Logistic robots hangs up in the air with the cargo if the requester chest is removed while they are on the way with the cargo (and probably also when there are no free storage chests). Would be nice not to need to remove them manually and let them work on other tasks.
If there's no free storage ...
Search found 213 matches
- Sat Jul 16, 2016 9:41 am
- Forum: Releases
- Topic: Version 0.13.8
- Replies: 39
- Views: 39044
- Thu Jul 14, 2016 9:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Modded Assembler 3 missing progress bar
- Replies: 2
- Views: 2967
[0.13.8] Modded Assembler 3 missing progress bar
I'm using the Orbital Ion Cannon mod. It modifies the Assembler 3's max. ingredient count, for it to be able to craft the Ion Cannon itself (which has 8 ingredients). The progress bar in the assembler is not showing, despite that there's still enough space for it to show (see screenshot).
http ...
http ...
- Thu Jul 14, 2016 9:13 am
- Forum: Technical Help
- Topic: [0.13.8] Game cant start : stop at 10% of loading
- Replies: 5
- Views: 2770
Re: [0.13.8] Game cant start : stop at 10% of loading
If you own the Factorio on Steam, try verifying the game cache and see if it works 
- Wed Jul 13, 2016 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] [Twinsen] Circuit Network bug
- Replies: 7
- Views: 5796
Re: [0.13.8] [Pending] Circuit Network bug
Ok, so - same map loaded in the 0.13.8 version - bug is still present.
Here's the map I created with 0.13.8, I replicated everything as in the previous save and tested - the bug works 100% of the time, just remove the combinator.
Testing save and mods , so you can watch a replay of me building it ...
Here's the map I created with 0.13.8, I replicated everything as in the previous save and tested - the bug works 100% of the time, just remove the combinator.
Testing save and mods , so you can watch a replay of me building it ...
- Wed Jul 13, 2016 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] [Twinsen] Circuit Network bug
- Replies: 7
- Views: 5796
Re: [0.13.6] [Pending] Circuit Network bug
the trains on my map stop further away from the signal than on the save provided.
Just move the signal 1 tile closer, the 'train stopping position' is 'snapping to rail grid' each 2 tiles instead of 1 like with the rail signals.
I'm also downloading the 0.13.8 version right now, but it's gonna ...
Just move the signal 1 tile closer, the 'train stopping position' is 'snapping to rail grid' each 2 tiles instead of 1 like with the rail signals.
I'm also downloading the 0.13.8 version right now, but it's gonna ...
- Wed Jul 13, 2016 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] [Twinsen] Circuit Network bug
- Replies: 7
- Views: 5796
[0.13.8] [Twinsen] Circuit Network bug
I discovered a bug with circuit network today. I've made a small test map where the issue could be reproduced.
The signal is set to close when there's more than 95k Iron Plates in the storage. There's 96k Iron Plates in the Passive Providers. 1000 Iron Plates has to be missing before the train can ...
The signal is set to close when there's more than 95k Iron Plates in the storage. There's 96k Iron Plates in the Passive Providers. 1000 Iron Plates has to be missing before the train can ...
- Wed Jul 13, 2016 12:35 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Small Artifacts
- Replies: 13
- Views: 11602
Re: [MOD 0.13.x] Small Artifacts
Hey guys, I want to let you know that I just updated the Small Artifacts mod to the 1.0.5 version :D
Changes - I rebalanced the whole mod, so the Small Alien Artifacts gathering and processing is much more worth it. The recipe now requires only 25 Small Artifacts and enemies drop the more often ...
Changes - I rebalanced the whole mod, so the Small Alien Artifacts gathering and processing is much more worth it. The recipe now requires only 25 Small Artifacts and enemies drop the more often ...
- Wed Jul 13, 2016 12:12 pm
- Forum: Not a bug
- Topic: [0.13.8] Switching Circuit Network Wires - Chaining
- Replies: 3
- Views: 1636
Re: [0.13.8] Switching Circuit Network Wires - Chaining
Pressing 2 on your keyboard puts away the red wire and brings up the green wire. When you put away the wire, the anchor point is reset, as always.
I would say it's only a really minor issue or not a bug.
I would say it's only a really minor issue or not a bug.
- Wed Jul 13, 2016 11:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Mod save corruption + mod install duplicate/update not found
- Replies: 11
- Views: 6412
Re: [0.13.8] Ingame mod installs duplicates + corrupts saves.
I don't want to share my base with the community just yet because it's a WIP. I might be able to deconstruct my base and keep the bug intact but it's a maybe and some work.
Also since it might actually be illegal for me to report the bug properly, the fewer who know I broke their licence terms ...
Also since it might actually be illegal for me to report the bug properly, the fewer who know I broke their licence terms ...
- Wed Jul 13, 2016 11:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Ghost collides with train.
- Replies: 4
- Views: 4045
Re: [0.13.8] Ghost collides with train.
This storage chest can't be placed because it collides with a locomotive. If I move the locomotive the robot can place the chest and the train can drive without colliding with the chest.
It's a 0.12.35 save loaded in 0.13.8. The ghost was placed before it was loaded in 0.13.
Try saving and ...
It's a 0.12.35 save loaded in 0.13.8. The ghost was placed before it was loaded in 0.13.
Try saving and ...
- Tue Jul 12, 2016 7:17 am
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 38667
Re: [0.13] Get train content as signal from train stop
Ok, look, this thread is about getting the WHOLE content of a train when it parks at a station. I don't care if they add an option for reading the content of ONE wagon, because it's useless for me, and probably for the devs too. It just isn't worth the coding effort. If they add the content reading ...
- Mon Jul 11, 2016 7:44 pm
- Forum: Releases
- Topic: Version 0.13.8
- Replies: 39
- Views: 39044
Re: Version 0.13.8
Just keep in mind that the explosion has a large radius, so keep them away from walls, pipes, poles, anything that's importantMrGrim wrote:Mines can be replaced by robots?!? Well holy crap that changes things! Time to add some new filtered slots to my wall supply trains..
- Mon Jul 11, 2016 4:15 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 38667
Re: [0.13] Get train content as signal from train stop
But, why do you want to read the content of a single wagon ? I would be really happy if I could read at least the content of the whole train itselfMindChanger wrote:But I was asking about single wagon. Your way will get contents from all wagons, which is not what I asked for
- Mon Jul 11, 2016 4:14 pm
- Forum: Mods
- Topic: [0.13.x] Loaders
- Replies: 21
- Views: 19167
Re: [0.13.x] Loaders
I mean, I'm not a cracker, I don't even know how to decompile an .exe, I can't do anything about this bug, it has to stay like that.apriori wrote:Wow... Got it. Awaiting for bugfixing. Thanks for the reply.
- Mon Jul 11, 2016 2:56 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 38667
Re: [0.13] Get train content as signal from train stop
But how can I get this data into circuit network fo example to let know inserter to stop inserting special item type? Maybe I don't know something
I said that earlier:
The devs only need to add this as an option to the train station.
You connect the train station with a red or green wire and ...
I said that earlier:
The devs only need to add this as an option to the train station.
You connect the train station with a red or green wire and ...
- Mon Jul 11, 2016 2:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 417411
Re: [MOD 0.13] Orbital Ion Cannon 1.3.0
Bug report - The Ion Cannon Autotargeter is not targeting worms. I'm using the latest 1.3.0 version.
The autotargetter.lua says:
if targetWorms then
But the config.lua says:
-- Whether the Auto-Targeting Station should target worms as well as nests
autoTargetWorms = true
Also, the button for ...
The autotargetter.lua says:
if targetWorms then
But the config.lua says:
-- Whether the Auto-Targeting Station should target worms as well as nests
autoTargetWorms = true
Also, the button for ...
- Mon Jul 11, 2016 2:20 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 38667
Re: Get train content as signal from train station
You said that getting the cargo wagon content into circuit network would be hard. I showed you that the cargo wagon content is already available, only the train stop can't read those valuesMindChanger wrote:I talked about getting info into circuit network
- Mon Jul 11, 2016 1:22 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 38667
Re: Get train content as signal from train station
This one could be pretty hard to do anyway. I mean you would have problems with loading the train anyway (as you don't know how many free slots wagon have).
Also if it is connected to the train then all wagons would count in. It would be problematic to create system that works for any number of ...
Also if it is connected to the train then all wagons would count in. It would be problematic to create system that works for any number of ...
- Mon Jul 11, 2016 1:13 pm
- Forum: Pending
- Topic: [0.13.6] [Pending] Crash at startup
- Replies: 4
- Views: 2122
Re: [0.13.6] Crash at startup
If you can find any way to reproduce the issue, please let us know, a single crash log is hard to diagnose
Yes, I understand, but I've never had problems at startup, this is first time it weirded out and crashed. As I stated, there was two instances of Factorio running at the same time (I'm not ...
Yes, I understand, but I've never had problems at startup, this is first time it weirded out and crashed. As I stated, there was two instances of Factorio running at the same time (I'm not ...
- Mon Jul 11, 2016 12:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.x][Oxyd] Mine graphical glitch
- Replies: 2
- Views: 3413
[0.13.x][Oxyd] Mine graphical glitch
When I place a mine manually, it stays on the ground for about a second and then 'sinks' into the ground. That isn't the case when they get replaced by the construction robots.
On the left - mines replaced by construction robots ; On the right - placed manually or via a blueprint.
http://i.imgur ...
On the left - mines replaced by construction robots ; On the right - placed manually or via a blueprint.
http://i.imgur ...