Found that it was reported earlier, moved all the info there: viewtopic.php?f=7&t=66149
Please, delete this one.
Search found 45 matches
- Mon Mar 04, 2019 12:11 pm
- Forum: Duplicates
- Topic: DUPLICATE
- Replies: 0
- Views: 433
- Sun Mar 03, 2019 12:31 pm
- Forum: Duplicates
- Topic: [0.17.4] Blueprint contents exceed GUI
- Replies: 5
- Views: 1291
- Sun Mar 03, 2019 12:25 pm
- Forum: Duplicates
- Topic: [0.17.4] Blueprint contents exceed GUI
- Replies: 5
- Views: 1291
Re: [0.17.4] Blueprint contents exceed GUI
Recursive duplicate
- Sun Mar 03, 2019 7:52 am
- Forum: Duplicates
- Topic: [0.17.4] Blueprint contents exceed GUI
- Replies: 5
- Views: 1291
[0.17.4] Blueprint contents exceed GUI
Blueprint content exceeds GUI. The part of blueprint, that is out of GUI is uneditable. print.jpg 0eNrtnN1O40gQhd/F1wG5f9xt8xxzt1qhAN6ZSEyCkoAWId597RBQMlM1ez6uuWHIxPmo9Omyu49d9dLc3D+OD9vVet9cvTSr281611z99dLsVt/Xy/v5//bPD2Nz1az2489m0ayXP+dX2+XqvnldNKv13fhvcxVe/14043q/2q/Gt88fXjxfrx9/3ozb6YCPT94+bp/Gu...
- Thu Feb 28, 2019 8:23 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
Thanks for testing, results are interesting. I guess the bottleneck is 3 sections in the U-turn, so I'll have to stick with other ones from the list with proved no deadlocks
- Wed Feb 27, 2019 11:00 pm
- Forum: Not a bug
- Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
- Replies: 5
- Views: 1160
Re: [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
And this is the cause of the issue, since yellow frame shows tha sprite base, you can see the shift clearly.
- Wed Feb 27, 2019 10:42 pm
- Forum: Not a bug
- Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
- Replies: 5
- Views: 1160
- Tue Feb 26, 2019 7:17 pm
- Forum: Not a bug
- Topic: [GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
- Replies: 5
- Views: 1160
[GFX] [0.17.0] Trivial, Graphics: Big electric pole looks missaligned to horizontal rails.
I know this is rather trivial, but with updated big pole design it now looks not really aligned, when placed in between horizontal rails. I realize that this is probably due to additional rails graphics and technically the distance to rails is the same, but it currently lookes like it is shifted mor...
- Sun Feb 24, 2019 7:29 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
I wonder if they might conceivably add a "tutorial mod" interface where the community could write their own tutorials. I think it is already somewhat possible, as described in fff-227 and will be improved in the future by cutscene controller, described in fff-273 . Then we only need to wa...
- Sun Feb 24, 2019 3:35 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
This is where I'm likely to get confused, I don't entirely understand Factorio's signal placement rules. I've been playing around with it a little, watching how it colours the track segments, but I haven't sussed everything out yet. This "chain signal" thing seems deceptively complex. Che...
- Sun Feb 24, 2019 2:13 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
I was actually thinking to make it two lanes without a connection with lane switching done earier on direct tracks. Good point, thanks for spotting.theolderbeholder wrote: ↑Sun Feb 24, 2019 1:49 pmWouldn´t it make sense to add a bypass to the first 2 to 1 junction? You are kind of lacking an uninterrupted "through lane".
- Sun Feb 24, 2019 2:10 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
Good point about size of turns. I come from a country with right lane car driving, so its easier for me to discuss it as RHD fr trains and left turns :) A also see your logic there in blocked lanes counting. I believe, when it comes to trains, there are also couple Factorio limitations to consider. ...
- Sun Feb 24, 2019 1:03 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
Re: 4-lane RHD intersection with optimized left turn [images+blueprints]
How does this optimise anything? What problem is it supposed to solve, and how does it solve it? Thanks for asking. One of the reasons I wanted to post it was to check if it even makes sence with the rest of the community :) From what I can see in the majority of blueprints (for example here: https...
- Sun Feb 24, 2019 12:35 pm
- Forum: Railway Setups
- Topic: 4-lane RHD intersection with optimized left turn [images+blueprints]
- Replies: 14
- Views: 15899
4-lane RHD intersection with optimized left turn [images+blueprints]
Backstory Usually, when new factorio major version comes out, I start a new map from scratch. Doing so I try to consider mistakes and poor designs I made on the previous map. With 0.17 releasing next week I was thinking what I can improve on my next playthrough and one of the things. that came to m...
- Sat Feb 17, 2018 3:41 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20320
Re: Remember electrical wires positions inside a blueprint
Similar things have been suggested before. Thanks for sharing this. I guess, that's good that I'm not the only person, who would like this as a feature. However, I hope that in my post I've provided slightly more reason why it is worth looking in, as in topic you linked the arumentation was just ab...
- Sat Feb 17, 2018 10:08 am
- Forum: Ideas and Suggestions
- Topic: Ability to use high tech reciepes in low tech situations
- Replies: 0
- Views: 705
Ability to use high tech reciepes in low tech situations
TL;DR Allow user, who made it to construction robots, but still has generally low tier technologies use the blueprints from high tier technology. What ? The game has several instances of items, that serve the same function, but have different quality (belts, underground belts, splitters, assembling...
- Sat Feb 17, 2018 9:49 am
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20320
Remember electrical wires positions inside a blueprint
TL;DR Remember electrical wires positions when making a blueprint, so when blueprint is used wires will be built in the same order as in the original. What ? Currently when you make a blueprint. it only remembers the position of the poles inside the area. While robots movement can be chaotic, depen...
- Tue May 23, 2017 6:34 pm
- Forum: Gameplay Help
- Topic: [Question] If there's a way to extend trains ghost?
- Replies: 3
- Views: 1636
Re: [Question] If there's a way to extend trains ghost?
you will always place signals as you move forward on the track so the brackets only show behind the signal as you hover over the track. This is the part that bugs me most, honestly. I have blueprints for straight rails, that will place signals at exact distance of 1 loco + 6 wagons. The problems us...
- Tue May 23, 2017 5:49 pm
- Forum: Gameplay Help
- Topic: [Question] If there's a way to extend trains ghost?
- Replies: 3
- Views: 1636
[Question] If there's a way to extend trains ghost?
If you mouse-over rail signal or similar item - it will show you "ghost" of the train with white lines, so you'll be able to see the proper direction (see screenshot below). By default it will show five spaces for wagons. My question is whether there's a way in vanilla to tune it to show d...
- Tue May 23, 2017 5:13 pm
- Forum: Duplicates
- Topic: [0.15.13] Rightclick does not work with blueprint components
- Replies: 1
- Views: 596
[0.15.13] Rightclick does not work with blueprint components
Steps to reproduce:
1. Open Blueprint.
2. Right-click any items, listed in Components.
Result:
- Nothing happens.
In previous versions:
- Right click was removing all items of that type from blueprint.
Note:
- Right click on blueprint preview still works.
1. Open Blueprint.
2. Right-click any items, listed in Components.
Result:
- Nothing happens.
In previous versions:
- Right click was removing all items of that type from blueprint.
Note:
- Right click on blueprint preview still works.