Search found 209 matches

by SupplyDepoo
Tue Jul 04, 2017 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Replies: 22
Views: 11677

Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)

  1. Trains should never reroute inside of chain-signaled blocks.
  2. When a train reserves blocks, it should be guaranteed that it will use them.
by SupplyDepoo
Mon Jul 03, 2017 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Replies: 22
Views: 11677

Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)

If when it reaches the exit route the normal signal is red it will wait at that non-chain signal. It should be impossible for that to happen. When a train passes a chain signal, it reserves the exit. However, if you're signaled your rails correctly that never happens because in a proper signaled se...
by SupplyDepoo
Fri Jun 09, 2017 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.19] Crash during train placement
Replies: 3
Views: 2045

Re: [Rseding91] [0.15.19] Crash during train placement

Sorry. I thought the folder 'currently-playing' was a copy of the save file. I attached the save file to the OP.
by SupplyDepoo
Fri Jun 09, 2017 3:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.19] Crash during train placement
Replies: 3
Views: 2045

[Rseding91] [0.15.19] Crash during train placement

The game sometimes crashes when I'm placing trains - I think it has to do with the new snapping feature near train stops. But I can't reproduce it consistently. Not sure if it has something to do with the rail setup. I copied and pasted a test setup from my normal freeplay map (where I first noticed...
by SupplyDepoo
Fri Jun 09, 2017 10:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
Replies: 7
Views: 3172

Re: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work

Not to my knowledge SD. If you have it normal mode, it ignores tiles unless there is NOTHING but tiles being selected. In always it always grabs tiles when you deconstruct an area. Unless I'm misunderstanding your testing bias anyways. You're right, if there are no filters then it works like before...
by SupplyDepoo
Thu Jun 08, 2017 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
Replies: 7
Views: 3172

Re: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work

It seems 'Normal' and 'Always' now have exactly identical behavior in every possible scenario. Maybe remove one of them to avoid confusion?
by SupplyDepoo
Sun Jun 04, 2017 5:29 am
Forum: Not a bug
Topic: [0.15.3] Screenshot command won't take picture of map
Replies: 4
Views: 3901

Re: [0.15.3] Screenshot command won't take picture of map

I agree it should be able to capture the map view. Thought this was a bug.
by SupplyDepoo
Sun May 28, 2017 2:00 am
Forum: Ideas and Suggestions
Topic: Raw resources in sandbox mode + cheat mode
Replies: 3
Views: 3159

Raw resources in sandbox mode + cheat mode

It would be convenient to be able to grab raw resources (iron ore, coal, stone, etc) from the crafting menu when in sandbox mode with cheat mode enabled. I imagine it would be found in a separate tab.
by SupplyDepoo
Thu May 25, 2017 6:06 am
Forum: Implemented Suggestions
Topic: Dropping items on belt sides only
Replies: 8
Views: 6513

Dropping items on belt sides only

I'm suggesting changing the item dropping back to how it was in 0.14, when dropping items on a transport belt didn't overflow onto the ground and other belt lanes when there wasn't enough space. I know it's a very minor issue but it does make setting up certain tests a little annoying, and I don't s...
by SupplyDepoo
Wed May 24, 2017 8:25 pm
Forum: Duplicates
Topic: [0.15.13] No reach limit on disconnecting electric poles
Replies: 1
Views: 491

[0.15.13] No reach limit on disconnecting electric poles

I'd classify this as a bug because you can't dis-/connect individual copper cables or circuit network wires without being near the electric pole, and in general it's configuring an entity which normally isn't possible via the map. What I expected to happen: Shift+LMB on an electric pole beyond my re...
by SupplyDepoo
Wed May 24, 2017 8:03 pm
Forum: Ideas and Suggestions
Topic: Pasting while dragging shouldn't disconnect electric poles
Replies: 0
Views: 387

Pasting while dragging shouldn't disconnect electric poles

When you hold shift+LMB and drag to copy & paste e.g. combinator settings to a bunch of combinators, it shouldn't remove copper cables from electric poles that you drag over.
by SupplyDepoo
Tue May 23, 2017 9:21 pm
Forum: Duplicates
Topic: [0.15.13] Desync into crash (mac)
Replies: 1
Views: 805

[0.15.13] Desync into crash (mac)

I was placing down a steel chest and pressing Q when the game desync'ed. After reconnecting and catching up (where I could already see the game world instead of the usual black screen) it froze and gave me an "unexpected error" message. This is my first desync in >100 hours of playing on d...
by SupplyDepoo
Tue May 23, 2017 12:49 am
Forum: Not a bug
Topic: [0.15.12] Able to join servers that are at the player limit
Replies: 2
Views: 758

Re: [0.15.12] Able to join servers that are at the player limit

I see. It still seems like something that should be addressed somehow since it makes the player count/limit an unreliable indicator of whether you can join a server or not (as a non-admin, non-returning player). And trial and error isn't (currently) a good solution because if you can't join, it kick...
by SupplyDepoo
Mon May 22, 2017 10:44 pm
Forum: Not a bug
Topic: [0.15.12] Able to join servers that are at the player limit
Replies: 2
Views: 758

[0.15.12] Able to join servers that are at the player limit

It's possible to join servers that are exactly at the player limit (e.g. "2/2"), regardless of the "ignore when returning" setting (it works with servers I've never joined before). Seems like an off-by-one error or a wrong comparison operator.
by SupplyDepoo
Wed May 17, 2017 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.15.11] Error when loading campaign save from 0.14.21
Replies: 2
Views: 1808

[Klonan] [0.15.11] Error when loading campaign save from 0.14.21

I get this error when I load my campaign save (New hope/level-02) from 0.14.21: Error while running event level::on_selected_entity_changed (ID 52) ...tion Support/factorio/temp/currently-playing/control.lua:8: attempt to index field 'goal_info_frame' (a nil value) It happens after I click 'close' o...
by SupplyDepoo
Sun May 14, 2017 1:28 pm
Forum: Ideas and Suggestions
Topic: Train stops should show up on the map
Replies: 2
Views: 644

Re: Train stops should show up on the map

I'm not talking about the huge dot/circle. I'm talking about the train stop entity having no minimap color unlike every other entity.
by SupplyDepoo
Sun May 14, 2017 12:31 am
Forum: Ideas and Suggestions
Topic: Train stops should show up on the map
Replies: 2
Views: 644

Train stops should show up on the map

Not sure if this should be a bug report, but train stops in 0.15 don't show up on the map if you disable the "train stop names" option. I think they should have a 2x2 blue pixel like other player-made entities.
by SupplyDepoo
Sat May 13, 2017 1:36 am
Forum: General discussion
Topic: [0.15 experimental] Were my oil patches converted properly?
Replies: 3
Views: 1243

Re: [0.15 experimental] Were my oil patches converted properly?

I just wanted to say for the record that I've tapped new oil wells that were generated before 0.15 and they're staying at 2/s. So it seems that only oil wells that were already below 2/s before 0.15 weren't changed correctly.
by SupplyDepoo
Thu May 11, 2017 6:42 pm
Forum: Resolved Problems and Bugs
Topic: [15.10] Copying chest slot limit does not work between all types
Replies: 1
Views: 1545

[15.10] Copying chest slot limit does not work between all types

I'm 99% sure this is a bug. If not, it's a feature request. It should be possible to copy & paste the chest slot limit from a steel chest to a storage chest and vice versa. Right now you can only paste among logistic chests and among non-logistic chests. Pasting from iron chests to steel chests ...

Go to advanced search