Search found 317 matches

by aaargha
Wed Jan 22, 2020 7:22 pm
Forum: Mods
Topic: [0.14+] Infinizoom - zoom without limits
Replies: 6
Views: 7089

Re: [0.14+] Infinizoom - zoom without limits

While you don't need to use AutoHotkey -or any other third party key rebinding software- it is the only way to use the scroll wheel as an input to trigger custom events, something this mod uses to change the zoom level. If you're fine using other keys to zoom, they hotkeys used by the mod are config...
by aaargha
Sat Jan 11, 2020 8:39 pm
Forum: Duplicates
Topic: [0.17.79] Train pathfinder does not account for length of final segment
Replies: 2
Views: 69

Re: [0.17.79] Train pathfinder does not account for length of final segment

Ah, must have missed that one in my search. Good to know it's already handled.
Keep up the good work!
by aaargha
Sat Jan 11, 2020 5:26 pm
Forum: Duplicates
Topic: [0.17.79] Train pathfinder does not account for length of final segment
Replies: 2
Views: 69

[0.17.79] Train pathfinder does not account for length of final segment

While trying to wrangle the train pathfinder to create logic circuits using trains (you know, as you do) I ran in to a train always choosing the longer of two similar paths. After experimenting a bit, and taking a look at the source code, I've arrived at the conclusion that the length of the final s...
by aaargha
Sat Jan 11, 2020 5:18 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest
Replies: 3
Views: 354

[boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest

As the train pathfinder is currently implemented it will always prefer the path that ends in the same segment as it starts in, regardless of whether it is the closest one or not: demonstration.png 0eNqVmd1uozAQhd/F11B5bGND3mCfYVWt0sTbRSIQAam2qvLuCyVp2qwrzrkEzMfY83PG5k09Nad47Ot2VJs3Ve+6dlCbn29qqJ/bbT...
by aaargha
Wed Apr 03, 2019 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario
Replies: 5
Views: 564

Re: [0.17.24] map2scenario overwrites map with old version of scenario

Attaching a .zip of the resulting scenario. Hopefully the images below can help show the issue: map.png scenario.png To reproduce simply open the save in the OP and compare it to opening it through the map editor's save conversion feature. What I have noticed is that the game automatically imports t...
by aaargha
Tue Apr 02, 2019 7:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario
Replies: 5
Views: 564

[Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario

I have a save-file that I've earlier exported as a scenario using map2scenario to add some scripting, when done I used scenario2map to continue playing with the added scripts. Since then I've made changes to the map while playing. Now I want to add some additional scripting to it. However, when I us...
by aaargha
Sun Mar 03, 2019 10:20 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.4] SelectionTool selection_mode "tiles" broken
Replies: 2
Views: 159

[Bilka] [0.17.4] SelectionTool selection_mode "tiles" broken

Since 0.17.0 the selection_mode flag "tiles" is no longer accepted by the game, despite what the API and Wiki would suggest. As far as I can tell the flag was removed in PR2321 but it's removal was never documented beyond that. Removing this flag breaks one of my mods as that flag was the only way, ...
by aaargha
Wed May 09, 2018 7:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Missing train path penalty
Replies: 2
Views: 2211

[kovarex] [0.16.41] Missing train path penalty

Trains in the NO_SCHEDULE or NO_PATH state do not give any penalty to the score of a path (except for the regular occupied block penalty that is). Savefile shows trains wanting to go through a path with trains in these states instead of a slightly longer one with no obstructions. Treating them the s...
by aaargha
Sat Mar 03, 2018 1:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.27] Crash when destroying trains
Replies: 1
Views: 946

[0.16.27] Crash when destroying trains

If the player has the "all train GUI" open (the one that shows a list of all active trains) the game can crash if trains are deleted through scripts. I've attached a log of this crash and a save in which I can reproduce it. To use the save simply load it, open the train list and run the following sc...
by aaargha
Sun Feb 18, 2018 12:25 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Replies: 15
Views: 4035

Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks

Yep, as long as the train is not forced to do a hard re-path it should be fine.
by aaargha
Tue Jan 23, 2018 8:41 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Replies: 15
Views: 4035

Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks

I'll have to change the deadlock ratings of a few of them and probably rerun the throughput testing on at least one. Most designs tested haven't changed that much, except that those rated B-E should need hard path changes to deadlock. As I'll be changing how I rate intersections anyway this should a...
by aaargha
Mon Jan 22, 2018 11:45 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Replies: 15
Views: 4035

Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks

For those following this: Some changes made to chain signal block detection in 0.16.17 (didn't make the changelog) actually resolves this bug as it is posed in the OP. The detection was changed from "is a chain signal reserved" to "was the last signal passed a chain signal". In my testing this makes...
by aaargha
Wed Jan 17, 2018 11:09 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 615
Views: 330827

Re: 4-way intersections: Throughput and deadlocks [image heavy]

As mentioned in the OP, I'm working on updating this thread to be more in line with how the path-finding works now (or how it will work if my proposed changes get merged). I'm considering some of the suggestions sillyfly posted a while back , the efficiency metric seems kind of interesting, but I al...
by aaargha
Tue Jan 09, 2018 9:46 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 615
Views: 330827

Re: 4-way intersections: Throughput and deadlocks [image heavy]

No worries, it was easily fixed by some cut-and-paste. Also, I'm sticking with rocket fuel. Unless there are some changes made that force me to redo all the tests I've already done I'll probably avoid changing things like that. Regarding your intersection: I won't add it to the "regular" list as it ...
by aaargha
Sun Jan 07, 2018 6:28 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 615
Views: 330827

Re: 4-way intersections: Throughput and deadlocks [image heavy]

God dang it hans, why is it not symmetrical!? Why are the entrances/exits not properly aligned for all sides? AAAHHHHHHHHHHHHHH!!

Erhem. Anyway, just had to get that out of my system as I'm trying to get this thing in the tester :D
by aaargha
Sat Jan 06, 2018 3:26 pm
Forum: Duplicates
Topic: [0.16.15] Inconsistent inserter to splitter behaviour
Replies: 3
Views: 465

Re: [0.16.15] Inconsistent inserter to splitter behaviour

Huh, did not check my search far enough back it seems. Kind of weird behaviour to have as intended though.
by aaargha
Sat Jan 06, 2018 1:28 pm
Forum: Duplicates
Topic: [0.16.15] Inconsistent inserter to splitter behaviour
Replies: 3
Views: 465

[0.16.15] Inconsistent inserter to splitter behaviour

When placing items onto a belt with a inserter the lane the items end up in differs for some directions depending on whether you unload onto a splitter or not, this might break some builds in certain rotations.

From: https://www.reddit.com/r/factorio/comme ... d/ds9qwbh/
by aaargha
Sat Jan 06, 2018 1:14 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 615
Views: 330827

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I, uhh...

...

Hmm...

...

I'll try it for sure, we'll see how I include it in the results :D
by aaargha
Sat Jan 06, 2018 9:33 am
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 37
Views: 10277

Re: [MOD 0.15] Automatic train deployment

It's not in the changelog but the hang should be fixed for 0.16.15.
by aaargha
Thu Jan 04, 2018 9:38 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 37
Views: 10277

Re: [MOD 0.15] Automatic train deployment

Thank you for sharing, turns out that it was a bug in Factorio. The game hangs if you try to copy/clear the filters of an inventory that is larger than 255-ish.

I've notified the devs so hopefully this should be fixed in an upcoming version.

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