Search found 31 matches

by Hoefnix
Tue Jan 30, 2018 5:38 pm
Forum: Pending
Topic: [0.16.20] Stack inserters waiting too long for items
Replies: 9
Views: 4774

[0.16.20] Stack inserters waiting too long for items

In 0.15 I built a lot of loading stations that used 4 stack inserters to pick up items from 1 compressed blue belt and insert it into a chest and this all worked fine. Since the change to belt mechanics in 0.16 they however wait too long for items on the right lane before switching to picking up fro...
by Hoefnix
Thu Jan 11, 2018 11:43 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 302138

Re: [MOD 0.15] SmartTrains 2.0.5

I may have found something Choumiko. I noticed some of my trains were going to the wrong stations. After a lot of testing I found out that when two trains are sent at the same time (or close to it) the second one will ignore ST rules and just go to the next station instead of the station mapped acco...
by Hoefnix
Mon Jan 08, 2018 9:59 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 302138

Re: [MOD 0.15] SmartTrains 2.0.5

I did a quick stress test on my train controller map, my main line is 308 stations and has 180 trains and I'm glad to announce: It all works by the looks of it! I'll have to play the map a bunch more to see if anything obscure fails, but it looks good so far. Tnx for the update!
by Hoefnix
Mon Dec 18, 2017 7:19 pm
Forum: Ideas and Suggestions
Topic: [0.16] Disable overwriting of combinators via blueprint
Replies: 2
Views: 1441

[0.16] Disable overwriting of combinators via blueprint

TL;DR The new feature of 0.16 to overwrite settings of existing buildings also present in a blueprint is undesirable when expanding combinator builds and combinators should be exempt from this feature. What ? I already have quite some extensive combinator builds and quite some of them use a databas...
by Hoefnix
Thu Jul 20, 2017 2:28 pm
Forum: Not a bug
Topic: [kovarex][0.15.30] Pumping speed 10x too high
Replies: 10
Views: 3252

[kovarex][0.15.30] Pumping speed 10x too high

Hey guys, I searched through the changelogs but couldn't find the change, so I guess it is unintentional. Pumps now pump 12000 fluid/second. In 0.14 they did 30/second, then all fluids got multiplied by 10, so 300/second. Then the only change to pump speed I can find in the changelogs is the 4x spee...
by Hoefnix
Thu Jun 22, 2017 10:08 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 47097

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

Yeah, since I use combinators a lot myselft I feel this change is absolutely horrible, I actually think it should function in the complete opposite way. In my opinion if I tell an inserter to enable for 1 tick it should complete at least 1 swing. I already had to work with memory cells/timers to cha...
by Hoefnix
Wed Jun 14, 2017 9:09 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 302138

Re: [MOD 0.15] SmartTrains 2.0.5

He Choumiko, I came across a bug today. Factorio 0.15.20 and ST 2.0.6. I was setting up my mainline and for that i was naming 10 stations, assigning them mapping numbers, adding them to the train schedule, setting their rules and then removing the stations. That way later when I build the outpost, t...
by Hoefnix
Fri May 05, 2017 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.7] Auto Launch doesn't auto launch
Replies: 3
Views: 2326

Re: [0.15.7] Auto Launch doesn't auto launch

That could have been the case in the speedrun, but the picture I included is on a map where I haven't launched a rocket in ages and that rocket has been ready to go for forever. Ticked auto-launch, inserted satelite, nothing happened
by Hoefnix
Fri May 05, 2017 9:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.7] Auto Launch doesn't auto launch
Replies: 3
Views: 2326

[0.15.7] Auto Launch doesn't auto launch

While in the speedrun I manually inserted the satelite in the correct slot in the silo, the silo had auto-launch ticked. It didn't launch.
Reproducable by: Setting a silo to auto-launch with satelite, take a satelite in hand, put it in the rocket inventory.
Image
by Hoefnix
Thu Apr 28, 2016 2:56 pm
Forum: Duplicates
Topic: [12.31] Rotating blueprint offsets splitters
Replies: 4
Views: 1300

Re: [12.31] Rotating blueprint offsets splitters

Update:

Signals are also displaced in already existing blueprints

Edit: Checking some other blueprints it actually seems the track is off by one tile and not the other items

Image
by Hoefnix
Thu Apr 28, 2016 1:06 pm
Forum: Duplicates
Topic: [12.31] Rotating blueprint offsets splitters
Replies: 4
Views: 1300

[12.31] Rotating blueprint offsets splitters

Blueprinting something with splitters in them, then rotating it 180 degrees displaces the splitters 1 tile. Happened on a lightly modded game (vanilla plus) with no mods that should affect blueprint placing (module inserter ruled out). http://i.imgur.com/99pZn4x.png?1 Bottom left is the original, to...

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