Search found 37 matches
- Mon Jun 24, 2019 7:53 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
- Replies: 5
- Views: 3383
Re: [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
I thought so too, first, but then this behavior is inconsistent which made me file the bug report: As I noted, the train moves a tiny bit which causes the counter to reset. Now, if it did already and you add another station (thus, modifying the schedule), it does not 'reset' again. It only happens o...
- Sun Jun 23, 2019 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
- Replies: 5
- Views: 3383
[kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
Hi, this is a minor thing I noticed when using temporary stops (ctrl+click) a lot in my rail world: When you assign a temporary stop to a train that currently has a wait condition (default is 5 secs idle for a temporary stop), the train moves a tiny bit and the wait condition is reset, before it pro...
- Sun Jun 16, 2019 7:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
- Replies: 6
- Views: 5182
Re: [0.17.49] Biters not attacking at the same frequency after patch
I actually didn't notice, but you're right.
- Thu Jun 13, 2019 10:45 pm
- Forum: Duplicates
- Topic: [0.17.49] (Minor) Train Item Request Slot not cleared
- Replies: 2
- Views: 760
Re: [0.17.49] (Minor) Train Item Request Slot not cleared
Sorry. I didn't find this as it did not contain "Item request slot", which I searched for :/
- Thu Jun 13, 2019 10:16 pm
- Forum: Duplicates
- Topic: [0.17.49] (Minor) Train Item Request Slot not cleared
- Replies: 2
- Views: 760
[0.17.49] (Minor) Train Item Request Slot not cleared
Hi again, There is a minor problem with the way item delivery to blueprinted trains is performed: If you build a factory (or any other entity) by blueprint and then manually fulfill the item request, the "Item Request Slot" indicator (the blue thingie) disappears. This behavior has at some...
- Thu Jun 13, 2019 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.49] Crash, signal-ghost at forbidden position: "*this->reservedFor == train was not true"
- Replies: 3
- Views: 2449
- Thu Jun 13, 2019 6:35 pm
- Forum: Releases
- Topic: Version 0.17.49
- Replies: 24
- Views: 17402
Re: Version 0.17.49
Thanks.
I don't see it on Steam. Is it my problem or general?
I don't see it on Steam. Is it my problem or general?
- Wed Jun 12, 2019 10:40 pm
- Forum: Pending
- Topic: [0.17.47] Crash: "ElectricNetwork.cpp:186: No statistics: 0, 0, 0."
- Replies: 5
- Views: 1414
Re: [0.17.47] Crash: "ElectricNetwork.cpp:186: No statistics: 0, 0, 0."
fyi
Can reproduce this on 0.17.48 with the attached save. I don't have programs like cheat engine, and I am very confident my memory is alright.
Can reproduce this on 0.17.48 with the attached save. I don't have programs like cheat engine, and I am very confident my memory is alright.
- Wed Jun 12, 2019 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.48] Removing yellow rail signal: Error RailBlock.cpp:172: *this->reservedFor == train was not true
- Replies: 5
- Views: 2169
Re: [kovarex] [0.17.48] Removing yellow rail signal: Error RailBlock.cpp:172: *this->reservedFor == train was not true
Great work, as always. Thanks.
Could you shed light on what was the cause of these several rail problems? Asking out of curiosity.
Could you shed light on what was the cause of these several rail problems? Asking out of curiosity.
- Wed Jun 12, 2019 11:59 am
- Forum: Not a bug
- Topic: [0.17.48] Technology Development Dependencies
- Replies: 2
- Views: 1195
Re: [0.17.48] Technology Development Dependencies
This was discussed in some FFF quite a while ago. If I recall correctly it is because the dps buff also applies to the personal laser defence or some other item as well and this is why the technology is unlocked before the laser turret is. I might be wrong though, I will try to find the link later. ...
- Tue Jun 11, 2019 7:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.48] Removing yellow rail signal: Error RailBlock.cpp:172: *this->reservedFor == train was not true
- Replies: 5
- Views: 2169
[kovarex] [0.17.48] Removing yellow rail signal: Error RailBlock.cpp:172: *this->reservedFor == train was not true
Hi, this bug report is related to the other train issues posted here before. However, I believe it is not identical to this https://forums.factorio.com/viewtopic.php?f=7&t=71905 and I also did not find any other mention of this particular problem so here is a seperate bug report. Factorio crashe...
- Mon Jun 10, 2019 5:47 pm
- Forum: Duplicates
- Topic: [0.14.47] Crash on deleting a Rail Signal
- Replies: 0
- Views: 368
[0.14.47] Crash on deleting a Rail Signal
Hi there, please find the log file of a crash attached. What I did is marking a signal for deconstruction in a rather large rail network. Unfortunately, I'm not able to reproduce this right now, will try later and post an update. Trace: Factorio crashed. Generating symbolized stacktrace, please wait...
- Tue May 28, 2019 8:09 pm
- Forum: Not a bug
- Topic: [0.17.43] Trains running through each other
- Replies: 2
- Views: 614
Re: [0.17.43] Trains running through each other
This is not entirely obvious from my real-world understanding that railway cars are somehow connected to one another.
So this can go to "Not a bug"
So this can go to "Not a bug"
- Tue May 28, 2019 7:13 pm
- Forum: Not a bug
- Topic: [0.17.43] Trains running through each other
- Replies: 2
- Views: 614
[0.17.43] Trains running through each other
Hello there, I noticed that - under certain conditions - trains can run through each other without getting damaged. I found it difficult to reproduce, as sometimes this behavior occurs, while sometimes the train just takes damage (as I think it should). Please see the attached screenshot. What I did...
- Fri Mar 29, 2019 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Undo consistency with ghosts
- Replies: 2
- Views: 2134
Re: [kovarex] [0.17.14] Undo consistency with ghosts
Thanks!
Keep up the great work!
Keep up the great work!
- Sat Mar 16, 2019 12:22 pm
- Forum: Not a bug
- Topic: [0.17.13] Click inconsisntencies on tool palette
- Replies: 4
- Views: 1425
Re: [0.17.13] Click inconsisntencies on tool palette
I also noticed this and I agree it's annoying, especially because you hear the clicking sound anyway.
- Sat Mar 16, 2019 12:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Undo consistency with ghosts
- Replies: 2
- Views: 2134
[kovarex] [0.17.14] Undo consistency with ghosts
Hi there, I'm new to the forum so I hope I'm doing this right. There is a problem concerning the undo (ctrl-z) feature: When you left-click place an entitiy over a ghost, you will destroy the ghost (obviously). When pressing Ctrl+Z, the newly placed entity is marked for deconstruction, but the ghost...