Oops say your edit after doing reply.
It seems to happen to any single stack count entity as I originally hit when using the universal pallet mod with loading & unloading pallets which are single stack items.
Search found 278 matches
- Sun Jan 28, 2018 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
- Replies: 6
- Views: 3720
- Sun Jan 28, 2018 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
- Replies: 6
- Views: 3720
Re: Single stack item deadlock chained inserters with stack bonu
quick video made showing it attached, had to zip the mp4 to get it uploaded.
- Sun Jan 28, 2018 12:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
- Replies: 6
- Views: 3720
[Rseding91] Single stack item deadlock chained inserters with stack bonu
When 2 inserters with stack bonus are chained together they can become deadlocked when handling single stack items. This only happens to single stack items and seems to be related to the fact they are placed on the ground if not actively wanted by anything by inserters. Whereas stackable items are h...
- Mon Jan 08, 2018 10:28 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6277
Re: new rail categories...
Nel have you seen some of the palleting/boxing mods that have come out recently? https://mods.factorio.com/mods/paradigmsort/boxes https://mods.factorio.com/mods/twanvl/pallets https://mods.factorio.com/mods/mckilljoy/UniversalPalleting not as flashy as other transport mediums I know, but I'm thinki...
- Sun Jan 07, 2018 9:21 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346728
Re: Friday Facts #224 - Bots versus belts
interesting to see 3 boxing/palleting mods all our recently, wonder if this approach has been considered for core game as a buff for belts and trains? These ones seem to block or limit bots ability to move these so bots can just do the final item delivery. by preventing pallet stacking and limiting ...
- Sun Jan 07, 2018 9:15 pm
- Forum: Mods
- Topic: [Mod 0.16] Boxes 0.1.0
- Replies: 4
- Views: 1839
Re: [Mod 0.16] Boxes 0.1.0
That is so unlucky on timing. I was just looking for a mod like any of those last 2 or yours the other day and couldn't find anything 16.x that wasn't excessive.
- Sun Jan 07, 2018 6:29 pm
- Forum: Modding help
- Topic: Add new water type
- Replies: 3
- Views: 1392
Re: Add new water type
thank you Posila that has worked under data-updates.lua
- Sun Jan 07, 2018 2:50 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6277
Re: new rail categories...
Spent a bit of time experimenting if I could mod in a single tile wide railway, but doesn't appear possible when using the standard rail type (even without the rail builder). As the game insists that rail entities are centred in the middle of a 2x2 tile area. Would be nice to have options for a vari...
- Sun Jan 07, 2018 2:40 pm
- Forum: Modding help
- Topic: Add new water type
- Replies: 3
- Views: 1392
Re: Add new water type
In case anyone else comes looking to add new water types, what I posted works above 0.16.15. as covered in bug: https://forums.factorio.com/viewtopic.php?f=11&t=56005 This approach wasn't dismissed by developers in the bug report as being a bad way to implement new water types using the stock la...
- Sun Jan 07, 2018 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
- Replies: 5
- Views: 3196
Re: [Rseding91] [0.16.12] Unhandled Error With Mod
thanks updated to 0.16.15 and demo mod working as expected in map editor
- Mon Jan 01, 2018 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
- Replies: 5
- Views: 3196
Re: [0.16.12] Unhandled Error With Mod
I have added to the mod slightly in terms of another water type so put fresh error logs in as well. I see the issue when starting the map editor after a few seconds or so. I can just zoom out to cause it to occur. Default new map settings. This is a very rough play around so please ignore the intent...
- Sun Dec 31, 2017 11:15 pm
- Forum: Modding help
- Topic: Add new water type
- Replies: 3
- Views: 1392
Add new water type
I am trying to add some new water types, but am having issues getting them recognised as water for the transitions to apply correctly. In base\prototypes\tile\tiles.lua there is water_tile_type_names = { "water", "deepwater", "water-green", "deepwater-green" }...
- Sun Dec 31, 2017 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
- Replies: 5
- Views: 3196
[Rseding91] [0.16.12] Unhandled Error With Mod
I was playing around trying to add a new type of water. The error message implies you want these reported to help improve error messages. I'll raise a separate post to see if anyone can advise on how to do this properly. The game 16.12 errors when starting the map editor. The offending code I added ...
- Sun Dec 31, 2017 5:11 pm
- Forum: Modding discussion
- Topic: LuaFluidBox.get_connections() API documentation
- Replies: 0
- Views: 619
LuaFluidBox.get_connections() API documentation
the documentation for LuaFluidBox.get_connections() appears to be missing the requirement to pass an index fluidbox in both function list and function description. get_connections () → array of LuaFluidBox The fluidbox connections for the given fluidbox index seen in 16.12 documentation and game ver...
- Sun Dec 24, 2017 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: LauSurface.find_tiles_filtered() api documentation
- Replies: 0
- Views: 604
LauSurface.find_tiles_filtered() api documentation
The documentation for LauSurface.find_tiles_filtered() in 0.16.7 looks to have a minor copy/paste error in its description. If no filters (name, type, or force) are given, returns all tiles in the search area. If multiple filters are specified, returns only tiles matching all given filters Input arg...
- Thu Dec 14, 2017 10:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage
- Replies: 14
- Views: 10396
Re: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage
I have a 2GB graphics card (AMD R9 270). Read your suggestions and after playing around found the best configuration was leaving everything in full detail and just reducing the memory usage setting from ALL to LOW. This gives 60FPS at near full zoom out (minus 4 ticks on the scroll wheel), or 35 FPS...
- Sun Dec 10, 2017 7:16 pm
- Forum: Modding help
- Topic: Getting Fluidbox throughput
- Replies: 2
- Views: 1004
Re: Getting Fluidbox throughput
I wasn't looking to change the pumping speed initially, just to obtain the water throughput per tick. However, as you mention pumping speed, I have now set this to 0.001 (0.06/s) and use a script to add to the fluidbox's amount. This is a bit clunky as the pump's basic pump_speed (no script amount a...
- Sat Dec 09, 2017 6:12 pm
- Forum: Modding help
- Topic: Getting Fluidbox throughput
- Replies: 2
- Views: 1004
Getting Fluidbox throughput
I am trying to get the fluid throughput of an offshore-pump. I can happily get the entitie's fluidbox's amount and capacity, but can't see a way to see/calculate its throughput. As the amount refills from what is currently an infinite source, monitoring the amount only seems to show me if the throug...