Search found 158 matches
- Thu Jul 14, 2016 12:45 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20307
Re: Thoughts on 0.13 Terrain Generation
Would any of the devs be able to post an update on how things are going with this? I have chosen to wait until it is fixed to start my new megabase and don't want to risk running into issues with the terrain generation. No rush, I understand there are probably more pressing bugs to be squished at th...
- Tue Jul 12, 2016 10:52 pm
- Forum: Not a bug
- Topic: [0.13.8] Switching Circuit Network Wires - Chaining
- Replies: 3
- Views: 1087
[0.13.8] Switching Circuit Network Wires - Chaining
This is a minor issue, but something I have noticed has changed since v0.12. When chaining circuit network wires along entities if the colour of the wire in hand is changed the anchor point is lost. Steps to reproduce: 1. Have red wire in toolbar slot 1 and green wire in slot 2 2. Connect the red wi...
- Sun Jul 10, 2016 6:49 am
- Forum: Not a bug
- Topic: [13.6] Construction robots take long to respond (too many open jobs) MR
- Replies: 21
- Views: 15663
Re: [0.13.6] Personal Roboport delay before bots repond.
I am having trouble reproducing this issue on my test world. In both cases the bots responded quickly as they should. Do you have any other entities in the world (anywhere in the world) which are currently ghost blueprinted or marked for deconstruction? If so then these actually affect the response ...
- Sat Jul 09, 2016 9:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Save corruption when saving while in a car
- Replies: 23
- Views: 8028
Re: Aircraft mod corruption
Of course I can not judge 1 Developer by his actions as Other Developers have showed they do care- they show support and they are cooperative. Based on community Keep up the good job the gane is getting very popular. But for Rseding91 Dont tell me I have to do your job. If you want me to do your jo...
- Sat Jul 09, 2016 8:16 am
- Forum: Not a bug
- Topic: circuit network wires: allow both chain and star topology
- Replies: 15
- Views: 5049
Re: circuit network wires: allow both chain and star topology
That's a lot of text... It was *broken* in 0.13.0. The intended correct behavior is how it works in 0.12 and how it works now after it was fixed in 0.13.5. Just on a side note, I have noticed a change from 0.12 when working with circuit network wires on power poles. Previously you could chain power...
- Fri Jul 08, 2016 12:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Small Pump & Storage Tank Clipping Error
- Replies: 5
- Views: 2475
Re: [0.13.6] Small Pump & Storage Tank Clipping Error
Duplicate of: https://forums.factorio.com/viewtopic.php?f=58&t=20794 I read that duplicate thread and I am not sure that a solution wouldn't be possible. The other thread is about walking in between storage tanks, whereas this is specifically about the storage tank and small pump entity. It see...
- Fri Jul 08, 2016 11:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] Small Pump & Storage Tank Clipping Error
- Replies: 5
- Views: 2475
[0.13.6] Small Pump & Storage Tank Clipping Error
It is possible to run behind a small pump connected to a Storage tank as shown in the gif below. I tested the other tank orientation and found that this error does not occur except on the sides shown. Also tested with refinery and chemical plant and it seems this error only occurs on the storage tan...
- Sat Jul 02, 2016 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: *[0.13.3] [kovarex] Flawed signal/trainStop placement restrictions
- Replies: 2
- Views: 1958
*[0.13.3] [kovarex] Flawed signal/trainStop placement restrictions
I am trying to place a station on the north side of the rail as shown in this first picture, the signals that are currently set *should* allow me to place the train stop however they won't. http://i.imgur.com/qPLLnSK.png If I then move the signal circled in red closer to the intersection as shown it...
- Mon Jun 20, 2016 1:46 pm
- Forum: General discussion
- Topic: Train AI is not that smart!!!
- Replies: 20
- Views: 15057
Re: Train AI is not that smart!!!
This is why roundabouts are bad practise. I will get flamed for saying this; which is fine. My suggestion is to use T-Junctions instead; you can still use a loop based system but just stay away from roundabouts. My second suggestion is to remove the lane switchers - they are often not needed and are...
- Wed Jun 01, 2016 5:48 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Awesome! Thanks Choui! I am trying to set it up on my world and I'm running into an issue with the station mapping GUI. It works fine for the first page of the mapping but when I scroll to the second page it comes up blank like this: http://i.imgur.com/WrMl8Bk.png I'll send you a PM with the map dow...
- Thu May 26, 2016 9:38 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
I have to admit that I don't really understand the point behind the unloading concept. As far as I can see, the trains (waiting on the stacker before the unload) are basically buffer chests. Why not unload them as quickly as possible, maybe balanced among the unloading stations? If there are severa...
- Thu May 19, 2016 8:12 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
My system is somewhat different, please take a look at it here . It would be great if you could look at it, any sort of feedback is appreciated (my post has a very detailed explanation of the entire setup). Importantly, my setup only requires about 15 combinators for the depot and about 10 combinat...
- Mon May 16, 2016 3:32 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
By default trains check for a signal every 12 ticks. You can change this setting by hitting the "ST Settings" button with a train GUI open. Be warned though - if you make this something like 1-2 ticks it will cause smart trains to use more processing power and may result in lag. I actuall...
- Sun May 15, 2016 4:04 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
By default trains check for a signal every 12 ticks. You can change this setting by hitting the "ST Settings" button with a train GUI open. Be warned though - if you make this something like 1-2 ticks it will cause smart trains to use more processing power and may result in lag. I actually...
- Thu May 05, 2016 12:47 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.30+] SmartTrains 0.3.82
Looks amazing Choumiko! I have finished setting up my train system, I have even implemented the station 'addresses' that I will be using haha. Can't wait!
- Thu Apr 28, 2016 8:41 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.27+] SmartTrains 0.3.81
So there I was - working away on my massive combinator controlled train system setup when suddenly...
- Sun Apr 03, 2016 2:45 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.27+] SmartTrains 0.3.80
You're nuts :D Thankyou! :D You basically want a fixed mapping of Station name to a number? I'm a bit worried about backwards compatibility, unless i add yet another checkbox (YAC :D ) to use the lookup table (better naming suggestions welcome). How should this behave for cases where you have the s...
- Sat Apr 02, 2016 8:27 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299800
Re: [MOD 0.12.27+] SmartTrains 0.3.81
Hey Choumiko, I've started on my next combinator build and I've decided to make a rather large system that dynamically controls my outpost trains. Trains will be sent to the various outposts depending on the amount being mined at a given time, amount of ore in chests at the station etc. This would m...
- Thu Mar 17, 2016 2:33 am
- Forum: Gameplay Help
- Topic: map explore command?
- Replies: 2
- Views: 1471
Re: map explore command?
/c game.local_player.force.rechart()
- Thu Mar 17, 2016 1:22 am
- Forum: Gameplay Help
- Topic: Factorio Train Tutorial
- Replies: 1
- Views: 1476
Factorio Train Tutorial
Over the past couple of weeks Colonelwill and I have spent some time putting this train tutorial together to help out those that are new in the Factorio community. This tutorial is aimed at teaching the basics about trains in Factorio and then moves into some more complex theory as well. Topics cove...