Search found 213 matches

by DevilXD
Sat Jul 16, 2016 9:41 am
Forum: Releases
Topic: Version 0.13.8
Replies: 39
Views: 39044

Re: Version 0.13.8

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 ...
by DevilXD
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 ...
by DevilXD
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 :)
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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.
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
Mon Jul 11, 2016 7:44 pm
Forum: Releases
Topic: Version 0.13.8
Replies: 39
Views: 39044

Re: Version 0.13.8

MrGrim 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..
Just keep in mind that the explosion has a large radius, so keep them away from walls, pipes, poles, anything that's important :)
by DevilXD
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

MindChanger wrote:But I was asking about single wagon. Your way will get contents from all wagons, which is not what I asked for :)
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 itself :)
by DevilXD
Mon Jul 11, 2016 4:14 pm
Forum: Mods
Topic: [0.13.x] Loaders
Replies: 21
Views: 19167

Re: [0.13.x] Loaders

apriori wrote:Wow... Got it. Awaiting for bugfixing. Thanks for the reply.
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.
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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

MindChanger wrote:I talked about getting info into circuit network
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 values :)
by DevilXD
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 ...
by DevilXD
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 ...
by DevilXD
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 ...

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