Not resolved in [0.16.28]
There is this corner case where it is still not working properely
Search found 2247 matches
- Mon Mar 05, 2018 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.26] Logistic network connections don't always show
- Replies: 13
- Views: 7393
- Wed Feb 28, 2018 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.26] Logistic network connections don't always show
- Replies: 13
- Views: 7393
Re: [posila][0.16.26] Logistic network connections don't always show
@posila: isn't this because you are using voronoi with euclidean metric while roboports use metric L-infinity (two robports connect when max(dx,dy)<=N)? You can solve this by changing voronoi metric to L-Infinity, or by changing roboports to use euclidean metric (roboport ranges would be circular, n...
- Wed Feb 28, 2018 7:54 am
- Forum: Duplicates
- Topic: [0.16.26] Objects not on body after death
- Replies: 2
- Views: 932
- Tue Feb 27, 2018 2:41 pm
- Forum: Duplicates
- Topic: [0.16.26] Ores disappearing?
- Replies: 2
- Views: 1025
Re: {16.26] Ores disappearing?
As you have "angelsinfiniteores_0.7.3" in your mods, it may be tightly related to 58210. Please disable this particular mod and check if bug is still happening
- Fri Feb 23, 2018 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25]Underground belt side loading stucks
- Replies: 4
- Views: 1863
- Fri Feb 23, 2018 4:45 pm
- Forum: Minor issues
- Topic: [0.16.25] Couldn't find suitable position to put player (2)
- Replies: 1
- Views: 1361
[0.16.25] Couldn't find suitable position to put player (2)
This is small continuation for 58114 Create new map, then execute following: /c game.player.teleport({210,210}) /c tiles={}; for x = -205,205 do for y = -205,205 do table.insert(tiles, {name="water", position={x, y}}); end end; game.player.surface.set_tiles(tiles, true); /c game.player.cha...
- Fri Feb 23, 2018 3:40 pm
- Forum: Not a bug
- Topic: [0.16.25] Couldn't find suitable position to put the player
- Replies: 9
- Views: 2752
Re: [0.16.25] Couldn't find suitable position to put the player
garbage in, garbage out. If you set map to generate map containing only nothing, then you will get error. Same goes with "Mods" in main screen - if you disable all mod (by pressing "enable/disable all" and then select "Base mod" and press "toggle" to disable i...
- Fri Feb 23, 2018 1:46 pm
- Forum: Not a bug
- Topic: [0.16.25] Couldn't find suitable position to put the player
- Replies: 9
- Views: 2752
Re: [0.16.25] Couldn't find suitable position to put the player
mrvn: look at this part of sandbox script: script.on_event(defines.events.on_player_created, function(event) local player = game.players[event.player_index] local character = player.character player.character = nil if character then character.destroy() end -- [..] end) This means game always spawns ...
- Fri Feb 23, 2018 1:37 pm
- Forum: Not a bug
- Topic: [0.16.25] Belt decompresses after double splitter.
- Replies: 12
- Views: 4833
Re: [0.16.25] Belt decompresses after double splitter.
spliters use simple logic to determine from where to get items - with default settings, spliter with two inputs and one output is forced to take items alternating between two input belts. This is what happend in your setup with third spliter. This behavior makes lower belt (from first spliter to thi...
- Thu Feb 22, 2018 1:21 pm
- Forum: Not a bug
- Topic: [16.25] Placing 2nd Trainstop can't be exactly one length
- Replies: 9
- Views: 2696
Re: [16.25] Placing 2nd Trainstop can't be exactly one length
@dune, noone here is obliged to help, stop offending me. @Zavian: it seems there is no clear reason for stations to be locked to 2-tile grid: semaphores are 1-tile, their limitation is they cannot be shifted one tile between sides. This means, they have to allow any 1-tile offset (when on one side s...
- Thu Feb 22, 2018 6:35 am
- Forum: Duplicates
- Topic: Belt compression forces items backwards (Video included)
- Replies: 1
- Views: 990
- Thu Feb 22, 2018 6:10 am
- Forum: Not a bug
- Topic: [16.25] Placing 2nd Trainstop can't be exactly one length
- Replies: 9
- Views: 2696
Re: [16.25] Placing 2nd Trainstop can't be exactly one length
Well, this is inconvinient, but cargo wagon (and other train parts) is 7 tiles long: 6 for wagon itself and 1 for connection between them. Because 7 is not divisible by 2 (standard tile increment in rail networks" pattern repeats every two cargo wagons (or locomotives) - you have to move second...
- Thu Feb 22, 2018 5:58 am
- Forum: Not a bug
- Topic: [0.16.25] Circuit/Logistic connection unclear in UI
- Replies: 2
- Views: 957
Re: [0.16.25] Adding belt to network with the button breaks it.
I can confirm that belt stops, but this Not a Bug, at least not because belt is still stopped. If you connect belt with wire ("circuit connection" page) and check it to connect to logistic network ("logistic connection" page) you will have belt with two setting pages at the same ...
- Wed Feb 21, 2018 8:54 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.25] Gaps moving backwards when items put on belts
- Replies: 7
- Views: 5040
Re: [0.16.25] Odd Sideloading Behaviour
Same here It looks like compression is achieved by increasing gap between two items on lane till there is gap wide enough to insert item, but because position of items on belt is (after belt optimization) not directly accesible but depends on "head offset" and offsets between items from st...
- Sat Jan 27, 2018 9:49 pm
- Forum: Not a bug
- Topic: [0.16.20] Output priority not working
- Replies: 7
- Views: 2760
Re: [0.16.20] Output priority not working
Well, why NaB? This is rather interesting case. There are three blue belts that are 1/3 full (feed by yellow belts) on the right. By using priority spliter, they should merge directly into one blue belt, so two output belts from right should be empty. First from right is empty, but second one is not...
- Fri Jan 26, 2018 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
- Replies: 13
- Views: 7509
Re: [16.17] Priority splitter can stop unblocked lane
As per [0.16.20] this bug still exists despite some changes to splitters mentioned in changelog
- Mon Jan 22, 2018 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
- Replies: 13
- Views: 7509
Re: [16.17] Priority splitter can stop unblocked lane
Confirm. it is most likely to happen when priority lane is deconstructed by hand after first priority output belt. This may be related to rebuilding of internal structure representing belt not notifying spliter or something like this. In attachment my save with extracted problem. 40x40 map, 42 secon...
- Mon Jan 22, 2018 9:52 pm
- Forum: Ideas and Suggestions
- Topic: [0.16.17] Misleading splitter settings - filter
- Replies: 4
- Views: 2133
[0.16.17] Misleading splitter settings - filter
For testing i am feeding splitter with two belts of mixed copper and iron. Splitter can be used in 3 output rules: - normal rule (when output priority is off) - priority rule (when output priority is on and no filter) - filter rule (when output priority is on and filter is set) There are two problem...
- Thu Jan 04, 2018 6:53 pm
- Forum: Duplicates
- Topic: [16.13] Logistic Bots wont work
- Replies: 2
- Views: 735
- Tue Jan 02, 2018 9:29 pm
- Forum: Not a bug
- Topic: [16.12] Passive Provider Chest provides before Storage Chest
- Replies: 12
- Views: 4586
Re: [16.12] Passive Provider Chest provides before Storage Chest
Oh i see what you are about and where i made a mistake in my previous post. This wiki page says about logistic bots, they behave as is said in wiki - they will first try to empty storage chest, then passive providers (tested right now in 0.16.12). You are placing yellow belt. It is served by constru...