ok, found the issue. It seems there are SERIOUS Issues when ur station(name) is not starting with a letter.
s1 works
11 totally confuses the train. not just ignoring "goto" - its totally confusing the train even when its moving
Search found 130 matches
- Wed Oct 19, 2016 9:46 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301914
- Tue Oct 18, 2016 10:20 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301914
Re: [MOD 0.14] SmartTrains 1.1.4
Thanks for ur time. I already connected all 3 entities to the signal for making sure its connected - still nothing. I wont be home within the next 7h but i will give u some feedback on how ur save worked for me. Just an idea: as i said i have a massive base... and game does barely make the 40ups/60f...
- Tue Oct 18, 2016 8:10 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301914
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
anyhow - cant get the "go to signal #" working anymore. the "go to station #" works. Did it work before the failed update or are you just getting started with goto signal # ? The train has to leave the station before the scheduled waiting time is over and the signal that carries...
- Mon Oct 17, 2016 11:05 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301914
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
workingChoumiko wrote:Updated to SmartTrains 1.1.4
Totally forgot how SmartTrains wants to be updated should all be fine now
- fixed error when updating
anyhow - cant get the "go to signal #" working anymore.
the "go to station #" works.
- Mon Oct 17, 2016 8:12 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301914
Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3
Updated to SmartTrains 1.1.3 fixed error when entering a train in sandbox/without a character fixed updating error added remote interface for Foreman discontinued updates for the 0.13 version I just updated my game from .14.2 to .14-latest, updated all my mods and ran into this: Error while running...
- Mon Oct 17, 2016 10:58 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200037
Re: Support - Uranium Power
Don't worry guys, I know of the issues and will fix them. It is rather difficult of an issue with time since I'm at the end of my PhD studies. I check these forums once a day and reply to things as best I can. The reactor-chest issue has already been dealt with on my developer version. The fuel dec...
- Sun Oct 16, 2016 9:06 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200037
Re: Support - Uranium Power
noone is pushing - i tried to ask kindly if there may be a way to add it already without waiting for other 0.7 improvements, since i now ended with a solution to read out my Pressured-water cycle and removing rods every now and then depending on the P-water i used..
- Sun Oct 16, 2016 9:42 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200037
Re: Support - Uranium Power
Hey fatmice,
I know u where promising fuel consumption to release 0.7. But that was already back in 2015.
Is there any quick patch we could add to have it in before? Feels like cheating now once u have enough pellets...
Would be REALLY great!
I know u where promising fuel consumption to release 0.7. But that was already back in 2015.
Is there any quick patch we could add to have it in before? Feels like cheating now once u have enough pellets...
Would be REALLY great!
- Fri Aug 12, 2016 2:38 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83837
Re: Friday facts #151 - The plans for 0.14
very nice facts- cant decide which part i like most
- Tue Jul 19, 2016 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.9] [rrrola] No line break of mod affecting entity in sidepanel
- Replies: 5
- Views: 3346
- Mon Jul 18, 2016 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.9] [rrrola] No line break of mod affecting entity in sidepanel
- Replies: 5
- Views: 3346
[13.9] [rrrola] No line break of mod affecting entity in sidepanel
Hi, playing with some mods here, I experienced a very bothering "flicker" of the side-meu when u have some mods altering the entities. Below the entityname in the sidepanel on the right hand side there is a yellow line telling me which mods are active on this entity. - And if this line is ...
- Tue Jun 28, 2016 2:37 pm
- Forum: Duplicates
- Topic: Updated Version has same Filename
- Replies: 1
- Views: 781
Updated Version has same Filename
Hi, didnt find any other post about that, but after my first install of factorio via steam on a new Client and starting up, i ran into this error. I tried redownloading via steam / vipe & dl, but nothing helped. Problem: trying to download a mod via intern function, it tries to download, loads u...
- Fri Jun 17, 2016 5:04 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 49922
Re: Friday Facts #143 - Nat Punching Again
Im fine with a postpone.
i have nothing against the "alpha-stat" the game is in... or its said to be.. but as long as new features are not as good as the devs want them or they find bugs on their own.. it woul be a waste of time and not enjoying for us to play it.
i have nothing against the "alpha-stat" the game is in... or its said to be.. but as long as new features are not as good as the devs want them or they find bugs on their own.. it woul be a waste of time and not enjoying for us to play it.
- Fri Jun 03, 2016 11:33 am
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38575
Re: Friday Facts #139 - Wrapping up multiplayer
In all of these modes you can still connect directly using IP address or DNS name like you did in 0.12. Also, in any of these modes you can enable identity verification, which means that everyone connecting to the game has to log in and gets assigned the same name as their factorio account has. hey...
- Wed May 18, 2016 2:30 pm
- Forum: Multiplayer
- Topic: Mutiplayer Mitspieler gesucht [deutsch]
- Replies: 11
- Views: 5332
Re: Mutiplayer Mitspieler gesucht [deutsch]
wo "adden"? Steam?
- Tue May 17, 2016 10:34 am
- Forum: Technical Help
- Topic: Yet another slow multiplayer map download
- Replies: 3
- Views: 1625
Re: Yet another slow multiplayer map download
answered u in here: https://forums.factorio.com/viewtopic.php?f=38&t=24658&p=160131#p160017 i am Hosting a Server for myself and i experienced, that often (NOT always) ppl could not connect. TL;DR: Problem was the MTU on the way to the Server on my router. Has to be at least 1500, otherwise ...
- Tue May 17, 2016 10:30 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 42401
Re: Friday Facts #136 - Map Transfers
Well clearly it isn't fixed. I can't join any game, my speed quickly drops to 0 and all my friends starts complaining. I have 60/10 Mbs speed... I tried port forwarding, the non-steam version, the steam version, admin mode, resetting my router, lowering my MTU... dunno what to do now. sounds like a...
- Tue May 17, 2016 10:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 97839
Re: [MOD 0.12.x] Smarter Circuitry
If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - https://forums.factorio.com/viewtopic.php?f=91&t=14824 as stated, both work for me using the direction...
- Sun May 15, 2016 12:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 97839
Re: [MOD 0.12.x] Smarter Circuitry
On my tries it did give the temperature and the content of a pipe it was pointing atNoriSilverrage wrote:Is there anyway to detect the temperature (or energy) of a liquid? I see that the directional sensor gives a kilojoule rating for some objects, but it doesn't seem to do so for pipes/tanks.
- Sat May 14, 2016 1:51 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315632
Re: MOD [0.12+] Bio-Farm 1.1.4 - Tree Farming Mod
hi, actual it is not "selection.destroy()", but "selected.destroy()" .. and it doesnt help, since the ghosts are no entity to select. it still happens with "old" farms, which u just cant get rid off. Good thing the map is infinite, so you can just move to a new spot :o...