Search found 132 matches

by knightelite
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!
by knightelite
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...
by knightelite
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.
by knightelite
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...
by knightelite
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.
by knightelite
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!
by knightelite
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
by knightelite
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 ...
by knightelite
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

makeitgraphic18 wrote:
Fri Apr 12, 2019 2:05 am
NaB viewtopic.php?f=23&t=68634
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.
by knightelite
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...
by knightelite
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
by knightelite
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...
by knightelite
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 ...
by knightelite
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.
by knightelite
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. ...
by knightelite
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...
by knightelite
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...

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