same issue here.
inserter takes item from factory to a belt moving away. when the belt is full, the inserter stops working (as it should). when the belt gets free again, it doesn't resume.
Search found 62 matches
- Tue Jan 06, 2015 11:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9]Inserter stop working
- Replies: 9
- Views: 4147
- Tue Dec 30, 2014 4:52 pm
- Forum: Implemented Suggestions
- Topic: Multiple occurrences in requester chests
- Replies: 19
- Views: 7980
Re: Multiple occurrences in requester chests
logic solution would be to sum up the requests, because 45 are requested, so 45 should be delivered. cpu taxing? not in this case of a simple addition instruction.
- Sun Dec 28, 2014 1:05 pm
- Forum: Gameplay Help
- Topic: What to do with oil?
- Replies: 11
- Views: 19277
Re: What to do with oil?
I'm in the process of setting up my first oil plant, with 8 chem plants making plastic (planning for the future) and just discovered that refineries will not make anything if they cannot make everything. Is there anything that can be done with the light and heavy oils until I'm ready to start using...
- Sun Dec 28, 2014 12:58 pm
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 21760
Re: Automatic mining bases expansion (or eliminating the nee
interesting opinion, because of all the aspects of factorio, expanding and connecting to new minig sites is the one we like most. for me and my wife this is basically the point of playing the game: "tank up" and rush to a new remote location together. i am wondering, what would be the cont...
- Sun Dec 28, 2014 12:17 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 48345
Re: Friday Facts #66 - Merry christmas
merry christmas and thanks for the awesome game. about the "endgame": every game needs some kind of "goal" to reach, to make you feel that you have "won" or at least achieved something. just building more stuff, like another mining site here and another processing plant...
- Sun Dec 21, 2014 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 21170
Re: Large and Heavy items
all realism discussions put aside, it just feels strange to run around, then place an entire train somewhere out of your inventory. if there would be a construction facility, connected to the rail network, which is fed with input materials and produces train parts, and it is made in a way that it do...
- Sun Dec 21, 2014 1:20 pm
- Forum: Mods
- Topic: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)
- Replies: 29
- Views: 41221
Re: [MOD 0.10.x] Boxing (v0.5.0)
nice post
i used the jumping method in this years christmas packaging process.
i used the jumping method in this years christmas packaging process.
- Fri Dec 12, 2014 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Relocation Blueprint
- Replies: 3
- Views: 1483
Re: Relocation Blueprint
i actually support the idea. i often wanted to move something e.g. just one tile up, or around the base when i restructure something. blueprinting and then deconstructing is not very helpful in that situations, its cumbersome. a high level tier item to do this (like the suggested orange blueprint) i...
- Fri Dec 05, 2014 5:11 pm
- Forum: News
- Topic: Friday Facts #63 - The endless struggle
- Replies: 38
- Views: 34402
Re: Friday Facts #63 The endless struggle
just to post it again, can we pleeeeeaaase have this kind of graphics quality (high resolution!) in the game?
i mean, the 8bit-oldschool style is nice and all, but i would really appreciate a crisp graphics renderer. cheers and happy birthday
i mean, the 8bit-oldschool style is nice and all, but i would really appreciate a crisp graphics renderer. cheers and happy birthday
- Thu Dec 04, 2014 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash with splitters and belts
- Replies: 7
- Views: 4342
Re: [0.11.4] Crash with splitters and belts
confirming the crash report by cpw.
just tried to replace a belt with a splitter - crash.
just tried to replace a belt with a splitter - crash.
- Sun Nov 23, 2014 1:33 pm
- Forum: Show your Creations
- Topic: Tired of babysitting expansions? Auto-supply w/ trains!
- Replies: 20
- Views: 31565
Re: Tired of babysitting expansions? Auto-supply w/ trains!
So what's the trick? Middle click! oh f* me...... lol i have seriously built a green wire network to the outpost, to load stuff into the train only when the outpost is missing something. this is of course very tedious to set up, and overally quite stupid now that i know about "middle click&quo...
- Fri Nov 21, 2014 5:03 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 10971
Re: A Bulldozer
not against this idea, but not required either. we used grenades in our multiplayer games, and then the tank.
and i actually enjoy starting in a dense forest area and slowly make place for the factory.
and i actually enjoy starting in a dense forest area and slowly make place for the factory.
- Fri Nov 21, 2014 4:53 pm
- Forum: News
- Topic: Friday Facts #61 - Into India
- Replies: 25
- Views: 23611
Re: Friday Facts #61 - Into India
if you already have the models in 3d (which i expected), could you please consider a 3d render engine for the game in the future? i am not disliking the current 2d graphics, but a nice and shiny crispy clear rendered world would be highly appreciated. and i would even pay a little extra for it, e.g....
- Mon Nov 17, 2014 4:15 pm
- Forum: Pending
- Topic: Gradual accumulation of packet loss
- Replies: 5
- Views: 6465
Re: Gradual accumulation of packet loss
bug in router/modem firmware, maybe not handling udp packets correctly, nat traversal issue, etc..?
can the affected modem get a firmware upgrade?
can the affected modem get a firmware upgrade?
- Sun Nov 16, 2014 7:24 pm
- Forum: Multiplayer
- Topic: How to simulate multiplayer
- Replies: 6
- Views: 13533
Re: How to simulate multiplayer
if you have two screens, mice and keyboards, you can turn your pc into a terminal, and run 2 real parallel user sessions on it. http://www.miniframe.com/technology/softxpand.html wife and me use this to play several games together on one powerful pc. not trying to advertise here, just spreading the ...
- Fri Nov 14, 2014 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: Multiplayer map keeps de-syncing
- Replies: 15
- Views: 7646
Re: Multiplayer map keeps de-syncing
fyi, 0.11.3 did not fix this savegame for us. player 2 still desyncs after joining.
- Fri Nov 14, 2014 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] placing robot desyncs player 2
- Replies: 3
- Views: 1665
[0.11.3] placing robot desyncs player 2
see this savegame https://onedrive.live.com/redir?resid=48B6D48686ADABD4!128&authkey=!AEHVkHgpcP1HC2M&ithint=file%2czip have both players joined player 1: run out of the base, to the next base on the right side. take construction robot, place it on the floor next to roboport player 2 desyncs...
- Thu Nov 13, 2014 11:10 pm
- Forum: Releases
- Topic: Version 0.11.2
- Replies: 31
- Views: 46712
Re: Version 0.11.2
awesome.
another factorio multiplayer weekend ahead
another factorio multiplayer weekend ahead
- Thu Nov 13, 2014 7:05 pm
- Forum: Balancing
- Topic: Science Pack Balancing
- Replies: 18
- Views: 22504
Re: Science Pack Balancing
capsules? whats that? no i'm serious. and can even prove this with replays: didnt build a single of them. we just spammed towers, and took a roundtrip with the tank. each round one biter nest goes down. sack in the results, we got half a box full of those pink globes. and we played with "hard&q...
- Wed Nov 12, 2014 7:39 pm
- Forum: Balancing
- Topic: Burner inserter should take the first coal itself
- Replies: 11
- Views: 20264
Re: Burner inserter should take the first coal itself
i support this suggestion, mainly because it's just tedious to fill the inserter after placing. i don't know any situation where i would place it and then NOT fill it. so taking these additional clicks out would be a welcome improvement.