Search found 15 matches
- Thu Jul 09, 2020 6:58 am
- Forum: Not a bug
- Topic: [0.18.6] En route trains stop when target station is disabled
- Replies: 6
- Views: 1445
Re: [0.18.6] En route trains stop when target station is disabled
Ugh, thank you, sorry.
- Thu Jul 09, 2020 1:43 am
- Forum: Not a bug
- Topic: [0.18.6] En route trains stop when target station is disabled
- Replies: 6
- Views: 1445
Re: [0.18.6] En route trains stop when target station is disabled
Confirming that the train schedule is good and that the other station is opened. As I said, I can manually click on the 'Copper Ore Smelter 06 : Pickup' station and the train travels to it. It just dosn't do it automatically... Completely open to the possibly that I am a bone head and missed somethi...
- Wed Jul 08, 2020 2:16 am
- Forum: Not a bug
- Topic: [0.18.6] En route trains stop when target station is disabled
- Replies: 6
- Views: 1445
[0.18.6] En route trains stop when target station is disabled
I am experiencing an issue where all trains that are traveling to a station will NOT skip over that station if the station is disabled en route. The train instead comes to a dead stop and waits on the tracks until the original target station is enabled while displaying "No Path". If I manu...
- Sun Dec 24, 2017 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Picking up a tank kills the player
- Replies: 6
- Views: 2703
Re: [0.16.5] Picking up a tank kills the player
Wheybags fix in 16.6 seems to be what fixed it. The fix in 16.7, where you can not mine a vehicle you are in - is really frustrating, and is perhaps not really necessary anymore. The big issue for me is that you have to press enter to enter/exit vehicles - which means I have to take my hand off the ...
- Fri Dec 22, 2017 8:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 12582
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Looking more closely at the overlapped text I'd like to propose an alternative solution - get rid of the text in that dialog altogether. It adds very little anyways as the dialog is really for configuring the tank and not managing fluid levels.
- Fri Dec 22, 2017 3:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 12582
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
I really liked the previous mechanic, and thought it was plenty intuitive. The default of being a single tank also made sense and did not over complicate things for beginners. Splitting the wagon into three independent tanks is better then bad, but still not as good as the previous mechanic. Making ...
- Tue Dec 19, 2017 8:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Picking up a tank kills the player
- Replies: 6
- Views: 2703
Re: [0.16.5] Picking up a tank kills the player
Just tested this out, and it works great. If there is not sufficient inventory space to hold everything it does not let you collect it, if there is you pick it up. I would say that this is perfect.
Thank you and have a great day
Thank you and have a great day
- Tue Dec 19, 2017 3:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Picking up a tank kills the player
- Replies: 6
- Views: 2703
[0.16.5] Picking up a tank kills the player
Not sure if this is a new bug. If you attempt to collect a tank that you are inside of while moving and do not have sufficient space to store the tank and accessories you will die. If you repeat the same actions as above, but come to a full stop first you become trapped under the tank, unable to mov...
- Mon Dec 18, 2017 7:43 am
- Forum: Duplicates
- Topic: [0.16.5] Game crashes when tank crashes into a power pole
- Replies: 1
- Views: 932
[0.16.5] Game crashes when tank crashes into a power pole
There are a few other bugs related to game crashes and power poles - I'm not sure if this is the same bug. I was driving a tank the wrong way down some train tracks and collided into a big power pole and destroyed it while someone was joining the multiplayer game. Looking at the stack trace I think ...
- Sun Jul 02, 2017 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
What if we could attach red / green wires to the rail segments? When a train was over that rail segment it would send the selected information to the circuit network ? I believe it would be more meaningful to connect rail signals to the circuit network instead of individual track pieces. Whenever a...
- Sun Jul 02, 2017 3:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
What if we could attach red / green wires to the rail segments? When a train was over that rail segment it would send the selected information to the circuit network ? This would be consistent with how the conveyor belts work and could probably be abused in all sorts of interesting ways. It could al...
- Thu Jun 29, 2017 1:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Each rail car has a fairly random amount of stock when it arrives. I suppose I COULD completely unload it then reload it.life wrote:Dear JihadJ0e!
If the railcar arrives empty for loading fuel, it is possible to count the required number of 400 items of fuel in each railcar...
- Sun Jun 25, 2017 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Dear JihadJ0e! Simple method to read the contents of the train and read the contents of the manipulators constantly. For a railcar to use 1 arm loading up to 400 on one item and the other handles up to 394 using the signals from the box on the same network. Or limit all manipulators to 394 for rail...
- Sun Jun 25, 2017 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
The design I was attempting to achieve was to honorably abuse the feature where trains stop at each station with the same name. I have a number of large factories on a one way circular track. Every train has three stops, a Resource X stop, a Rocket Fuel stop, and a Exit stop. Every single train stop...
- Sat Jun 03, 2017 4:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47343
[Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
If an inserter was enabled, and was unable to insert the hand content because the destination was full, then is subsequently disabled or unpowered it will still insert the hand contents into the next non-full receptacle. Stop-Inserting.png This especially breaks conditional loading of trains as a sm...