Search found 727 matches

by DRY411S
Tue Jul 18, 2023 9:25 am
Forum: Mods
Topic: MINI MODS
Replies: 53
Views: 41703

Re: MINI MODS

I have discovered that the Production Scrap 2 mod, and my Recycling Machines Mod are not compatible. When Production Scrap 2 and Recycling Machines mod are both active, even though they appear to be craftable, any attempt to craft a recycling Machine results in an assembler being crafted instead (or...
by DRY411S
Thu Feb 09, 2023 7:04 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour
Replies: 6
Views: 2760

Re: [1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour

It will only cycle if it can fire and it can only fire if it has rockets in the active slot, so when you do not have enough to put rockets in every slot you have to try until you hit the active one. Yes this. The issue is that if the active slot has no ammo in it, it won't cycle away from it. And w...
by DRY411S
Thu Feb 09, 2023 6:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour
Replies: 6
Views: 2760

Re: [1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour

Ok then the bug is that it is impossible to know what the active weapon slot of a spider is without placing a player character into the spider. When I click on a spider that does not have a character on board, it seems to me that it would be possible to indicate this wouldn't it?
attackspider.png
attackspider.png (66.8 KiB) Viewed 2738 times
by DRY411S
Thu Feb 09, 2023 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour
Replies: 6
Views: 2760

[1.1.74] Unpredictable/Unexpected spidertron rocket firing behaviour

It seems that unless you have rockets in every spidertron slot, and instead choose only 1 slot to load, then the spider may or may not fire those rockets. Like the player character, spiders have a selected weapon slot that can be 'tabbed' if a player character is in the spider, but if none of the ot...
by DRY411S
Tue Jun 07, 2022 11:50 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 18291

Re: Version 1.1.60

Well, that's the case. But, also ... if you need to fix on a specific release, download ZIP from the website, don't do it on Steam, as your specific release branch will be deleted sooner or later. Understood. I do this rarely, only when I want to complete a playthrough on a fixed version so I have ...
by DRY411S
Tue Jun 07, 2022 11:32 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 18291

Re: Version 1.1.60

why would they have the same branch twice, one with a number specified and one without? This would allow you to specify that whenever a new beta is released, you want it. I had thought (perhaps incorrectly) that this did not include the current version number. So those are not the same branch. One ...
by DRY411S
Mon Jun 06, 2022 4:32 pm
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 18291

Re: Version 1.1.60

Steam is screwed... versionconrol.PNG Experimental 1.1.59 has gone missing, selecting it gives you 1.1.60. and when was 59 latest when there is a 60? Also I'm almost sure I had locked onto 1.1.59, but got 1.1.60 anyway. Also noticed that Steam does not have some versions that factorio.com does. 1.1....
by DRY411S
Wed Mar 16, 2022 7:17 am
Forum: Duplicates
Topic: [1.1.56] Not all cliffs are removed when placing blueprints
Replies: 5
Views: 1915

[1.1.56] Not all cliffs are removed when placing blueprints

I see this quite often when placing rails. The game does not correctly calculate every cliff that needs to be destroyed when placing rails. This results in bots hovering over incomplet tracks. It's especially annoying when using blueprints in map view mode. My save game is large, here's a pic instea...
by DRY411S
Fri Feb 04, 2022 4:05 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 139735

Re: Friday Facts #367 - Expansion news

Gehaktbal wrote:
Fri Feb 04, 2022 3:53 pm
doppelEben wrote:
Fri Feb 04, 2022 3:49 pm
cpy wrote:
Fri Feb 04, 2022 2:10 pm
Image
I need a preorder button and wouldn't even care if the expansion doesn't live up to expectations.
+1 The £ per hour played is the lowest of any game I have bought, by several orders of magnitude.
by DRY411S
Sat Aug 21, 2021 6:34 pm
Forum: Pending
Topic: [0.15.13] Show paths does not display
Replies: 13
Views: 4818

Re: [0.15.13] Show paths does not display

Again, a clean reinstall fixed it.
by DRY411S
Sat Aug 21, 2021 4:40 pm
Forum: Pending
Topic: [0.15.13] Show paths does not display
Replies: 13
Views: 4818

Re: [0.15.13] Show paths does not display

Well, here we are 4 years later and it's just stopped working again. After working continuously in between, and changing PCs and laptops once each!

(It's not a Railworld this time though.)
by DRY411S
Sun Apr 04, 2021 6:34 am
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

Final update. I found an old save where the stacker was the way I designed it with chains at the top, and the issue was occurring. I'm very very (and once again very) embarrassed to say that the cause was ghost chain signals in 2 of the stacker lanes! :oops: :oops: :oops: So no bug, not even in v1.1...
by DRY411S
Sat Apr 03, 2021 6:00 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

Are people trying the save game and NOT seeing the bahaviour (which is what I think you said in your first reply)? Or is everybody seeing the same behaviour that I have reported, and it's 'as expected'? The behaviour I see (after loading your save) is as I would expect. With rail (not chain) signal...
by DRY411S
Sat Apr 03, 2021 5:07 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

Sorry I'm confused now. Are people trying the save game and NOT seeing the bahaviour (which is what I think you said in your first reply)? Or is everybody seeing the same behaviour that I have reported, and it's 'as expected'? If it is as expected, what changes do I need to make? From the stacker, i...
by DRY411S
Sat Apr 03, 2021 4:54 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

I'm seeing expected behaviour with rail signals in the stacker, as in the save. They need to be chain signals to ensure the issue Loewchen described is prevented, but perhaps when you thought they were all chain signals, at least one was in fact a rail signal, hidden by a locomotive waiting to the ...
by DRY411S
Sat Apr 03, 2021 4:39 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

If you signal it so that trains only leave the holding bay if the complete path and station is free then this should work. But that's what I've done? The chains from the stacker are blue blue blue blue blue red red red (regular signal), yet the train leaves the stacker and stops at the first blue. ...
by DRY411S
Sat Apr 03, 2021 4:09 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

I should add that in the save game, the signals at the top of the stacker are regular signals. Again, this was an unsuccessful attempt to fix this. The problem still occurs if they are chain signals (as the ought to be). You said the issue could be reproduced. Can you reproduce it starting from the...
by DRY411S
Sat Apr 03, 2021 3:56 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

Loewchen wrote:
Sat Apr 03, 2021 3:53 pm
I let it run for several minutes and no train ever disobeyed a chain signal.
Maybe I am using the wrong language/term. The trains should not leave the stacker if there are red chains on the way to their target destination right?
by DRY411S
Sat Apr 03, 2021 3:54 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

Re: [1.1.30] Trains disobey chain signals

I should add that in the save game, the signals at the top of the stacker are regular signals. Again, this was an unsuccessful attempt to fix this. The problem still occurs if they are chain signals (as the ought to be).
by DRY411S
Sat Apr 03, 2021 3:48 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 4628

[1.1.30] Trains disobey chain signals

chain bug.png Trains are leaving the stacker even though the route to their chosen station has red chain signals en-route. This is causing a deadlock. The station has a train limit on it. The ore unload station immediately due North of it, has the same name and the same train limit. There are train...

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