Search found 31 matches
- 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...
- 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...
- 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!
- 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...
- 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...
- 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...
- 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...
- 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
- 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.
Reproducable by: Setting a silo to auto-launch with satelite, take a satelite in hand, put it in the rocket inventory.
- 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
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
- 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...