Search found 23 matches
- Tue Oct 28, 2025 2:07 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 579
Re: [2.0.69] Ghost tiles have wrong color near rails in remote view
Awesome. I'll postpone all my tile laying needs till new release 
- Tue Oct 28, 2025 1:39 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 579
Re: [2.0.69] Ghost tiles have wrong color near rails in remote view
That's literal edge case error
- Tue Oct 28, 2025 12:19 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 579
Re: [2.0.69] Ghost tiles have wrong color near rails in remote view
Perhaps I should have been more explicit with post title. This does seem like one of those things which one does not notice at first but later can't unsee. I have definitely spent many hours not noticing this.
- Tue Oct 28, 2025 11:54 am
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 579
Re: [2.0.69] Ghost tiles have wrong color near rails
I updated first post. Ghosts of tiles on zoomed out map view don't look transparent at all, but you can clearly see landfill color spilling out.
To make it even clearer, I made extra screenshots.
1. plain rails on landfill.png
2. laying bricks.png
3. zoomed out view - visible landfill near ...
To make it even clearer, I made extra screenshots.
1. plain rails on landfill.png
2. laying bricks.png
3. zoomed out view - visible landfill near ...
- Tue Oct 28, 2025 9:52 am
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 579
[2.0.69] Ghost tiles have wrong color near rails in remote view
What did you do?
I ordered robots to lay some bricks near existing rails. I used big selection of bricks to paint the area with new surface.
What happened?
I zoomed out to map view to check if I covered expected area with bricks. I noticed some evident gaps with landfill instead. I zoomed in to ...
I ordered robots to lay some bricks near existing rails. I used big selection of bricks to paint the area with new surface.
What happened?
I zoomed out to map view to check if I covered expected area with bricks. I noticed some evident gaps with landfill instead. I zoomed in to ...
- Sun May 18, 2025 7:46 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.47] Display Panel "constant value" behaviour is inconsistent
- Replies: 0
- Views: 513
[kovarex] [2.0.47] Display Panel "constant value" behaviour is inconsistent
What did you do?
I built a Constant combinator and a Display Panel
I connected them with a wire
In Display Panel options window I clicked "Add new Message" 6 times
In new message 6th row (the one before last) I clicked most right field (the one with tooltip "constant number")
Field under "Or set ...
I built a Constant combinator and a Display Panel
I connected them with a wire
In Display Panel options window I clicked "Add new Message" 6 times
In new message 6th row (the one before last) I clicked most right field (the one with tooltip "constant number")
Field under "Or set ...
- Wed Mar 05, 2025 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 30
- Views: 9542
Re: [2.0.12] Train does not move between stops with same name (MR)
And I thought that solution to this was just to set limit equal to zero when enable/disable checkbox is selected. Is there any chance to get some insight on why this is more complicated than that?
But anyway, thanks for fixing this. I was really anticipating this change. Early game becomes so much ...
But anyway, thanks for fixing this. I was really anticipating this change. Early game becomes so much ...
- Mon Feb 17, 2025 4:16 pm
- Forum: Not a bug
- Topic: [2.0.32] When trains are trying to leave a stop, trains at stops with higher priority are not dispatched first
- Replies: 5
- Views: 1264
Re: [2.0.32] When trains are trying to leave a stop, trains at stops with higher priority are not dispatched first
Quite contrary, i see a lot of reasons for not doing it, which is making sure that schedule conditions like "station X not full" work correctly because if there would be 2 trains that depart a train stop at the same time because station X was not full, when there was only 1 empty slot, one train ...
- Tue Feb 04, 2025 4:48 pm
- Forum: Pending
- Topic: Inserter “target full”
- Replies: 4
- Views: 4514
Re: Inserter “target full”
Thanks for explaining that. That's not a bug then. I guess there's no way to filter out damaged items. No matter, monitoring the factory always was always part of the game.
- Tue Feb 04, 2025 11:40 am
- Forum: Pending
- Topic: Inserter “target full”
- Replies: 4
- Views: 4514
Re: Inserter “target full”
Happens on [2.0.32]. Attaching screenshot and save. My muppet is standing right next to the faulty inserter.
I noticed that this happens when one ingredient in assembler is missing. I was able to reproduce that issue this way.
I noticed that this happens when one ingredient in assembler is missing. I was able to reproduce that issue this way.
- Wed Jan 29, 2025 3:53 pm
- Forum: Ideas and Suggestions
- Topic: Logistic requests - "inf" behaves as "none" rather than infinity
- Replies: 9
- Views: 1617
Re: Logistic requests - "inf" behaves as "none" rather than infinity
Presumably you had "Trash unrequested items" enabled (otherwise this would have done nothing). "Trash unrequested" does not mean "trash anything over the maximum" because anything over the maximum is *always* trashed regardless of whether "Trash unrequested" is enabled or not - it means "trash ...
- Thu Jan 23, 2025 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.28] Train stop window moves when number of trains changes to zero
- Replies: 2
- Views: 1516
- Wed Jan 22, 2025 12:18 am
- Forum: Ideas and Suggestions
- Topic: Logistic requests - "inf" behaves as "none" rather than infinity
- Replies: 9
- Views: 1617
Re: Logistic requests - "inf" behaves as "none" rather than infinity
To whom it may concern.
Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to ...
Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to ...
- Sun Jan 12, 2025 3:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.28] Train stop window moves when number of trains changes to zero
- Replies: 2
- Views: 1516
[Klonan] [2.0.28] Train stop window moves when number of trains changes to zero
What did you do?
I opened Train Stop window and moved it so that part of the window was off-screen
What happened?
Window jumped from off-screen when there were no more trains going to selected station.
Window did not move when a train appeared.
What did you expect to happen instead? It might ...
I opened Train Stop window and moved it so that part of the window was off-screen
What happened?
Window jumped from off-screen when there were no more trains going to selected station.
Window did not move when a train appeared.
What did you expect to happen instead? It might ...
- Mon Dec 23, 2024 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 30
- Views: 9542
Re: [2.0.12] Train does not move between stops with same name (MR)
I made a different workaround I used since 1.1 era.
More details here: 124948: [2.0.28] Automatic artillery train
I tried adding an extra station. I placed it, looked at it, and decided that I either find something I can look at... Or play something else while waiting for a fix. So yeah, I ...
- Mon Dec 23, 2024 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 30
- Views: 9542
Re: [2.0.12] Train does not move between stops with same name (MR)
Workarounds with setting limit to zero no longer works. My train is permanently stuck at train stop.
I experienced something like this, too.
It turns out you need to let triggers add "Artillery / Fire Position" to schedule. It doesn't work when schedule with duplicates is created manually. It ...
- Wed Nov 06, 2024 8:45 pm
- Forum: Duplicates
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 11
- Views: 2877
Re: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled
I would not expect changing the train limit of a station to have any effect on a train already en route to the station or at it. Take the example of a mine that has the simple condition of "ore > threshold, 1L". If it worked like you want it to the train would leave as soon as it had loaded enough ...
- Wed Nov 06, 2024 6:54 pm
- Forum: Duplicates
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 11
- Views: 2877
Re: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled
Maybe screenshot will help. I meant that if I explicitly set station limit to 0 with a circuit, the train leaves the station and goes to the next one as expected. I'm completely ignoring enable/disable because it doesn't help with anything. That's my workaround for now. Unfortunately, it requires a ...
- Wed Nov 06, 2024 3:58 pm
- Forum: Duplicates
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 11
- Views: 2877
Re: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled
[...]
I also attempted the following:
[...]
Use "set station limit to 0/1" to enable/disable stations
Weird... In my case setting limit to 0 with a combinator caused the train to depart. But I'm planing vanilla. One FFF mentioned that "enable/disable" was supposed to be the same as ...
- Thu Oct 31, 2024 9:48 pm
- Forum: Duplicates
- Topic: [2.0.12] Train stays at disabled station after getting interrupted to go to a not disabled station with the same name.
- Replies: 4
- Views: 1553
Re: [2.0.12] Train stays at disabled station after getting interrupted to go to a not disabled station with the same nam
Yeah, that part about enable and limit comes from https://factorio.com/blog/post/fff-395:
So in 2.0, disabled trains stops will act as if they have 'Train limit = 0':
I hope that it is bugged because I really don't want to place a solar panel and a battery at every station just to send an L ...
So in 2.0, disabled trains stops will act as if they have 'Train limit = 0':
I hope that it is bugged because I really don't want to place a solar panel and a battery at every station just to send an L ...