Search found 155 matches

by jonatkins
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...
by jonatkins
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 ...
by jonatkins
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
by jonatkins
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...
by jonatkins
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.
by jonatkins
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...
by jonatkins
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...
by jonatkins
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.
by jonatkins
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...
by jonatkins
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.
by jonatkins
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...
by jonatkins
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...
by jonatkins
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 ...
by jonatkins
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.
pollution-bad.jpg
pollution-bad.jpg (109.02 KiB) Viewed 706 times
It does work when you zoom in close enough that the edge of the pollution is off screen.
pollution-zoom.jpg
pollution-zoom.jpg (176.03 KiB) Viewed 706 times
This map is 128 high - not tested other heights.

First seen in 0.13.2 (I think), with no mods.

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