From those details that can be seen in the picture the setup should work.
You did replace the signal on the very same coordinates, right?
Sounds like a bug to me, then.
Do you still have the save with the bug?
Also please provide the game version number(s) that that particular save was used in
Search found 1235 matches
- Sat Mar 07, 2015 8:46 am
- Forum: Gameplay Help
- Topic: Train goes wrong way
- Replies: 3
- Views: 2831
- Sat Mar 07, 2015 8:34 am
- Forum: Resolved Problems and Bugs
- Topic: [visual]Time icon in recipes is off-centre
- Replies: 1
- Views: 3272
[visual]Time icon in recipes is off-centre
https://forums.factorio.com/forum/download/file.php?id=3194 Image taken from https://forums.factorio.com/forum/viewtopic.php?t=8827#p70291 Even though the "time" icon looks allright in the "Total raw" line due to the inserted text, You can see that the top "time" icon ...
- Sat Mar 07, 2015 8:26 am
- Forum: Releases
- Topic: Version 0.11.17
- Replies: 46
- Views: 50942
Re: Version 0.11.17
Thanks,kovarex wrote:Because we are perfectionists.
now I can ask you not to confuse "brake" and "break"
The OP has the other word in both cases I think.
- Sun Mar 01, 2015 9:33 am
- Forum: General discussion
- Topic: 0.12 New Circuit stuff (from the FF)
- Replies: 11
- Views: 8434
Re: 0.12 New Circuit stuff (from the FF)
That's a different idea called "boxing/crates". There is already a mod for that (+ also cars could be used as belt-transportable boxes) My suggestion was about not separating items on belts by which side are they on, but based on what time they arrive at. With a "multiplexer" sen...
- Sun Mar 01, 2015 8:45 am
- Forum: Ideas and Suggestions
- Topic: Deep mining
- Replies: 3
- Views: 3020
Re: Deep mining
Underground ores is the topic of one of the very first mods. https://forums.factorio.com/forum/viewtopic.php?f=45&t=390 Relevant searches https://forums.factorio.com/forum/search.php?keywords=underground+radar search.php?keywords=underground+mining -"underground belt" -"F mod"
- Sun Mar 01, 2015 8:34 am
- Forum: Gameplay Help
- Topic: Train goes wrong way
- Replies: 3
- Views: 2831
Re: Train goes wrong way
I'd guess there's something wrong with that "triangle" junction. Can you take that turn with a train driven manually? That'll check if the rails on that triangle are connected properly At a closer look at the path-that-should-have-been-taken I don't understand why the signal on that path i...
- Sat Feb 28, 2015 8:54 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Blackmailing aliens
- Replies: 4
- Views: 3382
Re: [Idea] Blackmailing aliens
Sounds like the "supply" scenario from the scenario pack.
I was unable to get very far in that, cause
it turns out I don't like briging the operations to big scales.
I was unable to get very far in that, cause
it turns out I don't like briging the operations to big scales.
- Sat Feb 28, 2015 8:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Visual warping of icons
- Replies: 2
- Views: 2708
Re: [0.11.16] Visual warping of icons
Oh, they weren't supposed to be like that?
This fix makes another problem with the "Time" icon visible: It's off centre.
This fix makes another problem with the "Time" icon visible: It's off centre.
- Sat Feb 28, 2015 8:44 am
- Forum: Ideas and Requests For Mods
- Topic: [request] sensor on belt
- Replies: 3
- Views: 5488
Re: [request] sensor on belt
The modding api for "is item on belt" is there,
so It should be possible to do as a mod
Before(If) it arrives in the planned CCnet update
so It should be possible to do as a mod
Before(If) it arrives in the planned CCnet update
- Sat Feb 28, 2015 8:37 am
- Forum: Ideas and Suggestions
- Topic: Alert thresholds on boxes.
- Replies: 5
- Views: 2698
Re: Alert thresholds on boxes.
I'm sure you'll be able to rig something up with the announced CCnet update.
The FFF mentioning those also mentioned someone doing a CCnet-controlled-lamp--based fill indicator of a chest
That's just what you want
EDIT: It's my 7th post, woot
EDIT2: That's a failed binary joke.
The FFF mentioning those also mentioned someone doing a CCnet-controlled-lamp--based fill indicator of a chest
That's just what you want
EDIT: It's my 7th post, woot
EDIT2: That's a failed binary joke.
- Sat Feb 28, 2015 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] unnecessary 10 second hang when dropping players
- Replies: 3
- Views: 1234
Re: [0.11.16] unnecessary 10 second hang when dropping players
Could it be wrong error text?
What if the real message was "Player connection lost"?
In that case it would be nice if the game waited a couple of seconds
whether the player manages to regain connection or not.
What if the real message was "Player connection lost"?
In that case it would be nice if the game waited a couple of seconds
whether the player manages to regain connection or not.
- Sat Feb 28, 2015 7:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
- Replies: 13
- Views: 3981
Re: [0.11.16] [Gameplay] OMG Fockin' trees.
Allright,
the tank insta-stopping while hitting some trees IS imo a bug
and the tank's engine stopping when it hits anything is undesirable as well.
But the original report is about something else and "not a bug"
Please report the above two separately if not reported already.
the tank insta-stopping while hitting some trees IS imo a bug
and the tank's engine stopping when it hits anything is undesirable as well.
But the original report is about something else and "not a bug"
Please report the above two separately if not reported already.
- Sat Feb 28, 2015 7:52 am
- Forum: Ideas and Suggestions
- Topic: Usage Key
- Replies: 2
- Views: 1996
Re: Usage Key
This concept baffles me. I learned most of the products/recipes back before the recipe tabs/categories were invented and it was obvious from the first glance at the recipes which are available and which aren't, though. Also I never got into a situation where I'd keep an intermediate product and thin...
- Sat Feb 28, 2015 7:47 am
- Forum: General discussion
- Topic: Endgame concerns[POLL]
- Replies: 46
- Views: 20735
Re: Endgame concerns[POLL]
Endgame too blurry for me to get concerned or happy about anything as well.
With so many commenters saying they won't vote, I'm not sure
what the significance of those values would be.
Should have included "It's too early to say" option
With so many commenters saying they won't vote, I'm not sure
what the significance of those values would be.
Should have included "It's too early to say" option
- Fri Feb 27, 2015 2:59 pm
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 71995
Re: Friday Facts #74 - The brainstorming
Thanks, I had no idea they run such an amazing system.
I failed to find any details about the system, though.
Not even a name / manufacturer brand.
Details like where the processing power resides, how much they handle on one charge
and how deeply integrated those are would be appreciated
I failed to find any details about the system, though.
Not even a name / manufacturer brand.
Details like where the processing power resides, how much they handle on one charge
and how deeply integrated those are would be appreciated
- Sat Feb 21, 2015 7:36 am
- Forum: Not a bug
- Topic: [0.11.16] Inserters sleeping
- Replies: 2
- Views: 1497
Re: [0.11.16] Inserters sleeping
Inserters not sleeping when they could is not a problem, but a feature missing / to be implemented. Right now I see no reason for having a large chunk of a factory cut from power for a prolonged time period. Can this please be moved under suggestions as "Inserters without power should sleep too...
- Sat Feb 21, 2015 7:33 am
- Forum: Minor issues
- Topic: [0.11.16] Updater doesn't follow Read/Write/Binary Paths
- Replies: 3
- Views: 5955
Re: [0.11.16] Updater doesn't follow Read/Write/Binary Paths
So, basically, you're requesting another config item to set the "binary path" for the autoupdater?
From what's posted it looks that the autoupdater detects the binary path as "/home"
and correctly tries to write to /home/x64/factorio
From what's posted it looks that the autoupdater detects the binary path as "/home"
and correctly tries to write to /home/x64/factorio
- Fri Feb 20, 2015 5:46 pm
- Forum: General discussion
- Topic: 0.12 New Circuit stuff (from the FF)
- Replies: 11
- Views: 8434
Re: 0.12 New Circuit stuff (from the FF)
Well a "belt sensor" should be now possible via the 0.1.16 feature
"Added LuaEntity::isitemonbelt read - returns true/false if an item entity is on a transport belt variant entity."
"Added LuaEntity::isitemonbelt read - returns true/false if an item entity is on a transport belt variant entity."
- Fri Feb 20, 2015 5:43 pm
- Forum: Ideas and Suggestions
- Topic: More signal stuff
- Replies: 2
- Views: 1252
Re: More signal stuff
This forum has a search box, you know?
https://forums.factorio.com/forum/vie ... 46&p=68718
https://forums.factorio.com/forum/vie ... 46&p=68718
- Fri Feb 13, 2015 9:32 pm
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 43575
Re: Friday Facts #73 Minds versus bytes.
Building automated ships factorio-style that blow up if I mess up?
Maybe I'll start playing again
Pity it's not compatible with my so far preferred backstory explanation
Maybe I'll start playing again
Pity it's not compatible with my so far preferred backstory explanation