Search found 351 matches
- Sat Jan 20, 2018 6:14 pm
- Forum: Not a bug
- Topic: [0.16.16] Requester Chests requests grouped weirdly
- Replies: 3
- Views: 1899
[0.16.16] Requester Chests requests grouped weirdly
Not sure if this is working as intended: I've made a little test setup, Provider Chests filled with red and green circuits on the left, Requester Chests on the right, the top one requesting 9000 green circuits, all the other one requesting 9000 red circuits each. There's a little over 400 bots, and ...
- Sat Dec 30, 2017 11:16 am
- Forum: Releases
- Topic: Version 0.16.10
- Replies: 21
- Views: 16436
Re: Version 0.16.10
requester bugged in .9 are still bugged in .10 on my base, any requester that had been set previous to .8 but was empty during the .7->.9 migration is broken unless manually reset or checking the 'take from buffer' box But fixing it once (Blueprint your setup and paste it over the existing base) se...
- Fri Dec 29, 2017 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Requester chest do not request stuff ...
- Replies: 36
- Views: 11639
Re: [0.16.8] Requester chest do not request stuff ...
I've created a simple example. I've created a new test map in 0.15, then updated to 0.16.7 and then 0.16.8, saving all versions. Bots moving research bottles from provider to requester chests. In the last version you can clearly see some requester chests stopped working (only got 24 or 28 bottles, t...
- Fri Dec 29, 2017 9:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Requester chest do not request stuff ...
- Replies: 36
- Views: 11639
Re: [0.16.8] Requester chest do not request stuff ...
That works, tnx.. now, to get my megabase in one giant blueprint and paste it againIshimuro wrote:same issue...bp and replace the requesterchests and they work again
- Fri Dec 29, 2017 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Requester chest do not request stuff ...
- Replies: 36
- Views: 11639
Re: [0.16.8] Requester chest do not request stuff ...
I noticed the same, but it looks random, for example the requester chests for my labs refuse to request High Tech Science Packs, but all other packs are requested fine..
- Sat Dec 23, 2017 8:24 am
- Forum: Duplicates
- Topic: [kovarex] Achievements every time.
- Replies: 4
- Views: 2458
Re: Achievements every time.
I had the same, but it seems to have gone away after 0.16.7, all is good now
- Tue Sep 06, 2016 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Blueprint flips after copying
- Replies: 6
- Views: 4078
Re: [Rseding91] Blueprint flips after copying
I've got the same on 0.13.20, blueprints made with direction east come out west when created.. but it's not all the time, because now that I want to test it, it's working like it should Will update when I find out what causes it.
- Mon Aug 15, 2016 6:26 pm
- Forum: Off topic
- Topic: Need some answers
- Replies: 6
- Views: 2563
Re: Need some answers
Yeah, good luck with that..joseailton wrote: When I find a way to put factorio away
- Mon Jul 11, 2016 2:12 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 27802
Re: Version 0.13.7
http://www.theflatearthsociety.org disagreesbartekltg wrote:Wrap it around. Toroid is a great shape for a planet
- Sun Apr 17, 2016 4:39 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 76640
- Fri Feb 26, 2016 5:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
Big oops, rather silly to forget to update the first post. It is done now, sorry 'bout that
- Wed Feb 03, 2016 5:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
Can you upload your save and mods? (you can send a private message if you want)
- Sat Jan 30, 2016 11:05 am
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
https://drive.google.com/open?id=0B4kQ14Jxa2Wwa0lGa2gwd2xfaUk Using version 12.21 playing with the following mods https://drive.google.com/file/d/0B4kQ14Jxa2WwNVQ1YXdTQ2I0WWc/view?usp=sharing I've tried it with your save and the mods you use, but it works fine for me. Does "Crop to Base" ...
- Thu Jan 28, 2016 1:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
does this new version help? I disabled on_load, since on_tick is checking if the UI already exists. Yup! Error doesn't show up anymore. nice :) I continue to get a "Max zoom break" as error. and no images in the images folder in script output. Doesn't matter what settings I use. can you u...
- Wed Jan 27, 2016 6:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
does this new version help? I disabled on_load, since on_tick is checking if the UI already exists.SuicidalKid wrote: Also getting this error, any fix?
- Tue Jan 26, 2016 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22]Trains are getting a "No Path" error after updating
- Replies: 8
- Views: 26176
Re: [0.12.22]Trains are getting a "No Path" error after updating
This worked for me too and is the easiest workaround I guess.InsaneSeal wrote:I can easily fix the problem by updating the train network (i.e. removing a piece of track/adding a new rail signal).
- Mon Jan 25, 2016 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22]Trains are getting a "No Path" error after updating
- Replies: 8
- Views: 26176
Re: [0.12.22]Trains are getting a "No Path" error after updating
I've got the same, can upload the save too if you need it.
- Mon Jan 25, 2016 1:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 96992
Re: [MOD 0.12.x] Factorio Maps
Sorry for the late reply, but did your game crash to desktop? If so, you should probably make a bug report, because that's never suppose to happen, no matter how bad I code ;) I've never heard anyone else having the problem you discribed, and unfortunately I can't think of a reason it is happening.....
- Fri Jan 22, 2016 6:30 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 58904
Re: Friday Facts #122 - Better circuit network (Part 1)
I agree 100% with _aD, great FFF!
- Mon Dec 21, 2015 9:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 103475
Re: [MOD 0.12.x] NESTT: Build your base inside a train
that.. is brilliant I will try it out tomorrow and bombard you with questions and suggestions