Hi,
from what I see this is intended behavior as described in the original FFF regarding Train Interrupts in Interrupts -> https://factorio.com/blog/post/fff-389
This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the ...
Search found 64 matches
- Sun Dec 01, 2024 1:16 pm
- Forum: Duplicates
- Topic: Interrupt cancels ongoing interrupt
- Replies: 8
- Views: 3184
- Sun Dec 01, 2024 12:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 6407
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Hi, stepping through with the editor I also can't find any issue.
Deconstructing the railgun and rebuilding it, which resets the target sometimes destroys the aforementioned asteroid but not always.
I would guess this is just a rare case of "not enough railgun shooting speed" where there can be ...
Deconstructing the railgun and rebuilding it, which resets the target sometimes destroys the aforementioned asteroid but not always.
I would guess this is just a rare case of "not enough railgun shooting speed" where there can be ...
- Sun Dec 01, 2024 12:17 pm
- Forum: 1 / 0 magic
- Topic: Crash
- Replies: 2
- Views: 1002
Re: Crash
Hi, do you have a savefile you can provide with this issue?
- Sun Dec 01, 2024 12:12 pm
- Forum: Not a bug
- Topic: [2.0.22] Railgun damage doesn't take cryogenic science
- Replies: 2
- Views: 1145
Re: [2.0.22] Railgun damage doesn't take cryogenic science
Hi, the upgrade techs for railguns are split in that you need Metallurgic and Agriculture for Railgun damage upgrades and Cryogenic and EM Science for Railgun Shooting speed upgrades.
It's a little odd but that way you can improve your railguns even if you do not have fully automated all the ...
It's a little odd but that way you can improve your railguns even if you do not have fully automated all the ...
- Sun Dec 01, 2024 12:07 pm
- Forum: Not a bug
- Topic: [2.0.21] Turrets not shooting anything in sapce
- Replies: 4
- Views: 1391
Re: [2.0.21] Turrets not shooting anything in sapce
Hi, I looked at your blueprint but couldn't find any issues, even after running the console command.
Turrets were normally shooting on Asteroids and I got to Aquilo without problems.
Do you have a savegame you can provider with the issue?
Turrets were normally shooting on Asteroids and I got to Aquilo without problems.
Do you have a savegame you can provider with the issue?
- Sat Nov 30, 2024 8:00 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2635
- Sat Nov 30, 2024 7:57 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2635
Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
Okay, I now have been able to reproduce it.
The Space Platform UI needs to be closed during the fly condition triggering, which then leads to the aforementioned behavior.
Circuit Signals are actually not affected by this so its just a visual thing I guess.
also once you switch surface and come back ...
The Space Platform UI needs to be closed during the fly condition triggering, which then leads to the aforementioned behavior.
Circuit Signals are actually not affected by this so its just a visual thing I guess.
also once you switch surface and come back ...
- Sat Nov 30, 2024 7:48 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2635
Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
I am currently unable to reproduce this.
When the Fly condition triggers it swaps out the symbols as expected.
When the Fly condition triggers it swaps out the symbols as expected.
- Sat Nov 30, 2024 7:45 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2635
Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
Oh, sorry, was not noticing the flying schedule.
- Sat Nov 30, 2024 10:51 am
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 8187
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Oh yeah, sorry, im blind.
- Sat Nov 30, 2024 10:08 am
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 8187
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Do you have a savefile you can provide?
- Sat Nov 30, 2024 9:50 am
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 8187
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Unfortunately, then I have no other ideas.
some discrepancy is to be expected although it should never reach a point where a whole 48-slot chest completely fills up with other ingredients.
some discrepancy is to be expected although it should never reach a point where a whole 48-slot chest completely fills up with other ingredients.
- Sat Nov 30, 2024 9:41 am
- Forum: Duplicates
- Topic: [2.0.23] Recipe with only fluid ingredients quality can be set by parameter
- Replies: 3
- Views: 914
Re: [2.0.23] Recipe with only fluid ingredients quality can be set by parameter
Yes, you actually can, if you use this trick: 122685
- Sat Nov 30, 2024 9:35 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Recipes with fluid only ingredients allow specifying the recipe quality
- Replies: 3
- Views: 3204
Re: [2.0.21] Recipes with fluid only ingredients allow specifying the recipe quality
Wow, I can confirm that this actually works and is kinda insane.
As Sample describes it basically turns every only-fluid recipe into a guaranteed legendary craft, some recipes that come to my mind this instant:
- Holmium plates (as shown)
- Sulfur
- Solid Fuel
- Every molten iron or copper craft...
As Sample describes it basically turns every only-fluid recipe into a guaranteed legendary craft, some recipes that come to my mind this instant:
- Holmium plates (as shown)
- Sulfur
- Solid Fuel
- Every molten iron or copper craft...
- Sat Nov 30, 2024 8:52 am
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 37
- Views: 13347
Re: More Exciting Quality Effects (pls)
Hi,
without increasing their "footprint" (size, beacons etc...), it's just a straight-up increase in production rate
All of the electric poles get longer ranges though, so that's not really correct.
logistics buildings don't have a "production" in that kind of sense so my example was a bit ...
without increasing their "footprint" (size, beacons etc...), it's just a straight-up increase in production rate
All of the electric poles get longer ranges though, so that's not really correct.
logistics buildings don't have a "production" in that kind of sense so my example was a bit ...
- Sat Nov 30, 2024 8:30 am
- Forum: Not a bug
- Topic: [2.0.20] Time passed condition turns green instantly with only one stop
- Replies: 2
- Views: 809
Re: [2.0.20] Time passed condition turns green instantly with only one stop
Hi, I looked at your savefile and can confirm this behavior.
Although I am definitely not an expert on the rail code and logic I would probably suspect this is a small behavior for performance reasons since when you only have one stop, there is no point in having any time passing condition since the ...
Although I am definitely not an expert on the rail code and logic I would probably suspect this is a small behavior for performance reasons since when you only have one stop, there is no point in having any time passing condition since the ...
- Sat Nov 30, 2024 8:11 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 3539
- Sat Nov 30, 2024 8:06 am
- Forum: Not a bug
- Topic: [raiguard][2.0.20] Overextened pipeline still fill tank
- Replies: 3
- Views: 1310
Re: [2.0.20] Overextened pipeline still fill tank
Can confirm this behavior, the pipeline seems to work for 1 tick pushing fluids into the pipeline before the fluid flow stops.
from what I can see this is even done every time a new entity is built into the pipeline, for example, if you build more tanks to 1 end of an already overextended pipeline ...
from what I can see this is even done every time a new entity is built into the pipeline, for example, if you build more tanks to 1 end of an already overextended pipeline ...
- Sat Nov 30, 2024 7:56 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 3539
Re: [2.0.15] Stack inserters do not respond to stack size change
Hi, I think this issue is related to another one I have already seen a couple of days ago due to belt stacking sizes.
I need to find it again but the basic gist is that a Stack Inserter will always wait for a full belt stack size to be put on belts (for example if you have researched belt stack ...
I need to find it again but the basic gist is that a Stack Inserter will always wait for a full belt stack size to be put on belts (for example if you have researched belt stack ...
- Sat Nov 30, 2024 7:51 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Railgun doesn't show "No Power" icon when you put ammo in it.
- Replies: 2
- Views: 2129
Re: Railgun doesn't show "No Power" icon when you put ammo in it.
Can confirm, seems to be a priority issue:
No Power, No Ammo: No Power flashing
Has Power, No Ammo: No Ammo flashing
No Power, Has Ammo: >THIS BUG REPORT<
Has Both Power and Ammo: Nothing
seems to be related to the fact that railguns are the only entity in the game that takes both power as well as ...
No Power, No Ammo: No Power flashing
Has Power, No Ammo: No Ammo flashing
No Power, Has Ammo: >THIS BUG REPORT<
Has Both Power and Ammo: Nothing
seems to be related to the fact that railguns are the only entity in the game that takes both power as well as ...