Search found 20 matches
- Sat Jun 23, 2018 4:20 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserter stops picking up items from blue belt
- Replies: 7
- Views: 4041
Re: [0.16.51] Inserter stops picking up items from blue belt
@Youri: The root cause is the same as the report that Loewchen linked. When picking up from the entrance or exit to an underground belt, the inserter can only grab the item from about half a tile worth of belt. That means anytime the items on the belt are moving quickly, the item will be out of rea...
- Fri Jun 22, 2018 7:21 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserter stops picking up items from blue belt
- Replies: 7
- Views: 4041
Re: [0.16.51] Inserter stops picking up items from blue belt
I believe that's a related issue, but not the same. My belt is *fully saturated*, as it's being produced by a vanilla loader. I explained this in my original post. Looking at the devs' response they deem it not a bug, so I guess that's all for this one. I was honestly quite pumped to go with a belt ...
- Fri Jun 22, 2018 3:50 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserter stops picking up items from blue belt
- Replies: 7
- Views: 4041
[0.16.51] Inserter stops picking up items from blue belt
I was testing some belt designs for science production and came across an odd behavior. I've got an input belt running underneath my science assemblers via undergrounds, and inserters pickup items from the undergrounds. Today I've found that if these inserters pickup from the underground entrance (n...
- Tue Mar 27, 2018 12:18 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 965060
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I've been experimenting with my train system recently. Currently I'm looking at the potential pros and cons of *mixing LHD and RHD* together in a single train system. The original idea came from the fact that most intersections have very short/easy turns to one side, while turns to the other side bl...
- Wed Mar 07, 2018 9:12 pm
- Forum: Pending
- Topic: [0.16.28] Train collision between two automatic trains
- Replies: 8
- Views: 4807
Re: Train collision between two automatic trains
It seems the round-about might be my issue. My 2:8:2 train is heading to a stop and half-way through a round-about that stop becomes inactive. I believe in pursuit of the next available stop the train paths through itself - destroying any of its own wagons on the way. I've never seen this happen so...
- Wed Mar 07, 2018 4:02 pm
- Forum: Pending
- Topic: [0.16.28] Train collision between two automatic trains
- Replies: 8
- Views: 4807
Re: Train collision between two automatic trains
This is absolutely a problem I've encountered in 16.28. I've had multiple trains run into each other and be destroyed. I've never had trains running on automatic crash into each other. I don't dare play in 16.28 for fear of more trains getting destroyed. It would be interesting to see at what areas...
- Wed Mar 07, 2018 12:41 am
- Forum: Pending
- Topic: [0.16.28] Train collision between two automatic trains
- Replies: 8
- Views: 4807
[0.16.28] Train collision between two automatic trains
I was driving through my base in my train, at low speed, when right next to me two automatic trains collided in a rail crossing that should be collision-safe. https://i.imgur.com/XdQAOnX.png I was driving the black train at the bottom. Right after this happened I got out and took the picture. There ...
- Tue Mar 06, 2018 12:50 am
- Forum: Pending
- Topic: [0.16.25] Train uses incorrect wait conditions at station
- Replies: 7
- Views: 3545
Re: [0.16.25] Train uses incorrect wait conditions at station
I just had another one of my trains becoming bugged in the exact same way. This happened on 0.16.28. I immediately checked my autosaves but unfortunately even the oldest one was already after the train got bugged, so no luck there again. I must have been pretty close to catching it though, as I'm se...
- Wed Feb 28, 2018 12:54 am
- Forum: Pending
- Topic: [0.16.25] Train uses incorrect wait conditions at station
- Replies: 7
- Views: 3545
Re: [0.16.25] Train uses incorrect wait conditions at station
Looks like: https://forums.factorio.com/36975 Do you have a recent save before it got stuck? That indeed looks like it's about the same problem, that one didn't show up when searching threads. Unfortunately I've since continued playing so there is no chance that any of my autosaves are from before ...
- Wed Feb 28, 2018 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.26] Logistic network connections don't always show
- Replies: 13
- Views: 8280
Re: [0.16.26] Logistic network connections don't always show
Roboports only show lines to other roboports within a certain distance of them. I don't know if this would be considered a bug or not. They only show lines when their red logistics areas connect. In the center of both images you can see the two separate areas connect. Not all lines are shown howeve...
- Tue Feb 27, 2018 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.26] Logistic network connections don't always show
- Replies: 13
- Views: 8280
Re: [0.16.26] Logistic network connections don't always show
I've omitted any other information such as a savefile or logfile as these shouldn't be needed/relevant; the problem is clear from the above images and description. As you can see I already noted that there is absolutely no reason for such files for this specific problem. There are no weird oddities...
- Tue Feb 27, 2018 5:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.26] Logistic network connections don't always show
- Replies: 13
- Views: 8280
[posila][0.16.26] Logistic network connections don't always show
A long time ago we received a nice visual to show which roboports connect with each other via a thick yellow dashed line. Soon after an algorithm was added to not show all of the lines as it would otherwise block the player's view. But I just ran into a situation where there were too few lines. http...
- Mon Feb 26, 2018 8:54 pm
- Forum: Pending
- Topic: [0.16.25] Train uses incorrect wait conditions at station
- Replies: 7
- Views: 3545
Re: [0.16.25] Train uses incorrect wait conditions at station
Sorry, it's been attached now.
- Mon Feb 26, 2018 6:52 pm
- Forum: Pending
- Topic: [0.16.25] Train uses incorrect wait conditions at station
- Replies: 7
- Views: 3545
[0.16.25] Train uses incorrect wait conditions at station
While I was out adding new mines, one of my trains has seemingly stopped working. As I was out adding new mines I am unsure what could have caused this issue, I may have added some tracks very far away, and I may have added a new train stop irrelevant to the train, but none of that should affect it....
- Thu Aug 20, 2015 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [Rseding91] Very, very fast machines get bugged productivity
- Replies: 6
- Views: 7726
[0.12.4] [Rseding91] Very, very fast machines get bugged productivity
With the recent DyTech updates, it's become rather easily possible to boost machine speeds to incredible speeds. However, my productivity on these machines seems to be quite literally unable to keep up. The crafting speed of these machines is currently well over 200, though 100+ seems to already be ...
- Mon Apr 06, 2015 3:01 am
- Forum: 1 / 0 magic
- Topic: Crash when updating to 0.11.20
- Replies: 1
- Views: 3360
Crash when updating to 0.11.20
Updated my game from 0.11.19 to 0.11.20 today, got a crash at the end of the update but the game did manage to automatically restart, in the proper new version. In other words, I got an error but it appears to me like nothing odd happened.
Pastebin of logs: http://pastebin.com/JjTyAHbw
Pastebin of logs: http://pastebin.com/JjTyAHbw
- Thu Mar 26, 2015 11:51 pm
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 30730
Re: Requester chests should default to zero or one βΈ
With such a division in opinion, and several alternatives brought up, I must say I was surprised when I didn't see the solution that I thought had potential. And while I'm at it, I'm going to give a quick run-down of the pros and cons for each of the proposed alternatives. Quick note; I've seen post...
- Mon Mar 16, 2015 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.18][slpwnd] Unexpected crash (Entity info related)
- Replies: 5
- Views: 5727
[0.11.18][slpwnd] Unexpected crash (Entity info related)
Whilst playing my own save, I got an unexpected error and the game quit on me. The map I was playing was originally created in SP, I believe early 0.11, but it has also been opened up to MP before. Whilst encountering the error it was in SP mode. The crash occured as I was sandwiched inbetween a Rob...
- Thu Feb 12, 2015 6:54 pm
- Forum: Technical Help
- Topic: Error connecting to multiplayer
- Replies: 3
- Views: 2544
Re: Error connecting to multiplayer
I did, apparently not good enough. Just now I saw a mention of it on reddit
- Thu Feb 12, 2015 5:26 pm
- Forum: Technical Help
- Topic: Error connecting to multiplayer
- Replies: 3
- Views: 2544
Error connecting to multiplayer
Tried to connect to my friend's map, but whatever we try my game crashes after receiving the entire map. I've played with a friend on a map that he was hosting. I think we last played together on 0.11.10. Most stuff worked fine, I was even connecting as a W7 user to his game running on W8.1. We had ...