Hi,
I've been playing the diggy scenario by redmew. Back in 17.50 (I tested this just now in 17.52) I noticed that if I had my personal roboport disabled and died. Once I'd retrieved my corpse, the roboport would be enabled. Permitting my bots to go out and do things. Because Diggy is underground ...
Search found 212 matches
- Thu Jun 27, 2019 3:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Personal roboport enabled after death
- Replies: 1
- Views: 2609
- Thu Jun 27, 2019 2:57 am
- Forum: Logistic Train Network
- Topic: Quick question about train length and big delivery
- Replies: 3
- Views: 2402
Re: Quick question about train length and big delivery
Set the request threshold at the request station to the amount you "want." In my experience, it will give you it if it can. I've not dealt with trains of various lengths, but that is what I'd try first.
- Sun Jun 16, 2019 7:11 am
- Forum: Ideas and Suggestions
- Topic: Blueprint ghost on water
- Replies: 3
- Views: 4000
Re: Blueprint ghost on water
This is a great idea!
- Fri Jun 14, 2019 12:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Game Froze - Crashed
- Replies: 4
- Views: 3703
Re: [Oxyd] [0.17.49] Game Froze - Crashed
Here's the save I made about 90 seconds before the 2nd crash. The previous one I lost about 10 minutes, so that autosave wasn't near enough to the action.
I added the links to the stream in the previous two posts.
I added the links to the stream in the previous two posts.
- Fri Jun 14, 2019 6:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Game Froze - Crashed
- Replies: 4
- Views: 3703
Re: [0.17.49] Game Froze - Crashed
Crashed again, clearing biters. Link - https://www.twitch.tv/videos/438804078?t=00h56m10s
- Fri Jun 14, 2019 6:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Game Froze - Crashed
- Replies: 4
- Views: 3703
[Oxyd] [0.17.49] Game Froze - Crashed
Game froze while clearing biters. I'm streaming, and I'll get a link to the moment it occurred, so you can see it if you'd like, when I'm done (in some several hours). Edit - Link to first crash - https://www.twitch.tv/videos/438804078?t=00h41m35s
Included is the previous log file.
Included is the previous log file.
- Sun May 26, 2019 4:25 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 27485
Re: [0.15.5] No confirmation prompt on deleting a blueprint book
I know this doesn't help those that have deleted their blueprints by accident, but backups is the key to anything you value on a computer. There is a blueprints file in the main directory of Factorio. Regularly back that file up to a separate location (separate drive would be best, or cloud location ...
- Wed May 15, 2019 2:18 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.39] Blueprint book duplicated if held when killed
- Replies: 1
- Views: 2375
[kovarex] [0.17.39] Blueprint book duplicated if held when killed
Hi,
I noticed that I had a few of my "battle" blueprint books on my character after a few episodes of trying to clear biters. My thought was that it was duplicated if I was holding it when I died.
I just tested that in a new game, and it is so.
1 Steps to reproduce, drag a blueprint book to your ...
I noticed that I had a few of my "battle" blueprint books on my character after a few episodes of trying to clear biters. My thought was that it was duplicated if I was holding it when I died.
I just tested that in a new game, and it is so.
1 Steps to reproduce, drag a blueprint book to your ...
- Mon May 13, 2019 1:55 am
- Forum: Not a bug
- Topic: [0.17.38] Built track out of the world
- Replies: 1
- Views: 1570
[0.17.38] Built track out of the world
So, this might be an issue with the mod "BeautifulBridgeRailway", but I thought I'd post this here since it might not.
This mod permits track to be built upon water.
I'm playing a Ribbon World game, and I was building track along the bottom edge when I by accident built track off the edge of the ...
This mod permits track to be built upon water.
I'm playing a Ribbon World game, and I was building track along the bottom edge when I by accident built track off the edge of the ...
- Mon May 06, 2019 1:15 am
- Forum: Pending
- Topic: [0.17.36] Run Forest Run achievement shows 99/100 when giving the achievement
- Replies: 3
- Views: 1581
Re: [0.17.36] Run Forest Run achievement shows 99/100 when giving the achievement
Is this on the Steam version? Since it seems vanilla achievements might no longer be locally stored under Steam (I can't find the achievements file anymore), it might be a sort of timing issue with getting the progress updated.
Yes it's steam version. I've been playing it multiplayer with a ...
- Sun May 05, 2019 12:28 pm
- Forum: Pending
- Topic: [0.17.36] Run Forest Run achievement shows 99/100 when giving the achievement
- Replies: 3
- Views: 1581
- Tue Apr 16, 2019 8:33 pm
- Forum: Technical Help
- Topic: [17.31] massive FPS drop - want help figuring out what's causing it
- Replies: 6
- Views: 6709
Re: [17.31] massive FPS drop - want help figuring out what's causing it
My guess, from having built several megabases, is that when you put in the last science outpost and finally are able to get the production really cranking you lag.
What happens is while you are building the base, your outposts are barely ticking. The trains move infrequently. The miners barely ever ...
What happens is while you are building the base, your outposts are barely ticking. The trains move infrequently. The miners barely ever ...
- Tue Apr 16, 2019 8:21 pm
- Forum: Not a bug
- Topic: [0.17.31] Underground belt placement causes existing belts to disappear
- Replies: 10
- Views: 4238
Re: [0.17.31] Underground belt placement causes existing belts to disappear
This is likely to be labeled not a bug , as that is the intended behavior.
Most cases you put down an underground on already existing belts is to underground it, and the belts in between are removed as a convenience. That it so happens that you have belts there for a purpose is a rarity rather ...
Most cases you put down an underground on already existing belts is to underground it, and the belts in between are removed as a convenience. That it so happens that you have belts there for a purpose is a rarity rather ...
- Thu Apr 11, 2019 1:32 pm
- Forum: Logistic Train Network
- Topic: Does LTN select a train from the nearest Depot?
- Replies: 10
- Views: 5394
Re: Does LTN select a train from the nearest Depot?
Now that the devs have added train paths in schedules, is this now available?mrvn wrote: Tue Sep 25, 2018 2:59 pm Afaik the later as the LUA script has no access to path lengths.
- Wed Apr 10, 2019 4:08 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 152048
- Mon Apr 08, 2019 3:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.25] Can't WASD map after zoom to train location from train schedule
- Replies: 1
- Views: 2615
[kovarex] [0.17.25] Can't WASD map after zoom to train location from train schedule
When you click to go to a train location via its schedule, you can't use WASD to move the map around until you first move the map with your mouse.
This seems like a bug, or an omission in design.
Steps to duplicate
Open a train schedule.
Click the button in top right corner to go to the map ...
This seems like a bug, or an omission in design.
Steps to duplicate
Open a train schedule.
Click the button in top right corner to go to the map ...
- Mon Apr 08, 2019 3:15 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 152048
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Hi, couple things. The license says no commercial use, so this cannot be used while streaming? People do donate / subscribe to twitch streams.
Also, I'm getting a game crash when clicking Alerts in the latest patch. Here's the screenshot.

Also, I'm getting a game crash when clicking Alerts in the latest patch. Here's the screenshot.

- Sat Mar 30, 2019 7:39 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 52765
Re: Version 0.17.23
Advanced-Solar mod affected as well.
Yeah, time to rollback to 0.17.22 until either the devs rollback this seemingly random change, or the mods get updated.
Yeah, time to rollback to 0.17.22 until either the devs rollback this seemingly random change, or the mods get updated.
- Sat Mar 23, 2019 8:56 am
- Forum: Not a bug
- Topic: [0.17.17] Full Artillery Wagon Train doesn't leave station when set to cargo full
- Replies: 2
- Views: 1518
Re: [0.17.17] Full Artillery Wagon Train doesn't leave station when set to cargo full
Duh, right on both accounts. I'm not sure why I don't see the obvious sometimes. The green bar does show full, that's probably what caught me off guard.Zaflis wrote: Sat Mar 23, 2019 8:41 am It's not full, there is an empty cargo wagon at the front of the train.
But i think the bug here is that the green bar went completely filled.
- Sat Mar 23, 2019 8:35 am
- Forum: Gameplay Help
- Topic: Worms spawn too close to player built structures
- Replies: 13
- Views: 6992
Re: Worms spawn too close to player built structures
In 0.16 I'd have worms plop down and start spitting at laser turrets, but the turrets were unable to fire back.

