Search found 132 matches
- Thu May 02, 2019 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.34] Crash in editor: spray wagons on rails [rail.cpp (677): Rail::getPosition]
- Replies: 5
- Views: 2854
Re: [0.17.34] Crash in editor: spray wagons on rails [rail.cpp (677): Rail::getPosition]
I appreciate how dedicated you have been to confirming whether or not this still exists in various releases, nice work!
- Sun Apr 28, 2019 6:21 pm
- Forum: Not a bug
- Topic: [0.17.34] Deconstruction planner does not remove curved rails with trains on them in editor mode
- Replies: 1
- Views: 859
[0.17.34] Deconstruction planner does not remove curved rails with trains on them in editor mode
What did I do? Used a deconstruction planner from editor mode to remove rails with trains on them. What happened? All trains were removed, all straight rails were removed, curved rails with no trains on top were removed, but curved rails without trains on them were not removed. What did I expect to...
- Sat Apr 20, 2019 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.32] Cloning a rocket silo doesn't preserve auto-launch when silo is ready/readying for launch.
- Replies: 2
- Views: 2088
Re: [0.17.32] Cloning a rocket silo doesn't preserve auto-launch when silo is ready/readying for launch.
Note that the cloned rocket does actually have the cargo copied into it, it just doesn't retain the fact it should launch. To make it launch, unchecking and rechecking the "launch automatically with cargo loaded" checkbox will fix it after cloning.
- Thu Apr 18, 2019 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] Crash when hitting CTRL+Z in editor mode
- Replies: 1
- Views: 457
[0.17.31] Crash when hitting CTRL+Z in editor mode
I was using the map editor, and I copy pasted a part of the design I had been working on. I realized it was a mistake, and hit CTRL+Z to undo the paste. The game crashed when that happened. I was using creative mod and creative world plus mods when this happened. Dump + logs are attached. EDIT: I tr...
- Wed Apr 17, 2019 10:20 pm
- Forum: Pending
- Topic: Possible bug with train shedule
- Replies: 2
- Views: 890
Re: Possible bug with train shedule
Do you have another station named "oil load" on a different rail network? If that's the case, it's not a bug but is intended behavior because the station is enabled but is in fact unreachable.
- Tue Apr 16, 2019 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
- Replies: 6
- Views: 4843
Re: [0.17.31] Rotational Asymmetry in belt/inserter interactions
So the sideloading case behaves exactly like the case where the inserter dropping on the belt and the inserter removing from the belt are on opposite sides. Makes sense, but good to see the confirmation!
- Tue Apr 16, 2019 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
- Replies: 6
- Views: 4843
Re: [0.17.31] Rotational Asymmetry in belt/inserter interactions
Reddit post in question, in case anyone seeing this wants to see that as well for context.
- Tue Apr 16, 2019 3:36 pm
- Forum: Pending
- Topic: Inserter Inconsistency
- Replies: 5
- Views: 1760
Re: Inserter Inconsistency
Blastodial: this video shows some additional weirdness with belts, though I haven't tested red belts + blue inserters in my test:
https://www.youtube.com/watch?v=YSyl9U0 ... e=youtu.be
https://www.youtube.com/watch?v=YSyl9U0 ... e=youtu.be
- Tue Apr 16, 2019 4:40 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
- Replies: 6
- Views: 4843
[Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
What I tried: I was testing various spacings of inserters and chests interacting with blue belts. I rotated one of the setups 180 degrees. What happened: The behavior changed after rotation in the case where inserters putting on the belt and pulling off of it are on the same side of the belt. What ...
- Fri Apr 12, 2019 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.28] Possible to mix fluids using a miner
- Replies: 5
- Views: 3304
Re: [0.17.28] Possible to mix fluids using a miner
While this one is related, I think it still is a bug because it allows fluid mixing. I agree that just allowing non sulfuric acid fluids is fine.
- Fri Apr 12, 2019 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.28] Possible to mix fluids using a miner
- Replies: 5
- Views: 3304
Re: [0.17.28] Possible to mix fluids using a miner
Here is a video that shows it better: https://youtu.be/jUuhfBhFQ80
- Thu Apr 11, 2019 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
- Replies: 13
- Views: 16228
Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. This isn't almost useless at all! It's especially good when trying to navigate through cliffs (prior to cliff explosives) or d...
- Wed Apr 10, 2019 11:12 pm
- Forum: Pending
- Topic: Inserter Inconsistency
- Replies: 5
- Views: 1760
Re: Inserter Inconsistency
This might be an instance of the issue described in this thread: viewtopic.php?f=23&t=66973&p=408544&hil ... er#p408875
- Sun Apr 07, 2019 1:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.25] Ore intensity in editor cannot be set higher than 8000
- Replies: 1
- Views: 1710
[Rseding91] [0.17.25] Ore intensity in editor cannot be set higher than 8000
What I tried: Setting Ore intensity in editor to a large value by typing into the text box. What happened: Value was reset to 8000. What I expected to happen: I expected it to accept the higher value the same way the game's other textboxes do. Making patches with ore values in the millions with onl...
- Sat Apr 06, 2019 7:32 pm
- Forum: Campaign / Scenario suggestions
- Topic: Feedback from a new player
- Replies: 2
- Views: 1412
Re: Feedback from a new player
For what it's worth, she died a few minutes into her next play session due to not having automated turrets sufficiently and getting overrun by biters when they ran out of ammo and destroyed her iron mine. But she liked it enough she decided to buy the game and start her own, so it's a win I suppose ...
- Fri Apr 05, 2019 4:47 am
- Forum: Implemented Suggestions
- Topic: [0.17.24] Infinity Chests cannot have recipes copied to them from assemblers
- Replies: 1
- Views: 627
[0.17.24] Infinity Chests cannot have recipes copied to them from assemblers
What did I do?
Attempt to copy/paste the recipe from an assembler onto an infinity chest.
What happened?
Nothing.
What did I expect to happen?
I expected to be able to paste the assembler recipe onto the infinity chest and have it populate the filters like it does on the requester chest.
Attempt to copy/paste the recipe from an assembler onto an infinity chest.
What happened?
Nothing.
What did I expect to happen?
I expected to be able to paste the assembler recipe onto the infinity chest and have it populate the filters like it does on the requester chest.
- Thu Apr 04, 2019 4:20 pm
- Forum: Campaign / Scenario suggestions
- Topic: New players - share your tutorial / campaign experience
- Replies: 13
- Views: 4624
Re: New players - share your tutorial / campaign experience
Didn't see this thread before I posted this morning. I posted my wife's first experiences in this thread.
- Thu Apr 04, 2019 12:11 pm
- Forum: Campaign / Scenario suggestions
- Topic: Feedback from a new player
- Replies: 2
- Views: 1412
Feedback from a new player
Hello, I got my wife to try the campaign last night. This was her first time playing Factorio, other than one brief attempt at the campaign in 0.16 when she was too tired to get into it that only lasted 5 minutes or so. Some background on her: She's been really into minecraft for the last 6 months. ...
- Thu Apr 04, 2019 4:35 am
- Forum: Pending
- Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
- Replies: 15
- Views: 4915
Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Accept ridiculously huge junction exits allowing maximum throughput. That's what I did with my original version; made everything 125 tiles or thereabouts long. It does get a bit large. Using waypoints instead would allow maximum throughput without the huge exits. That's why this mildly inconvenient...
- Wed Apr 03, 2019 11:15 pm
- Forum: Pending
- Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
- Replies: 15
- Views: 4915
Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Slightly derailing this thread, but that post is extremely cool, and I wish I had seen it sooner! Sounds like you and RattlemBones are doing something very similar to what I came up with, with attaching metadata to the trains and then doing stuff based on that; just with a different type of metadata...