Search found 51 matches
- Mon Sep 27, 2021 12:07 am
- Forum: Duplicates
- Topic: [1.1.39] Bot blocked by cliff not marked for destruction
- Replies: 1
- Views: 993
[1.1.39] Bot blocked by cliff not marked for destruction
tl;dr - Bot gets blocked from placing entity due to a cliff that was not marked for destruction. See attached picture. I placed a large blueprint, everything visible is covered with roboports, the robot tries to place that piece of rail but is blocked by the nearby cliff, but that cliff was not mark...
- Wed Jun 12, 2019 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow enabling/disabling artillery turrets with circuit network
- Replies: 5
- Views: 3253
Re: Suggestion: Allow enabling/disabling artillery turrets with circuit network
Can the circuit network count how many shells are in the artillery piece? if so you could set a condition to enable the loading inserter only if (there are no shells) and (gun should fire now). The issue here is that you can't evaluate (gun should fire now): Sure, you know if I want to turn it on o...
- Wed Jun 12, 2019 7:35 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow enabling/disabling artillery turrets with circuit network
- Replies: 5
- Views: 3253
Suggestion: Allow enabling/disabling artillery turrets with circuit network
tl;dr - It'd be nice if I could turn the firing of artillery turrets on and off based on circuit conditions. Right now I can control the inserter that adds shells to the turret, but that means the artillery can cache 4 shells (iirc it was 4, maybe 5?), which it may fire an arbitrary amount of time l...
- Wed Jun 12, 2019 7:31 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.48] Crash Again: "this->reservedSignalsClose[0].signal == signal was not true"
- Replies: 2
- Views: 1509
Re: [0.17.48] Crash Again: "this->reservedSignalsClose[0].signal == signal was not true"
fyi, I'm hitting the same stack trace / assertion when working on train tracks. Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-build-psgcmk\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack c:\cygwin64\tmp\factorio-build-psgcmk\src\...
- Tue Jun 11, 2019 4:26 pm
- Forum: Duplicates
- Topic: [0.17.47] Crash when working on train tracks
- Replies: 2
- Views: 984
Re: [0.17.47] Crash when working on train tracks
Sweet thanks!
- Tue Jun 11, 2019 7:25 am
- Forum: Duplicates
- Topic: [0.17.47] Crash when working on train tracks
- Replies: 2
- Views: 984
[0.17.47] Crash when working on train tracks
Hey, Factorio just crashed twice for me when doing similar tasks, notably while working on train tracks which are being used. The first time it happened while I was manually mining a train track that was likely part of the planned route for a number of trains (i.e. they had to find a different route...
- Mon Jun 10, 2019 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 2253
Re: Suggestion: Allow organizing train stops into a hierarchy with "folders"
I don't really have an issue with finding the geographical location, the UI works pretty well for that, just navigating that large list is annoying, though it obviously works.
That said, your map looks fun
That said, your map looks fun
- Sun Jun 09, 2019 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 2253
Suggestion: Allow organizing train stops into a hierarchy with "folders"
tl;dr Support organizing train stations into a form of folder structure to help navigating when there are a lot of them. What? I'm currently playing a map with 545 train stops and counting, and while the search-functionality in the train stop list is usually tremendously useful, sometimes I need to...
- Sun Jun 09, 2019 7:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.47] Scrolling in view for "trains with this stop" broken
- Replies: 1
- Views: 844
[kovarex] [0.17.47] Scrolling in view for "trains with this stop" broken
Hi, This is just a really minor UI bug: When I click on a station which is frequented by a large number of trains, the part of the window called "trains with this stop" gets a scrollbar. However, using the mouse's scroll wheel works only while hovering the minimaps, the actual big scrollba...
- Thu Jul 12, 2018 5:20 pm
- Forum: Ideas and Suggestions
- Topic: power switch to expose power transferred to circuit network
- Replies: 5
- Views: 2804
Re: power switch to expose power transferred to circuit network
I was actually aware of what's in that fff, but was hoping that by constraining the request to the power switch, which is already a little special, maybe it's a little more reasonably feasible. E.g. given that (afaict) the elements in the sub-networks aren't updated when the power switches opens / c...
- Thu Jul 12, 2018 5:28 am
- Forum: Ideas and Suggestions
- Topic: power switch to expose power transferred to circuit network
- Replies: 5
- Views: 2804
power switch to expose power transferred to circuit network
tl;dr - I'd like to be able to query the amount of power that flows through a closed power switch with a circuit network. A little more background: I have a massive centralized solar power plant, but to avoid global failures should anything happen to that one (e.g. I forget to scale it up enough and...
- Mon Feb 05, 2018 6:51 pm
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 22470
Re: Rocket launches even when output slot is full
Everybody agrees it's easy to work around this *once you know this is happening*. I for example destroyed the space science of 10+ rockets because I didn't realize this was happening.
I think all this thread wants to improve is to make it less hidden for people that aren't aware of this quirk yet.
I think all this thread wants to improve is to make it less hidden for people that aren't aware of this quirk yet.
- Sun Jan 14, 2018 3:13 am
- Forum: Gameplay Help
- Topic: Circuit network tick speed changed??
- Replies: 3
- Views: 3979
Re: Circuit network tick speed changed??
Ok.. I must have been confused then. For some reason I thought combinators ran at half the speed in terms of how often the state of the networks advance, but I guess not ..
- Sun Jan 14, 2018 1:50 am
- Forum: Gameplay Help
- Topic: Circuit network tick speed changed??
- Replies: 3
- Views: 3979
Circuit network tick speed changed??
Hey, Am I somehow confused or did the speed of ticks for the circuit network change from 30 to 60 per second? I was just playing in 0.16.16 and built a timer supposed to measure 200 seconds, i.e. 200*30=6000 ticks, but it ran at double the speed. I then started searching around and also checked the ...
- Sat Dec 16, 2017 7:48 pm
- Forum: Duplicates
- Topic: crash on startup 0.16.3
- Replies: 4
- Views: 1756
Re: crash on startup 0.16.3
Awesome, thank you for the super-quick fix!! Excited to try out 0.16
- Sat Dec 16, 2017 7:19 am
- Forum: Duplicates
- Topic: crash on startup 0.16.3
- Replies: 4
- Views: 1756
Re: crash on startup 0.16.3
As a quick test I moved all those inactive mods completely out of the mods-folder, but I'm still getting the same crash
- Sat Dec 16, 2017 7:17 am
- Forum: Duplicates
- Topic: crash on startup 0.16.3
- Replies: 4
- Views: 1756
Re: crash on startup 0.16.3
I'm having the same issue, i.e. 0.16.3 crashing upon startup, at around 90% of the loading bar. I restarted the game 3 times, every time it crashes at that point (just based on eye-balling that progress-bar). Attached my log file as well. I have no *active* mods besides, just vanilla (though I do ha...
- Tue Nov 21, 2017 7:50 am
- Forum: Pending
- Topic: [0.15.37] Inserters getting stuck
- Replies: 5
- Views: 2181
[0.15.37] Inserters getting stuck
tl;dr - very seldom, inserters get stuck forever, even though there would be no issue inserting items. I have a rather large map, with currently about 14k placed inserters (Got this from the production stats, building tab, built minus deconstructed). Very very occasionally I notice running past an i...
- Wed Oct 11, 2017 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Show train number when hovering locomotive
- Replies: 6
- Views: 2181
Re: Feature request: Show train number when hovering locomotive
Thanks for that link. I obviously agree, any improvement would be very much appreciated, but I'd be very happy already with the minimal improvement (i.e. showing the train-id in the right-hand nav). Also, at least based on this post [1], I do think they considered it a feature (without going into th...
- Wed Oct 11, 2017 5:53 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Show train number when hovering locomotive
- Replies: 6
- Views: 2181
Re: Feature request: Show train number when hovering locomotive
So I just had a "fun" experience: My train-id for a new train was above 1000, and so the signal got pretty-printed as the rounded "1.0k". I ended up having to read out the train-id by running it also through a modulo-combinator (% 1000) to determine that the precise id was 1018. ...