Search found 34 matches

by gghf
Fri Apr 30, 2021 10:49 pm
Forum: Pending
Topic: [1.1.32] Save file with sound issues - GUI, footsteps not present, engine sounds present, default settings
Replies: 2
Views: 2065

Re: [1.1.32] Save file with sound issues - GUI, footsteps not present, engine sounds present, default settings

I've updated the saves/logs since I've made some changes on the map (unrelated). The issues remain. The missing sounds also include alarms occasionally, though their behavior is irregular and I've not been able to reproduce the issue with them. I'm thinking that maybe Factorio is trying to play more...
by gghf
Fri Apr 23, 2021 11:58 am
Forum: Pending
Topic: [1.1.32] Save file with sound issues - GUI, footsteps not present, engine sounds present, default settings
Replies: 2
Views: 2065

[1.1.32] Save file with sound issues - GUI, footsteps not present, engine sounds present, default settings

Hey there, attached is a save file with weirdly borked sound (you'll have to leave editor mode to test some of these.) The settings are default (except for music). Other saves are fine . I cannot hear GUI sounds, footsteps, train honking, the door slam from getting into a vehicle, and probably a lot...
by gghf
Sat Oct 03, 2020 10:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Replies: 9
Views: 5342

Re: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.

You're awesome, thank you. :)

You know you have a system with huge potential for player-agency if you still find edge-cases years and years into development...
by gghf
Sat Oct 03, 2020 10:32 am
Forum: Ideas and Suggestions
Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Replies: 7
Views: 2709

Re: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.

I am not certain, but I think the problem you describe with the current behavior can be reliably avoided provided that, for each item, the desired number is either less than its stack size or a multiple of its stack size. That is a problem because this means that the number of errors a user of my b...
by gghf
Sat Oct 03, 2020 10:30 am
Forum: Ideas and Suggestions
Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Replies: 7
Views: 2709

Re: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.

Well, I need the chest limit especially in the beginning. For example ammo: assemblies put ammo into a chest. At first I will leave a limit of 4 stacks and later I reduce it to 2 stacks for example. What to do with the filled 2 stacks? They should be used! I have run into situations as I described ...
by gghf
Sat Oct 03, 2020 6:57 am
Forum: Ideas and Suggestions
Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Replies: 7
Views: 2709

Re: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.

But the “overflow” (in the crossed part) is taken out first. Which is exactly what I want, when I set the limit. I want to take out that items first. Otherwise they where like “lost”. So removing items from right to left is the best behavior. For filling I could think about filling as you described...
by gghf
Fri Oct 02, 2020 7:44 pm
Forum: Ideas and Suggestions
Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Replies: 7
Views: 2709

Re: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.

I just came back to this topic after a long time away, and thought of a way that this could be implemented with a much smaller drain on resources. What if this check for partial stacks only happened when the filter inserter can no longer release its load? If the target inventory has a set of partial...
by gghf
Fri Oct 02, 2020 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Replies: 9
Views: 5342

Re: [1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.

Very sorry, I'd accidentally selected the wrong save.

I've fixed the OP with a link to the correct one.
by gghf
Fri Oct 02, 2020 11:31 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Replies: 9
Views: 5342

[boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.

https://youtu.be/hTklp6Quxwk A video that explores the issue. Ca. 7 minutes long. Some trains will get stopped by the "actuator" of a set of wired-together chain+rail signals. Some will not get stopped in what appears to be exactly the same situation. I am not sure why this is the case. I ...
by gghf
Mon Jun 08, 2020 2:30 pm
Forum: Ideas and Suggestions
Topic: Add an initially unlocked research
Replies: 3
Views: 1482

Re: Add an initially unlocked research

The image link is broken. If you're using Imgur for example, make sure you use the direct link that has the .png or some such in it.
by gghf
Mon Jun 08, 2020 2:29 pm
Forum: Minor issues
Topic: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.
Replies: 7
Views: 2972

Re: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.

It appears that this was caused in a very roundabout way by Picker Inventories' chest sorting. I'm not sure how that does what it does, but it seems that there is some sort of desync between the UI and what's actually happening in the background processes, which is only resolved/updated once you act...
by gghf
Thu Jun 04, 2020 7:58 am
Forum: Ideas and Suggestions
Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Replies: 7
Views: 2709

Set priority for FILTER variant inserters to remove from partial stacks before full stacks.

Edit: After some discussion of this on discord, I was told that the behavior described below would likely have terrible consequences for performance once the thousands of inserters in a big save got working. I was wondering if it maybe could still be implemented if it was reserved for filter (stack)...
by gghf
Thu May 28, 2020 2:40 am
Forum: Ideas and Suggestions
Topic: Log CTRL-Z Actions, Affected Entities & Locations to Chat
Replies: 0
Views: 684

Log CTRL-Z Actions, Affected Entities & Locations to Chat

TL;DR Please log actions taken, entities affected and their coordinates to chat any time that CTRL-Z is pressed. What ? Occasionally I use CTRL-Z expecting something specific to happen but it didn't. Since I probably just broke something somewhere, or worse, affected an original for blueprinting so...
by gghf
Tue May 26, 2020 11:44 pm
Forum: Duplicates
Topic: [0.18.27] Crash while changing filters on an infinity chest (and fat-fingering some other buttons I don't recall)
Replies: 0
Views: 660

[0.18.27] Crash while changing filters on an infinity chest (and fat-fingering some other buttons I don't recall)

Attached are the log and the last autosave. I'm not sure the save will help you much, but the log ought to be the right one. I'm not sure what this crash was about or if/how it can be reproduced, but it happened while I was playing around with the filters in an infinity chest and I'm pretty sure I h...
by gghf
Sat May 23, 2020 8:09 pm
Forum: Minor issues
Topic: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.
Replies: 7
Views: 2972

Re: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.

I've improved the station further by giving the loading inserters falling edge detectors. This way you can be sure that any time the inserters hang, it's because of that strange glitch. I still figure that the glitch itself is caused by inventory code, rather than inserters, but that the inserters s...
by gghf
Sat May 23, 2020 1:25 pm
Forum: Minor issues
Topic: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.
Replies: 7
Views: 2972

Re: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.

Should work now. I'd forgotten to hit save after making it unlisted^^
by gghf
Sat May 23, 2020 1:14 am
Forum: Minor issues
Topic: [0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.
Replies: 7
Views: 2972

[0.18.26] Stack Inserters won't drop held items into free inventory slots of wagons.

EDIT: I've added a video that displays the bug and how to reproduce it. It's 17 minutes long and I discover some stuff as I go, so you may wish to watch all of it. https://youtu.be/Tq6vy9xvMEg ( deprecated ) After some thinking, it may not so much be an issue with the inserters, but with chest and w...
by gghf
Thu May 14, 2020 9:26 am
Forum: Already exists
Topic: Add ways to access the tickboxes for trains, train fuels and station names for blueprint updater mods.
Replies: 1
Views: 1727

Add ways to access the tickboxes for trains, train fuels and station names for blueprint updater mods.

Hey there, I'm currently using Picker Blueprinter by Nexela, which offers a BP updater feature. I've been using it extensively the last few days while building up a new gimmicky circuit controlled train system, only to run into an issue where train stop names, trains, train fuels (and anything else ...
by gghf
Sat Feb 01, 2020 12:23 am
Forum: Duplicates
Topic: [0.18.3] Crash: Trying to disconnect circuit connector in inconsistent state
Replies: 3
Views: 1646

Re: [0.18.3] Crash: Trying to disconnect circuit connector in inconsistent state

Thank you, this does indeed work for me. Is there any particular way I may have caused this to happen? Any kind of trackable coincidences/circumstances. If you're strapped for time, feel free to ignore this. Maybe if there is something I/we can do to avoid this in the future, but other than that you...

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