep 01, 2015 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Gates on Belts.
- Replies: 4
- Views: 5574
Re: Gates on Belts.
why would you not like using underground belts to go "through" walls? underground belts are pretty much a requirement for an efficient factory, so they're already being used. and anyway, how often would going through a rare and random hole in the wall let you get to some destination faster...
- Tue Sep 01, 2015 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Cursor Icon
- Replies: 27
- Views: 20495
Re: Cursor Icon
I do like the idea of a custom factorio cursor. should have the same shape as the current one, but maybe just slightly bigger and a yellow-y orange inside with a visible outline of a very dark orange, just like the factorio logo, to give it that "factorio" feel
- Mon Aug 31, 2015 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Separate Launcher for Mods
- Replies: 4
- Views: 3992
Re: Separate Launcher for Mods
Look at the roadmap: An autoconfig for multiplayer games is planned. https://forums.factorio.com/forum/viewtopic.php?f=3&t=678 Maybe, this is also an alternative till then: https://forums.factorio.com/forum/viewtopic.php?f=137&t=13327 thanks for pointing that out. I looked through the road ...
- Mon Aug 31, 2015 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Independent day/night cycles for each world
- Replies: 8
- Views: 7286
Re: Independent day/night cycles for each world
How would you plan your solar then? Carefully. They would require testing, to be sure, but what build doesn't? Except if you randomize each planet you would have to test it every single time. So? just implement a combinator that puts out the intensity of the light as a number and count the ticks it...
- Mon Aug 31, 2015 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Separate Launcher for Mods
- Replies: 4
- Views: 3992
Separate Launcher for Mods
I want a separate launcher for activating/deactivating mods, so I don't either need to load the game twice or change the modlist.json manually to play with the mods I want. The idea is simple, and I imagine so is the coding to make this happen: make an alternative launcher, where you can toggle acti...
- Sun Aug 23, 2015 10:49 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 498
- Views: 577076
Re: Let's see your clever builds
Now with chain signals, making a simple diamond intersection is straightforward enough for single rail applications. Diamond.png I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in m...
- Wed Aug 05, 2015 10:54 am
- Forum: Off topic
- Topic: Binary Facts!
- Replies: 24
- Views: 30628
Re: Binary Facts!
01001001 00100000 01100100 01101111 01101110 00100111 01110100 00100000 01100110 01110010 01100101 01100001 01101011 01101001 01101110 01100111 00100000 01100101 01110110 01100101 01101110 00101110 01001101 01100101 00100000 01001110 01100101 01101001 01110100 01101000 01100101 01110010 01100010 01...
- Sun Aug 02, 2015 8:20 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 118
- Views: 160746
Re: Digit Display Blueprint
Well, the design I've been using is one i came up with myself. I'ts basically an adaptation of those old 7-segment LED displays. H4sIAAAAAAAA/+Vd7U4cS5J9lSt+rprZyqysL82yLzJaWYzNnUXCYGG8u5bld98Gc7HzZHcQJzMoB8X8uYNoFx0ZXyciTkV+uPnj6ub9+dUf786+XVzfXd5d Xnw++/bt+vzjxdnJ54/nV1enV+cfP53sPt183v/y5vrs2/+dnY...
- Sun Aug 02, 2015 4:37 pm
- Forum: Gameplay Help
- Topic: Disable pollution cloud indicator
- Replies: 5
- Views: 9255
Re: Disable pollution cloud indicator
Ohh, get over it! just turn the detailed view off before looking at the map and turn it back on afterwards, or just leave it off in the first place. I think, that if you don't want to see the pollution, which is understandable, as it's normally not possible to see IRL, realism is probably what you a...
- Tue Jul 28, 2015 12:58 pm
- Forum: Gameplay Help
- Topic: Things you misunderstood when you were noob, and mistakes
- Replies: 15
- Views: 14822
Re: Things you misunderstood when you were noob, and mistakes
My probably biggest noob mistake on my first playthrough (didn't actually finish the game) was using thin but long belt loops for the production of everything from green circuits to blue science, which, while ineffective, is very good for expanding later on...up to a point, at which even blue belt r...
- Mon Jul 27, 2015 7:42 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11545
Re: Need help with combiators
@Lupoviridae, Thanks a lot, thanks to you, I now know whenever my light oil is in the decline. Now, all I need is something that tells me how much I lost or got between those comparisons
- Sun Jul 26, 2015 9:54 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11545
Re: Need help with combiators
As a high level approach you can use a delay circuit and A simple comparisons (previous < current and current < previous) and a RS latch to smooth out the jitter ya know, that would probably be a fantastic piece of advice, if I knew how to do any of those, but sadly, I do not know a lot of terminol...