Search found 155 matches
- Tue Jul 12, 2016 3:04 pm
- Forum: Not a bug
- Topic: [0.13.8] [Minor] Blueprint modules not inserted in order
- Replies: 2
- Views: 898
Re: [0.13.8] [Minor] Blueprint modules not inserted in order
A more realistic case is something like this. module-order-ocd-2.jpg Left column was as intended - right placed from a blueprint. It's harder to tell at a glance on the right hand column if all the modules are as intended. I don't think of myself as hugely OCD but I rebuilt a column of assemblers tw...
- Tue Jul 12, 2016 2:17 pm
- Forum: Not a bug
- Topic: [0.13.8] [Minor] Blueprint modules not inserted in order
- Replies: 2
- Views: 898
[0.13.8] [Minor] Blueprint modules not inserted in order
Not a big issue, and doesn't cause any functionality issues, but for those of us a bit OCD it can be annoying. Blueprints that include modules do not remember the module slots in use. module-order-ocd.jpg I made a blueprint of the top-left assembler with the modules, then placed it many times. Many ...
- Mon Jul 11, 2016 7:36 pm
- Forum: Duplicates
- Topic: [0.13.8] Inserter speed difference depending on direction
- Replies: 2
- Views: 902
Re: [0.13.8] Inserter speed difference depending on direction
As a comparison, I tried fast inserters on 0.12.35
Fast inserters both down and to the right were the same speed, but unloading up was slower by several percent - so it's not completely a new issue in 0.13.x
Fast inserters both down and to the right were the same speed, but unloading up was slower by several percent - so it's not completely a new issue in 0.13.x
- Mon Jul 11, 2016 6:09 pm
- Forum: Duplicates
- Topic: [0.13.8] Inserter speed difference depending on direction
- Replies: 2
- Views: 902
[0.13.8] Inserter speed difference depending on direction
Inserters transfer items from chests to belts at different speeds when facing different directions. I filled four wooden chests with 800 iron ore each, then set up inserters to unload onto belts in each of the four directions. Finally I placed a substation to power all the inserters at exactly the s...
- Mon Jul 11, 2016 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
- Replies: 21
- Views: 10091
Re: [0.13.6] [Twinsen] Train stops at a (circuit controlled) yellow signal, and doesn't restart
I've seen the problem occur at other signals on the map too, without any circuit connections.
- Sat Jul 09, 2016 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
- Replies: 21
- Views: 10091
Re: [0.13.6] Train stops at a yellow signal, and doesn't restart
WIth 0.13.0, or possibly 0.13.1/.2.
- Sat Jul 09, 2016 9:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
- Replies: 21
- Views: 10091
[0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
Sometimes I've found all my trains in the central base jammed - nothing moving. One train has a path planned through a signal, that signal is yellow, but the train isn't moving. train-stall-bug.jpg To get things moving again, you can: - place/remove a rail - anywhere on the map - use the train timet...
- Sat Jul 09, 2016 7:07 am
- Forum: Duplicates
- Topic: [0.13.6] Train signals placed by construction robots flash
- Replies: 2
- Views: 1240
Re: [0.13.6] Train signals placed by construction robots flash
It might be related to the construction order, rather than bots specifically - I've seen flashing signals when hand building too. - Place one path of the junction. Plan, but don't place, the other path - Place a signal at the point that will be the closest valid point to a junction - Place the other...
- Fri Jul 08, 2016 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: *[0.13.6] Single search key will type it into search
- Replies: 3
- Views: 1557
*[0.13.6] Single search key will type it into search
If the "Focus item search" key is redefined to a typable character (I tried "F" and "/"), then pressing the key will focus the search box (as expected) and type it into the search box (not expected).
If it makes any difference: Windows 7 x64, and UK keyboard layout.
If it makes any difference: Windows 7 x64, and UK keyboard layout.
- Thu Jul 07, 2016 7:57 pm
- Forum: Duplicates
- Topic: [13.6] Adding ground can cause water being added close by
- Replies: 7
- Views: 4108
Re: [13.6] Adding ground can cause water being added close by
I don't feel the title change to "Adding ground can cause water being added close by" really describes the problem as I'm seeing it. Water isn't being added at all - it's the small island having it's right-hand side stretched out - adding land several grid squares away from where I'm using...
- Thu Jul 07, 2016 6:20 pm
- Forum: Duplicates
- Topic: [13.6] Adding ground can cause water being added close by
- Replies: 7
- Views: 4108
Re: [0.13.6] Landfill oddness - unrelated island stretched
By the time I thought of checking autosaves the first stages of the issue had been overwritten. However, here's a save from just before the screenshot was taken.
- Thu Jul 07, 2016 6:13 pm
- Forum: Duplicates
- Topic: [13.6] Adding ground can cause water being added close by
- Replies: 7
- Views: 4108
[13.6] Adding ground can cause water being added close by
Hard to describe well, but when extending a railway across a lake with a 2-wide landfill a small island just south of the path had it's end stretched out parallel to the placed land. landfill-oddity.gif That small island started off half the size, but I didn't manage to screenshot the start of the p...
- Tue Jul 05, 2016 7:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] Train "Inactivity" condition ignores fuel loading
- Replies: 3
- Views: 6518
Re: [0.13.4] Train "Inactivity" condition ignores fuel loading
It seems to me that all the conditions relate only to the cargo wagons on a train, and none to the locomotive fuel status. Maybe this is by design, but I was hoping that inactivity, at least, would consider fuel loading into locomotives too. While it may be possible to come up with a circuit that ca...
- Tue Jul 05, 2016 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] Train "Inactivity" condition ignores fuel loading
- Replies: 3
- Views: 6518
[0.13.4] Train "Inactivity" condition ignores fuel loading
A train with a wait condition of "5 seconds of inactivity" will leave the station while the locomotive is not fully refueled. A combination of a small cargo load (e.g. depleted oil wells), a long trip, and burner inserters for refueling can lead to a train using more fuel per trip than is ...
- Sun Jul 03, 2016 4:02 pm
- Forum: Duplicates
- Topic: [0.13.4] Pollution doesn't render correctly on ribbon map
- Replies: 1
- Views: 706
[0.13.4] Pollution doesn't render correctly on ribbon map
Pollution doesn't render correctly on ribbon maps.
It does work when you zoom in close enough that the edge of the pollution is off screen.
This map is 128 high - not tested other heights.
First seen in 0.13.2 (I think), with no mods.
It does work when you zoom in close enough that the edge of the pollution is off screen.
This map is 128 high - not tested other heights.
First seen in 0.13.2 (I think), with no mods.