Search found 117 matches
- Fri Jul 31, 2015 1:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] train signal symmetric inconsistency
- Replies: 11
- Views: 22592
[0.12.1] train signal symmetric inconsistency
Was playing with train and stuff then i discovered this : fac.jpg with this kind of junction, train signals works only on the right side. signals are placed just afer the curve, first allowed position. using either signal or chain signal doesn't change anything, i believe its something about the blo...
- Fri Jul 24, 2015 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1]Turrets don't attack one biter.
- Replies: 6
- Views: 1992
Re: [0.12.1]Turrets don't attack one biter.
having the same problem, it seems that the towers (and the character with space or c) refuse to get them below a certain amount of health
- Tue Jul 21, 2015 9:12 am
- Forum: Duplicates
- Topic: [0.12][Twn]silo ignoring rocket fuel after satelite launch
- Replies: 2
- Views: 4831
Re: rocket silo ignoring rocket fuel after satelite launch
edit : the silo seems to stop recognising fuel as the rocket is ready, then you have to wait for the full launching animation to finish before it will accept fuel again (and you need to refresh the chest) it won't recognize fuel even if you refresh the chests as long as the animation isn't finished ...
- Tue Jul 21, 2015 9:08 am
- Forum: Duplicates
- Topic: [0.12][Twn]silo ignoring rocket fuel after satelite launch
- Replies: 2
- Views: 4831
[0.12][Twn]silo ignoring rocket fuel after satelite launch
setup : rocket silo supplied with 4 requester chests, one for each compound + 1 for the satellite. Chests are working good and one of them is beeing filled with rocket fuel but the silo stops recognizing rocket fuel after i launch a satellite, only way to make it accept fuel from that chest again is...
- Sat Jul 18, 2015 2:03 pm
- Forum: Implemented Suggestions
- Topic: [0.12] placing ghost buildings with personnal roboport
- Replies: 5
- Views: 2142
[0.12] placing ghost buildings with personnal roboport
Hi, It's not really a bug but rather a uncomfortable annoyance : When you're low on a building and want to place ghosts of it, your personnal bots take the item in the inventory but also in the hand resulting in a empty hand and the inability to place anymore ghost structures. solution : make the pe...
- Mon Mar 23, 2015 10:43 am
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 48481
Re: Version 0.11.19
How about simply add a "filter" tube that will let pass through only the selected fluid (same system as smart inserters) ? You'd just have to put them before (and after) ref / chemical plants... this way we could avoid such unpleasant experiences...
- Sat Mar 14, 2015 11:06 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542556
Re: Let's see your clever builds
Oh well, just handling 6 blue belts on a tiny space & avoiding turn slodowns
- Sat Mar 14, 2015 9:24 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542556
Re: Let's see your clever builds
Just another belt mess :
- Sun Mar 08, 2015 5:46 pm
- Forum: Won't fix.
- Topic: Train texture inconsistancy over diagonal tracks
- Replies: 4
- Views: 8237
Re: Train texture inconsistancy over diagonal tracks
It's not that disappointing, its just that once you see it, you can't unsee it ^^' The train sprites are amazing, the curves are so smooth it almost look like 3d models. This little thing is certainly not worth the time to redraw all the frame atm. I'm also experiencing placement fails but i believe...
- Sat Mar 07, 2015 3:03 pm
- Forum: Won't fix.
- Topic: Train texture inconsistancy over diagonal tracks
- Replies: 4
- Views: 8237
Train texture inconsistancy over diagonal tracks
It seems to me the red lines should be parallel, shouldn't they?
Its a minor issue and probably already reported (even though i found nothing with the search function)
Its a minor issue and probably already reported (even though i found nothing with the search function)
- Sat Mar 07, 2015 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17][slpwnd] Map editor crash with assembly machines
- Replies: 1
- Views: 3421
[0.11.17][slpwnd] Map editor crash with assembly machines
This is new since 0.11.17 Game crash whenever you select a receipe in an assembly machine in the map editor ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00000000774AB940) 00000000774AB940 (kernel32): (filename not available): UnhandledExceptionFilter ERROR: SymGetLineFromAddr64, GetLastE...
- Sun Feb 22, 2015 4:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Map editor crash related to trains & rails
- Replies: 1
- Views: 959
[0.11.16] Map editor crash related to trains & rails
The game crashes when you remove rails under train easily repeatable : edit a new map, place rails and a train onto (wagon or loco) then remove the track using spray with rail selected can happen randomly when removing large amount of entities using spray/brush tool using x64 0.11.16, w7 x64, i5, 8G...
- Fri Feb 20, 2015 10:41 am
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14708
Re: Help with scenario & lua script
Nevermind, i found out, I was looking for the setrequestslot() method. Typical usage of it (set all requester chests within a certain area to request 2000 iron ore in their first request-slot) a = game.findentitiesfiltered{name = "logistic-chest-requester", area = {{xmin, ymin},{xmax, ymax...
- Tue Feb 17, 2015 1:40 pm
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14708
Re: Help with scenario & lua script
hey, hi again ;) Ok, so I managed to get those scripts working. (finally have my 4000 steam engines working !.. The 2GW spike when the 19k laser tower charges-up is lovely ^^') So basically, you launch a map with your "copy" script then the following console commands are available : setpos...
- Sat Jan 31, 2015 11:51 am
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14708
Re: Help with scenario & lua script
Yep, indeed. Thanks again. I've been reading lua doc for quite a long part of the night, seems to be quite a interesting langage. I managed to get a few functions working, i should manage to write the scripts by myself from now on but I still have some technical questions : Is it possible for a scri...
- Thu Jan 29, 2015 10:35 am
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14708
Re: Help with scenario & lua script
That's working like a charm ! I kneel to my savior ! Thanks prg :) I have an other question : once the game is saved, is the script somehow saved within the save files or does it get it from it's original path (ie. the scenario folder) ? I mean, if i change the script in the future, will it affect o...
- Wed Jan 28, 2015 3:34 pm
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14708
Help with scenario & lua script
Hi everyone, First of all, sorry if I created the subject in the wrong subforum, i'm new here :d (even though i played factorio for hundreds of hours :oops: ) I'm creating a map (a custom scenario), something huge and i'm loosing my mind puting coal in each of my 5600 boilers and burner inserter... ...