Search found 2256 matches
- Mon Mar 18, 2024 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
- Replies: 1
- Views: 652
Re: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on
You are right, that is a desync. From a quick investigation it looks that when logistic container changes force, it destroys logistic point of that logistic container and since logistic point stores current filters they are simply lost. There is a code that is supposed to preserve filters when chang...
- Mon Mar 18, 2024 5:10 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 572
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
This is not relevant for 2.0 since we are trying to get rid of secondary collision box logic, however this function seems to be far more broken when considering rails given that rails have custom set of collision box orientations for each direction and this specific check directly takes bounding box...
- Sat Mar 16, 2024 3:55 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash randomly while standing around idle
- Replies: 3
- Views: 408
Re: [1.1.104] Crash randomly while standing around idle
I was running both saves for about an hour each and no crashes.
- Tue Mar 12, 2024 7:48 am
- Forum: Minor issues
- Topic: [1.1.104] Train stop placing on intersection
- Replies: 1
- Views: 354
- Mon Mar 11, 2024 12:10 pm
- Forum: Bug Reports
- Topic: [1.1.104] burner-generator entity type shows up as power consumer and producer
- Replies: 2
- Views: 493
Re: [1.1.104] burner-generator entity type shows up as power consumer and producer
This is really strange. BurnerGenerator technically has 2 energy sources, one is Burner to consume fuel and second is Electric which works in reverse (provides energy to electric network). From the BurnerGenerator point of view it declares both maximumPowerOutput (because of Electric) and maximumPow...
- Sun Mar 10, 2024 10:52 am
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
- Replies: 1
- Views: 332
Re: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
Thanks for the report. Issue will be fixed in 2.0.
- Fri Mar 08, 2024 12:11 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 2602
Re: Can trains ever crash into gates across tracks?
A closed gate is only supposed to be a blocker for path finding if it can't open in time. That would require introducing a time factor to the trains pathfinder which is not going to happen. At speed 0 every gate has enough time to open False. If a gate requires a minute to open and train is directl...
- Thu Mar 07, 2024 1:11 am
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 2602
Re: Can trains ever crash into gates across tracks?
... Reserving only the gates on the path the train is actually reserving is enough. Well, lets start with most important observations, there are no "gate reservations" in the game. Train is only "kindly asking" gates to open within the braking distance and if they would be set t...
- Wed Mar 06, 2024 10:43 am
- Forum: Outdated/Not implemented
- Topic: Constant combinator pulse
- Replies: 2
- Views: 287
- Tue Mar 05, 2024 9:02 pm
- Forum: Not a bug
- Topic: wire connection to mining drill not updated with update_connections
- Replies: 2
- Views: 589
Re: wire connection to mining drill not updated with update_connections
This is a non trivial problem, it is possible it may be decided to be a not a bug, or indeed broken. Problem here is that mining drill control behavior reading ore path does a one time scan of resources (either in range of the drill, or an entire patch) and from that point, mainly when in "enti...
- Tue Mar 05, 2024 7:12 pm
- Forum: Modding interface requests
- Topic: Rail Planner
- Replies: 1
- Views: 331
Re: Rail Planner
Short answer: No. Slightly longer answer: Noooooo. Full answer: 1/ Rail plan finder as you can see when using a rail item is actually implemented as client side feature. Only the client that is planning the path has its CPU working on finding possible solutions and once you confirm build the specifi...
- Sun Mar 03, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 2602
Re: Can trains ever crash into gates across tracks?
Just to say that I have no mods installed that increase train speed, acceleration or braking. Full braking distance research has been completed. The only train going through the gate would be an empty 1-4 train, presumably slowing down, as it is very near the pickup station. I note that only 1 of t...
- Sun Mar 03, 2024 10:45 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 2602
Re: Can trains ever crash into gates across tracks?
I'd call that a pathing bug. If the gate can't open in time, then the train should not be going that way. I would not be so sure about that. Lets think about this: 1/ Train could open all gates in the braking distance on all possible branches. That would be really expensive at runtime and especiall...
- Sun Mar 03, 2024 8:38 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 2602
Re: Can trains ever crash into gates across tracks?
They can crash into gates. Gates need to lower to stop colliding and trains (in automatic) only open gates on their path. If a train recalculates path while moving fast it may happen that a new path goes through a closed gate and the gate may not open quickly enough and the train will collide with it.
- Sun Mar 03, 2024 7:07 pm
- Forum: Not a bug
- Topic: [1.1.104] Factorio is not responding dialog.
- Replies: 1
- Views: 352
Re: [1.1.104] Factorio is not responding dialog.
Thanks for the report. This freeze happens because of the RenaiTransportation mod at 1.2.7 version. It freezes during search for a non colliding position to drop item on ground on a surface "Factory floor 5" (surface index 7) near position {14.5, -14}. Given it is Renai transportation and ...
- Fri Mar 01, 2024 10:42 am
- Forum: Gameplay Help
- Topic: Circuit connections missing after placing blueprints
- Replies: 1
- Views: 358
Re: Circuit connections missing after placing blueprints
Please post a save file, or a reproduction steps with including blueprint string, maybe tell if you are using mods.
- Mon Feb 26, 2024 9:54 am
- Forum: Not a bug
- Topic: [1.1.0] Old Reservation Can Be Reused by Train
- Replies: 3
- Views: 2561
Re: [1.1.0] Old Reservation Can Be Reused by Train
Given this fix was reverted long time ago, i am still not seeing reasonable way to fix this and in 2.0 this behavior will be even more visible (holding reservation until train leaves block next to a train stop) and it must be able to reuse reservation in certain cases, i am moving this to Not a bug ...
- Sun Feb 25, 2024 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
- Replies: 2
- Views: 758
Re: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
Thanks for the report. Issue is now fixed for 1.1.105. It was caused by copy settings first copying control behavior which marked the target train stop as having limit set by control behavior. This caused second part where limit value was copied to be skipped since it is not supposed to change limit...
- Fri Feb 23, 2024 1:41 pm
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 896
Re: Cliffs as natural rail elevators
No. Rail ramp (for 2.0) is so large because there is quite a lot of collision mask related magic happening while the train is moving on them and so cliffs cannot become place where rails would transition as they are simply too short. Also this would also create a lot of projection issues because if ...
- Sun Feb 18, 2024 8:45 pm
- Forum: Gameplay Help
- Topic: Construction bot not constructing despite being in network with materials (vanilla)
- Replies: 5
- Views: 607
Re: [1.1.104] - Construction bot not constructing despite being in network with materials (vanilla)
Well, your combined inner+outer network has large gaps in the middle so the robots that want to return to the inner network discharge while traveling through non network area, they decide they want to charge again and they travel back to the outer part of the network. 111389.png You can either 1/ tr...