Search found 696 matches

by DRY411S
Sun Apr 04, 2021 6:34 am
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

Final update. I found an old save where the stacker was the way I designed it with chains at the top, and the issue was occurring. I'm very very (and once again very) embarrassed to say that the cause was ghost chain signals in 2 of the stacker lanes! :oops: :oops: :oops: So no bug, not even in v1.1...
by DRY411S
Sat Apr 03, 2021 6:00 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

Are people trying the save game and NOT seeing the bahaviour (which is what I think you said in your first reply)? Or is everybody seeing the same behaviour that I have reported, and it's 'as expected'? The behaviour I see (after loading your save) is as I would expect. With rail (not chain) signal...
by DRY411S
Sat Apr 03, 2021 5:07 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

Sorry I'm confused now. Are people trying the save game and NOT seeing the bahaviour (which is what I think you said in your first reply)? Or is everybody seeing the same behaviour that I have reported, and it's 'as expected'? If it is as expected, what changes do I need to make? From the stacker, i...
by DRY411S
Sat Apr 03, 2021 4:54 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

I'm seeing expected behaviour with rail signals in the stacker, as in the save. They need to be chain signals to ensure the issue Loewchen described is prevented, but perhaps when you thought they were all chain signals, at least one was in fact a rail signal, hidden by a locomotive waiting to the ...
by DRY411S
Sat Apr 03, 2021 4:39 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

If you signal it so that trains only leave the holding bay if the complete path and station is free then this should work. But that's what I've done? The chains from the stacker are blue blue blue blue blue red red red (regular signal), yet the train leaves the stacker and stops at the first blue. ...
by DRY411S
Sat Apr 03, 2021 4:09 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

I should add that in the save game, the signals at the top of the stacker are regular signals. Again, this was an unsuccessful attempt to fix this. The problem still occurs if they are chain signals (as the ought to be). You said the issue could be reproduced. Can you reproduce it starting from the...
by DRY411S
Sat Apr 03, 2021 3:56 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

Loewchen wrote:
Sat Apr 03, 2021 3:53 pm
I let it run for several minutes and no train ever disobeyed a chain signal.
Maybe I am using the wrong language/term. The trains should not leave the stacker if there are red chains on the way to their target destination right?
by DRY411S
Sat Apr 03, 2021 3:54 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

Re: [1.1.30] Trains disobey chain signals

I should add that in the save game, the signals at the top of the stacker are regular signals. Again, this was an unsuccessful attempt to fix this. The problem still occurs if they are chain signals (as the ought to be).
by DRY411S
Sat Apr 03, 2021 3:48 pm
Forum: Not a bug
Topic: [1.1.30] Trains disobey chain signals
Replies: 17
Views: 504

[1.1.30] Trains disobey chain signals

chain bug.png Trains are leaving the stacker even though the route to their chosen station has red chain signals en-route. This is causing a deadlock. The station has a train limit on it. The ore unload station immediately due North of it, has the same name and the same train limit. There are train...
by DRY411S
Sat Feb 06, 2021 5:07 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 180
Views: 32272

Re: [MOD 1.1.x|1.0.x]Recycling Machines

Having looked at this issue, and the fact that it is an edge/corner case currently only known with the Industrial Revolution 2 mod, which includes its own Recycling/Scrappage functionality, instead of trying to fix this, the next version of my mod will declare that it is incompatible with Industrial...
by DRY411S
Tue Feb 02, 2021 5:56 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 180
Views: 32272

Re: [MOD 1.1.x|1.0.x]Recycling Machines

Thank you for clarifying so quickly.

I hadn't checked whether hr_version was optional. If it is, then that IS a bug in my mod.

I'll fix it, it won't be difficult. Then it will be up to the user whether or not they use my mod with IR2.
by DRY411S
Tue Feb 02, 2021 5:33 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 180
Views: 32272

Re: [MOD 1.1.x|1.0.x]Recycling Machines

It has been reported that this mod is incompatible with Industrial Revolution 2 mod. This appears to be because IR2 seems to completely remove the vanilla assembling machines from the game, whereas this mod assumes that no mod ever does that. Given that one of the features of Industrial Revolution 2...
by DRY411S
Sat Dec 05, 2020 10:53 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 180
Views: 32272

Re: [MOD 1.1.x|1.0.x]Recycling Machines

v1.0.4 and v1.1.4 Changes: - Compatability test with Angel's Infinite Ores, support for factorio v1.1 experimental released. Bugfixes: - None Known Issues: - Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81 Download L...
by DRY411S
Sat Dec 05, 2020 9:25 am
Forum: Technical Help
Topic: [SOLVED] Different mod folders in Steam
Replies: 1
Views: 145

Re: [SOLVED] Different mod folders in Steam

Turns out, %APPDATA% doesn't parse and I had to resolve it myself. There was a folder created called %APPDATA%\Roaming\Factorio\steammods at the root of the C: drive. I didn't think that it was possible to have a folder name that began and ended with '%'.
by DRY411S
Sat Dec 05, 2020 7:17 am
Forum: Technical Help
Topic: Mods management for different savegames???
Replies: 9
Views: 1787

Re: Mods management for different savegames???

Jon8RFC wrote:
Fri Sep 20, 2019 5:04 pm
and edit the steamgame://link to add --mod-directory at the end of it.
Did you try this? For me, the --mod-directory argument is ignored.
by DRY411S
Sat Dec 05, 2020 6:42 am
Forum: Technical Help
Topic: [SOLVED] Different mod folders in Steam
Replies: 1
Views: 145

[SOLVED] Different mod folders in Steam

Whatever I try, I cannot get Steam to use a different --mod-directory folder. Can anybody point me at a HOWTO that works? Shortcuts like this: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\factorio.exe" --mod-directory "%APPDATA%\Roaming\Factorio\steammods" and ...
by DRY411S
Wed Dec 02, 2020 4:32 pm
Forum: Duplicates
Topic: [1.1.0] Map labels lost from 1.0 map
Replies: 3
Views: 342

Re: [1.1.0] Map labels lost from 1.0 map

Rseding91 wrote:
Wed Dec 02, 2020 3:09 am
Why are you still on 1.1.0 when 1.1.3 is out?
Because when I asked my 1.1.0 to check for updates, it said that there weren't any!

Because (I now realise) I forgot to tick the enable experimental updates tick box. :(
by DRY411S
Wed Dec 02, 2020 2:25 am
Forum: Duplicates
Topic: [1.1.0] Map labels lost from 1.0 map
Replies: 3
Views: 342

[1.1.0] Map labels lost from 1.0 map

When I load a saved 1.0 game into 1.1.0, the map labels go missing. I toggled the new 'Show Map tags' button, but this did not cause the labels to display. (I don't know if this is relevant, but the 1.0 save included the ToDo List mod, and the 1.1.0 install did not include this mod.) I have the save...
by DRY411S
Wed Nov 25, 2020 1:07 pm
Forum: Ideas and Suggestions
Topic: [1.1.0] Please reinstate the +/- feature in the character's logistics window
Replies: 6
Views: 326

[1.1.0] Please reinstate the +/- feature in the character's logistics window

I like to have extra rows, so that they are not all crammed together and jumbled. 1st row belts and chests (+ empty stacks) 2nd row inserters (+ empty stacks) 3rd row power and assemblers (+ empty stacks) Etc. Now that the +/- feature has been removed, new rows only appear when the previous row has ...
by DRY411S
Sun Oct 18, 2020 12:58 am
Forum: Pending
Topic: [1.0.0] Steam Cloud Storage 'sync' problem
Replies: 2
Views: 272

Re: [1.0.0] Steam Cloud Storage 'sync' problem

You can delete saves in game, there is a red trash button (at least in Load Game menu, not sure about Save Game menu). This is pretty much as good as it gets ... I don't know how to solve this problem better then having delete button in the game, and that already exists. Ah, I've never noticed that...

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