Can confirm.Cloner wrote:Ok it seems that hovering a wagon over other wagon freezes the game.
Search found 60 matches
- Fri Jan 16, 2015 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
- Replies: 26
- Views: 8884
Re: [0.11.12] Crash on placing wagin in tight spot
- Fri Jan 16, 2015 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
- Replies: 26
- Views: 8884
Re: [0.11.12] Crash on placing wagin in tight spot
On my map.Cloner wrote:In our save or on your map?UntouchedWagons wrote:The game locks up for me when I place a locomotive on my rail line.
- Fri Jan 16, 2015 3:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
- Replies: 26
- Views: 8884
Re: [0.11.12] Crash on placing wagin in tight spot
The game locks up for me when I place a locomotive on my rail line.
- Fri Jan 16, 2015 3:16 pm
- Forum: Implemented Suggestions
- Topic: Let me enter the exact number of seconds a train should...
- Replies: 6
- Views: 1759
Re: Let me enter the exact number of seconds a train should.
I misread your comment. Sorry about that.bobingabout wrote:by this I mean they should add it.UntouchedWagons wrote:It isn't.bobingabout wrote:I havn't really used trains since they introduced the box to enter exact figures, but I think the box should be on the timetable too.
- Fri Jan 16, 2015 2:30 pm
- Forum: Implemented Suggestions
- Topic: Let me enter the exact number of seconds a train should...
- Replies: 6
- Views: 1759
Re: Let me enter the exact number of seconds a train should.
This is possible with the slider. Nope. The lowest it can go down to is 5 seconds. Every dialog box that has a slider should have a numeric entry box. The slider is just an inconvenience when you are with really short time where pressing the number 2 makes more sense. It's one of those spit shine a...
- Fri Jan 16, 2015 2:47 am
- Forum: Implemented Suggestions
- Topic: Let me enter the exact number of seconds a train should...
- Replies: 6
- Views: 1759
Let me enter the exact number of seconds a train should...
...stay at a station. That's it. If I want a train to stay at a station for 2 seconds, why not?
- Wed Jan 14, 2015 3:16 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 197226
Re: [MOD 0.11.x] 5dim's mod
Ha ha that's pretty funny. Your immature title though? Not so much.XyLe wrote:http://youtu.be/q8MAtyag1wc
- Tue Jan 13, 2015 7:02 pm
- Forum: Releases
- Topic: Version 0.11.11
- Replies: 36
- Views: 43747
Re: Version 0.11.11
Yay!kovarex wrote:Fixed that trains could do huge detours when some block was blocked.
Link's brokenkovarex wrote:Fixed logistic gui issues (https://forums.factorio.com/forum/posting.php?t=7942)
- Mon Jan 12, 2015 11:52 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339857
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Can you give the tanker more health? 1HP isn't enough. Nice mod, this should be in vanilla.
- Mon Jan 12, 2015 8:44 pm
- Forum: Not a bug
- Topic: 11.10-Restrictions to station placement can cause collisions
- Replies: 5
- Views: 2023
Re: 11.10-Restrictions to station placement can cause collis
I dunno. For me it is clear, but for beginners, this is a quite unawaited behavior. "Clear" and "correct" are not mutually inclusive states. I think a fix could be to have some more visual difference between north-south and east-west train stops. Or just let me place a station w...
- Mon Jan 12, 2015 4:24 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 197226
Re: [MOD 0.11.x] 5dim's mod
Just downloaded this, but the tab your trains module adds doesn't have its localization key set properly. When I hover over the icon it says 'Unknown key:"item-group-name.Trains"'. I'm using 0.11.10.
- Mon Jan 12, 2015 2:29 pm
- Forum: Not a bug
- Topic: 11.10-Restrictions to station placement can cause collisions
- Replies: 5
- Views: 2023
Re: 11.10-Restrictions to station placement can cause collis
Well that's really damn frustrating. Spending several hours trying to make a tileable rail setup only to be railroaded into removing stations.
- Mon Jan 12, 2015 12:42 am
- Forum: Not a bug
- Topic: 11.10-Restrictions to station placement can cause collisions
- Replies: 5
- Views: 2023
11.10-Restrictions to station placement can cause collisions
It seems that train stations have a restriction to how they can be placed on the grid. Unlike other multi-tile entities like furnaces and assemblers, stations force you to place them on the even coordinates. (Wasn't sure how to explain that better) Consider the following, tileable rail setup: http:/...
- Sun Jan 11, 2015 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Adjustable area of effect for Roboports /Changeable Coverage
- Replies: 5
- Views: 2162
Re: Adjustable area of effect for Roboports
Well what I had in mind regarding the adjustable offset is that the roboport could be in the corner or off-centre, not 100 tiles away. Also, the reduction of power consumption wouldn't have to be coincide with the AOE. If the AOE is reduced by 75% (half the width and half the height), the power cons...
- Sat Jan 10, 2015 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Adjustable area of effect for Roboports /Changeable Coverage
- Replies: 5
- Views: 2162
Adjustable area of effect for Roboports /Changeable Coverage
A roboport's current AOE for logistics bots is 50*50 and 100*100 for construction bots. This makes precise control of logistics bots quite difficult, especially if you want to dedicate logistics bots to manage a specific area. So I propose a slider for both width and height (and possibly X and Y off...
- Sat Jan 10, 2015 2:39 am
- Forum: Ideas and Suggestions
- Topic: Copy-paste modules (in addition to settings)
- Replies: 22
- Views: 20005
Re: Copy-paste modules (in addition to settings)
What?ssilk wrote:Words
What RSeding means is that if you have several assemblers all supposed to make the same thing, make the entity state copy and pasting draw modules out of your character's inventory to match the module setup in the 'master' assembler.
- Thu Jan 08, 2015 2:22 am
- Forum: Ideas and Suggestions
- Topic: Move items from one stack to another with the scroll wheel.
- Replies: 6
- Views: 2941
Re: Move items from one stack to another with the scroll whe
Just edit your original post.
- Mon Jan 05, 2015 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Move items from one stack to another with the scroll wheel.
- Replies: 6
- Views: 2941
Move items from one stack to another with the scroll wheel.
The Inventory Tweaks mod for Minecraft allows you to move one item at a time from one inventory to another using the scroll wheel. If I have an assembler making electronic circuits and they're being moved into a chest and I only want one electronic circuit, I have to right click the stack in the che...
- Mon Jan 05, 2015 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Patrol bots
- Replies: 2
- Views: 1515
Re: Patrol bots
Look into the defender and destroyer capsules.
- Thu Jan 01, 2015 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: Power Armor 2 research should require Module 3 research
- Replies: 1
- Views: 1288
Power Armor 2 research should require Module 3 research
Right now it is possible to research Power Armor 2 but in order to craft it you need to have researched Speed and Efficiency Module 3s. I think that this research should require the tier 3 module research.