Search found 46 matches
- Fri Mar 08, 2019 8:50 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.3] Train leaves disabled station
- Replies: 30
- Views: 17297
Re: [kovarex] [0.17.3] Train leaves disabled station
I wasn't sure whether it is a feature or a bug, but after reading through, the decision is to revert it to the 0.16 behaviour: - Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we ...
- Mon Jan 08, 2018 7:21 pm
- Forum: Implemented Suggestions
- Topic: Inverse filter setting (Is not filter, take all except...)
- Replies: 6
- Views: 8894
Re: Inverse filter setting (Is not filter, take all except...)
Ow, my screenshot is still in use... let me share it in better quality.
- Mon Jan 08, 2018 7:18 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395187
Re: Friday Facts #224 - Bots versus belts
People, including me, like the game as it is, so maybe it does not need a radical change. On the other hand, maybe some changes would make it more fun. Maybe make a poll? Yet an other suggestion to reduce the power of bots. 1) make the logistic area tiny, 5x5. 2) allow the bots only to move items wi...
- Mon Jan 08, 2018 5:47 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
- Replies: 33
- Views: 21555
Re: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
Another suggestion of this kind. A rather simple one. Make a train skip the stations to which it has no path. This will allow you to place a train in a position from which it can not reach some stations (dead end with one station to get the train back out of it) and skip some of the stations. Balanc...
- Wed Aug 02, 2017 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
Re: [Hanziq] [15.19] Trains collide reproducibly on specific layout
i remember that crashing trains with out proper signaling was actually called a feature of this game, therefore not a bug. if the devs decide to change this functionality then true trains should never crash with crazy signaling. This is surprising to me. Under which conditions can a train enter a b...
- Mon Jul 31, 2017 9:23 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
Re: [Hanziq] [15.19] Trains collide reproducibly on specific layout
Greeting Philip, the signaling is indeed absurd in the given example. It is not meant for any practical purpose, it is only meant to give a small reproducible example. However, improper signaling on its own can never lead to collisions between trains. Let me elaborate why. Two trains can only collid...
- Sat Jun 17, 2017 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.18] Loop causing collision between two trains
- Replies: 3
- Views: 2675
Re: [0.15.18] Loop causing collision between two trains
I think this may be related to what happens here: https://forums.factorio.com/viewtopic.php?f=7&t=48209 . A train leaves a block (in your case the intersection) that it will enter again, without enough space to break in between. This means that when it leaves the block, it should still have the ...
- Sun May 28, 2017 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hanziq] [0.15] Trains with no enabled train station stutter
- Replies: 22
- Views: 12758
Re: [0.15] Trains with no enabled train station stutter
Hi mrvn, I find the behaviour you expect from the train very reasonable, but I doubt that this is the designed behaviour. I do think the following is true: if you disable the station a train is headed to, it will (almost?) immediately recompute its path. Thus it will no longer (necessarily) honour a...
- Thu May 25, 2017 12:06 pm
- Forum: Not a bug
- Topic: [0.15.13] [kovarex] Can only open chests from map with bullets in hand
- Replies: 4
- Views: 1713
Re: [0.15.13] Can only open chests from map with bullets in hand
The chest has to be in your physical reach. To reproduce: 1. place a chest next to yourself 2. go to map view (press m) 3. Narcissistically zoom in on yourself. 4. Make sure you're not holding anything 5. Press (left mouse button) the chest (it should have a yellow frame when your mouse hovers over ...
- Thu May 25, 2017 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Hanziq] [0.15] Trains with no enabled train station stutter
- Replies: 22
- Views: 12758
Re: Trains with no enabled train station stutter
Hi Xgkkp, It's not as simple as "happens when all stations are disabled" - I set up an SR latch (below) so that the station disables when the T signal is set but doesn't re-enable until the train has actually left. The train doesn't even try to start moving once , which seems to conflict w...
- Wed May 24, 2017 7:18 am
- Forum: Duplicates
- Topic: [0.15.13] Train acting strange with self-disabling stations
- Replies: 3
- Views: 2201
Re: [0.15.13] Train acting strange with self-disabling stations
This issue is being discussed here: viewtopic.php?f=7&t=47911&p=276671#p276671
But not the part about momentum.
But not the part about momentum.
- Tue May 23, 2017 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
Re: Train wrongfully gives up block reservation
The bug is solved for this blueprint but a slight adaptation shows that the bug is not fixed. The new blueprint: 0eNqdmu9O4zAQxN8ln1uUtdeO01c5nU6lRFwkSFFb0CHUd7+UFo5yEzrDJ8Sf/pjYs+vNel+q67vH7mHTD7tq8VL1q/WwrRY/Xqptfzss7w4/2z0/dNWi6nfdfTWrhuX94bvNsr+r9rOqH266P9XC9j9nVTfs+l3fHT//+s3zr+Hx/rrbjH/w/snV4+...
- Tue May 23, 2017 1:07 pm
- Forum: Gameplay Help
- Topic: Circuits for Supply and Construction Trains
- Replies: 5
- Views: 3371
Re: Circuits for Supply and Construction Trains
If it is acceptable to you to have some miners (and other construction material) lying around you could hook up you storage chest to a circuit and interpret the fact that you have 0 miners as '-10 miners'. Your system will deliver 10 miners and if they are all used, it will request an other 10. So n...
- Mon May 22, 2017 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
Re: Train wrongfully gives up block reservation
If you want to reproduce the bug, you will need the following: - 3 locomotives - Some fuel - The blueprint below (4 stations, 6 signals, 3 chain signals, some rails) - Set up one single headed loc to go around the circular track and the other one, a two headed wagonless train to go back and forth on...
- Sun May 21, 2017 4:23 pm
- Forum: Not a bug
- Topic: Trains are stuck
- Replies: 4
- Views: 2046
Re: Trains are stuck
This is not a bug. Train 1 wants to enter the block that is occupied by train 2 and vice versa. Thus neither can leave.
- Sun May 21, 2017 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
Re: Train wrongfully gives up block reservation
Wait a bit at the station and get in to the train that will soon arrive. Get in to the first train that arrives. This is the train with coal, so be prepared for a bumpy ride
If you want to, you can also run north and still be in time to get in to the train with copper.
If you want to, you can also run north and still be in time to get in to the train with copper.
- Sun May 21, 2017 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
- Replies: 15
- Views: 9630
[kovarex] [15.19] Trains collide reproducibly on specific layout
Hi there. I have a peculiar train collision. I have not changed the signals recently and I'm not driving manually, so this probably should not happen. One train with coal has reserved a path through the waiting bay. It is going almost at full speed. vlcsnap-2017-05-21-17h14m21s785.png vlcsnap-2017-0...
- Fri May 19, 2017 11:12 pm
- Forum: Not a bug
- Topic: [0.15.9 & 10] Train stops at wrong signal (circuits)
- Replies: 12
- Views: 7274
Re: [0.15.9 & 10] Train stops at wrong signal (circuits)
This gets a bit problematic as braking distance is pretty arbitrary, as mentioned above. If we go by what the debug option called show-train-braking-distance gives, and how trains usually respond to circuit closed signals, then it is the same distance as where a train reserves a block, at least &qu...
- Fri May 19, 2017 3:34 pm
- Forum: Not a bug
- Topic: [0.15.9 & 10] Train stops at wrong signal (circuits)
- Replies: 12
- Views: 7274
Re: [0.15.9 & 10] Train stops at wrong signal (circuits)
I agree with chrisgbk. However, I have one additional remark: If a reserved signal is closed by circuit the train should stop there, if and only if it still has enough time to break before the signal . This is why the behavior is probably correct in both cases: - If D is present, then the train is a...
- Thu May 18, 2017 1:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hanziq] [0.15] Trains with no enabled train station stutter
- Replies: 22
- Views: 12758
Re: Trains with no enabled train station stutter
This has to be 15.11, nothing else supports the 'T' signal. This is what I think is of the situation, although I'm might be wrong because I have incomplete information. 1. Your train decides to leave. 2. The T signal goes to 0. 3. The Station is enabled. 4. The train moved a tiny bit forward, yet so...