Search found 61 matches

by Zanostra
Tue Sep 10, 2019 8:23 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194057

Re: [MOD 0.14] AAI Programmable Vehicles

I think there is a bug while using the path remote controller and set a path. When the vehicle following the set path goes from it's last point to the first one in a loop, it will not avoid obstacles, even though when the option is set to 'always' use pathfinding. Instead it appears to use the optio...
by Zanostra
Thu Jun 27, 2019 4:15 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91][0.17.52] [Minor] Deconstruction Planner: DP will not remove rails under trains, even when filtered on rails.
Replies: 7
Views: 2000

Re: [0.17.52] [Minor] Deconstruction Planner: DP will not remove rails under trains, even when filtered on rails.

I would like to suggest to treat rails and trains somewhat the same way as a assembler with modules in it. If you build them, first a robot goes there to place the assembler, then another one to insert the modules. If you select trains and rails with no filter, all gets a red cross, but the robots w...
by Zanostra
Sat Jun 15, 2019 4:08 pm
Forum: Duplicates
Topic: [1.17.49] crash while autosaving
Replies: 1
Views: 81

Re: [1.17.49] crash while autosaving

I investigated further, and noticed that it makes no difference if saving automated or manual. Somewhere within the map there are 2 trains colliding, and after that has happened, the game crashes when trying to save. The collision takes place 8 seconds around opening the above provided savegame. ( c...
by Zanostra
Sat Jun 15, 2019 1:20 pm
Forum: Duplicates
Topic: [1.17.49] crash while autosaving
Replies: 1
Views: 81

[1.17.49] crash while autosaving

I have no clue what is causing this crash, but I saved the game exactly 1 minute before my current autosafe will be triggered. I think this way it is easy reproducible because the ingame events will have the same timings. Steps to reproduce: 1) set your autosave interval to 1 minute 2) download my s...
by Zanostra
Tue Jun 11, 2019 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.47] train still ignoring red signal by circuit in special case
Replies: 5
Views: 534

Re: [0.17.47] train still ignoring red signal by circuit in special case

If you have really slow trains it will do, but if you use mods with really fast trains for example, it becomes another story. I think that a train should always check if it even may pass a signal before it reserves the block it wants to enter, even if it already has reserved it before. If the second...
by Zanostra
Sun Jun 09, 2019 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.47] train still ignoring red signal by circuit in special case
Replies: 5
Views: 534

[kovarex] [0.17.47] train still ignoring red signal by circuit in special case

https://forums.factorio.com/viewtopic.php?f=11&t=71409 in this topic in announced a bug where trains are able to pass a red light when it is kept red by circuit logic. at the very moment it had completely left the specific block briefly, another train was able to enter that block. so a collision was...
by Zanostra
Fri May 31, 2019 4:02 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
Replies: 19
Views: 1256

Re: [0.17.44] train ignoring red signal by circuit in special case

Why is it important that all waiting bays merge into the same block? How does a signal anywhere on the bypass cause an issue for your circuit control? signalbug2_2.png in this situation some extra signals will be fine by coincidence, true. if the red train got to go it will wait at the red-lined-sp...
by Zanostra
Fri May 31, 2019 2:14 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
Replies: 19
Views: 1256

Re: [0.17.44] train ignoring red signal by circuit in special case

sadly no, the stone gets green when the stone signal hits zero ( out of stone ) and the same goes for metal, copper, everything. on that green wire you can find the whole logistic network inventory. I can think of various ways to make it work, involving more circuit logic, or give the waypoint stati...
by Zanostra
Fri May 31, 2019 8:45 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
Replies: 19
Views: 1256

Re: [0.17.44] train ignoring red signal by circuit in special case

Is there some reason you can't use the train stops to control your trains (with a circuit condition) instead of the rail signals? I have never really thought about that, I've always used the signals, this way the trains can go forward for about 4 meters, so the waitingbay can be 3 rail segments sho...
by Zanostra
Thu May 30, 2019 9:19 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
Replies: 19
Views: 1256

[kovarex] [0.17.44] train ignoring red signal by circuit in special case

the rail system is divided into blocks, formed by (chain)signals. signalbug.png in this example the upper red signal is circuit controlled, to be always red, yet the train goes trough ignoring the signal. it happens because the block the signal is guarding is the same block as where the train just c...
by Zanostra
Sat May 18, 2019 11:03 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.41] no hand for blueprint (book) from quickbar
Replies: 1
Views: 308

[Twinsen][0.17.41] no hand for blueprint (book) from quickbar

when opening up your inventory you can select any item and it will place the black hand so your robots doesn't fill up that space. this also applies to blueprints and blueprint books. but not always. when your inventory is completely full, then selecting a blueprint (book) from the quickbar does not...
by Zanostra
Thu May 16, 2019 11:26 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.39] Programmable speaker alert settings focus
Replies: 4
Views: 273

Re: [0.17.39] Programmable speaker alert settings focus

I experience the same thing since a while now,
I put it in suggestions and ideas a few weeks ago.
viewtopic.php?f=6&t=66433

Escape also works instead of clicking on the map.
by Zanostra
Sat Apr 27, 2019 8:55 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 677
Views: 152021

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

the 'creative tools' tab in the crafting menu disappears when you save and load. particularly when you load a save where you use the 'sync mods with save' button and 'Creative Mod' is disactivated. when after that you load the game where creative mod was in use, you have to sync mods with save again...
by Zanostra
Wed Apr 17, 2019 7:16 pm
Forum: Pending
Topic: [0.17.26] found a bug ( who doesn't wanna be found )
Replies: 7
Views: 329

Re: [0.17.26] found a bug ( who doesn't wanna be found )

today I tried turning mods on and off, but I can't figure out which mod is doing this. when I enable the first half it's not there. when I enable the second half and turn the first half off, it's also not there. so apparently it's the combination of all these mods in the save. I'ts not a game breaki...
by Zanostra
Sun Apr 14, 2019 8:14 am
Forum: Not a bug
Topic: [0.17.31] unable to place ghosts when out of items
Replies: 2
Views: 113

Re: [0.17.31] unable to place ghosts when out of items

:lol: noob feelings. yesterday my comuter did something strange, instead of waking up from sleep mode, it started up as if it was off before. factorio was active when entering sleep mode. I had to reinstall factrorio as if it wasn't installed yet, but other steam games were still fine. I also had to...
by Zanostra
Sat Apr 13, 2019 11:17 pm
Forum: Pending
Topic: [0.17.31] Train on Auto slams into parked train on Manual!!!
Replies: 7
Views: 255

Re: [0.17.31] Train on Auto slams into parked train on Manual!!!

when you change a train to automatic mode, it checkes if it can enter the next rail block before entering it. but as far as I know, it doesn't check if his current block is occupied so it just starts moving as if he's the only one in his current block. if there was a signal or a chain signal between...
by Zanostra
Sat Apr 13, 2019 11:05 pm
Forum: Not a bug
Topic: [0.17.31] unable to place ghosts when out of items
Replies: 2
Views: 113

[0.17.31] unable to place ghosts when out of items

while having items in hand, you can place the actual thing in the world, or place ghosts by holding the shift-key. when you run out of that item, now your cursor gets cleared. then you cannot select that item for building anymore, not even for placing ghosts. you cannot select it in the quickbar nor...
by Zanostra
Mon Apr 08, 2019 8:48 pm
Forum: Pending
Topic: [0.17.26] found a bug ( who doesn't wanna be found )
Replies: 7
Views: 329

Re: [0.17.26] found a bug ( who doesn't wanna be found )

yes, and it was gone, but I'm still sleepy :P
so tomorrow I try to figure out which mod is doing this
by Zanostra
Mon Apr 08, 2019 8:44 pm
Forum: Pending
Topic: [0.17.26] found a bug ( who doesn't wanna be found )
Replies: 7
Views: 329

Re: [0.17.26] found a bug ( who doesn't wanna be found )

but when opening the save, you are standing next to it, within radar range, so it should update right away
by Zanostra
Mon Apr 08, 2019 7:35 pm
Forum: Pending
Topic: [0.17.26] found a bug ( who doesn't wanna be found )
Replies: 7
Views: 329

[0.17.26] found a bug ( who doesn't wanna be found )

as the title says, I found a bug
missing bug 1.png
missing bug 1.png (7.3 KiB) Viewed 329 times
but it is hiding very well...
missing bug 2.png
missing bug 2.png (755.24 KiB) Viewed 329 times
you can't see it, touch it or shoot at it, and it doesn't attack,
in fact, I don't think it is there, only the map still thinks it is.

here is a savefile, he's standing very close.
017.zip
(9.65 MiB) Downloaded 7 times

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