Search found 67 matches

by robot256
Sat Jan 18, 2020 7:50 pm
Forum: Bug Reports
Topic: [0.17.79] You can mine entities in map view after deleting ghost
Replies: 10
Views: 266

Re: [0.17.79] You can mine entities in map view after deleting ghost

I just replicated his test, and repeated it with the player character out of reach of the entities. The actual bug is that you can't mine entities from zoom-to-world map view that are within reach unless you mine a ghost first, don't release the mouse button, and drag across the entity within range....
by robot256
Sat Jan 18, 2020 7:35 pm
Forum: Resolved for the next release
Topic: [0.17.79][API] Error when setting LuaEntity.color to nil
Replies: 1
Views: 45

[0.17.79][API] Error when setting LuaEntity.color to nil

Actual behavior: Reading LuaEntity.color with no custom color set returns nil. Setting LuaEntity.color to nil will produces a "cannot index nil value" Lua error. This means that (a) mods apparently can't set entities back to the "default" color once it has been changed, and (b) every attempt to cop...
by robot256
Sun Jan 05, 2020 6:20 pm
Forum: Not a bug
Topic: [0.17.79] Modded train minimap-representation does not scale correctly in Train GUI Map
Replies: 1
Views: 54

[0.17.79] Modded train minimap-representation does not scale correctly in Train GUI Map

I am working on a mod that adds a 13-tile-long locomotive entity (normal wagons are 6 tiles long with 1 tile gaps so it occupies exactly two wagons of space at a train stop). The mod itself can be found here: https://drive.google.com/open?id=18X7vrwqjzZU_ic6z54TVfcla8wPBBrMx For the minimap represen...
by robot256
Fri Dec 27, 2019 7:40 am
Forum: Assigned
Topic: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
Replies: 1
Views: 206

Re: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently

I was experimenting with a mod to add longer locomotives to use with vanilla rolling stock and came across this issue as well. It appears that whatever direction the train is going, the connection_distance value used is that of the wagon to the rear of the connection. For example, consider when the ...
by robot256
Fri Oct 18, 2019 12:29 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 984
Views: 112814

Industrial Revolution support for Multiple Unit Train Control

Hey Deadlock, I finally got to the point in my playthrough where I was going to research Multiple Unit Train Control. Somehow, it looks like it's not being unlocked even though all the prerequisites are researched. I've never seen a tech stay red (unavailable) when all the prereqs are green. It does...
by robot256
Sun Jul 28, 2019 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [0.17.59] Crash during train scheduling tutorial
Replies: 4
Views: 575

Re: [Klonan] [0.17.59] Crash during train scheduling tutorial

Klonan, is this the bug I just found where the following code causes an error when train has no stops in its schedule? local temp = train.schedule -- returns {current=1,records={}} train.schedule = temp -- throws index out of bounds error If it's different I'll post another report, but looks like yo...
by robot256
Sun Jul 14, 2019 5:41 am
Forum: Modding interface requests
Topic: Let modded rail bounding boxes be larger than vanilla
Replies: 16
Views: 1044

Re: Let modded rail bounding boxes be larger than vanilla

This wasn't a mod causing a crash. It was a feature in the base game that mods happened to utilize, but that somehow caused unintended behavior with vanilla entities in un-modded games. I don't know why or how hard-coding the hitboxes for vanilla rails makes them less buggy than before, but the devs...
by robot256
Sun Jul 07, 2019 4:53 am
Forum: Ideas and Suggestions
Topic: [0.17.54] [Minor] Production graph X-axis units not obvious for 250h and 1000h
Replies: 0
Views: 135

[0.17.54] [Minor] Production graph X-axis units not obvious for 250h and 1000h

I saw my 190-hour game stopped at "7.8" in the 250h graph and didn't know what it meant. I found this bug report where it states the units are switched to Days in the 250h and 1000h views, which explains the graph. But unless you read it on the forum or sit down with a calculator, the user will not ...
by robot256
Fri May 31, 2019 12:18 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
Replies: 19
Views: 1568

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

Yup, since the train already reserved that block at the crossing (and is still occupying it), it has no reason to stop at the signal. If you want the track after the circuit signal to be reserved as a separate block from the earlier crossing, then you have to make it a separate block by putting a si...
by robot256
Mon May 27, 2019 2:17 pm
Forum: Not a bug
Topic: [kovarex] [0.17.42] Train not looking far enough for alternate routes
Replies: 4
Views: 283

Re: [kovarex] [0.17.42] Train not looking far enough for alternate routes

In the unmodified version, the distances are all about the same, going through the stack... Exactly, stackers are only infinitely expandable if the exit is on the opposite end of the entrance, so that each path is the same length. Actually, you could try adding a second rail signal with a circuit c...
by robot256
Mon May 27, 2019 1:56 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.41] Signaling sometimes does weird things
Replies: 2
Views: 726

Re: [kovarex] [0.17.41] Signaling sometimes does weird things

I duplicated this in 0.17.42, and found a simpler case where the bug appears. If there is only a short straight track after a diagonal crossing, the signal can be placed close to the crossing. If there is a longer straight track, the space closest to the crossing becomes invalid, even if the farther...
by robot256
Wed May 15, 2019 3:57 pm
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 668

Re: [0.17.38] Train repathing within chain signals not fixed as described

I agree from what you describe, it should at lest take the upper left exit. Unless something else in those tracks is preventing it from using them. Maybe try adding chain signals just before each exit off the roundabout? I know sometimes it only recalculates routes as it passes chain signals, and wh...
by robot256
Tue May 14, 2019 12:21 am
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 668

Re: [0.17.38] Train repathing within chain signals not fixed as described

But clicking in the GUI sets a new destination with a new path, and I wouldn't expect it to behave the same as repathing to the same destination. The new path can even cause the train to reverse direction, so it's pretty clear that it erases all the data from the previous route when starting the new...
by robot256
Mon May 13, 2019 5:55 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check
Replies: 1
Views: 373

Re: [0.17.37] Visual - Bidirectional trains seem to consider only last heading direction for station accessibility check

This is a known feature of trains running in automatic mode (will not change direction without stopping at a station or being stuck in no path for a bit iirc). In this case the train is in manual, and it does seem like a bug. Does it do the same thing while waiting at one of the stations at the end ...
by robot256
Sun May 12, 2019 8:29 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 881

Re: [0.17.37] Train update taking very long

I mean, it "knows" they are connected, but when you put down a signal every 2 tiles you are telling the game to look at each square separately. If you don't want it to spend time doing that, don't put so many signals down :D
by robot256
Sun May 12, 2019 3:13 am
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 668

Re: [0.17.38] Train repathing within chain signals not fixed as described

When you say you switched to the Northeast station while in the loop, did you do that by disabling the South station of the same name via circuit network, or manually by clicking in the train schedule GUI? If it treats manual commands different from ordinary repathing, the fix might not activate in ...
by robot256
Wed May 08, 2019 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.37] the train in blueprint built a mass
Replies: 3
Views: 260

Re: [0.17.X]the train in blueprint built a mass

Please update the post with all the information requested in viewtopic.php?f=7&t=3638

Especially the exact version number, because they have addressed some issues with train blueprint placement already.
by robot256
Wed May 08, 2019 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.17-2] Trains collide when using stations disabled via circuits
Replies: 9
Views: 1883

Re: [kovarex] [0.17.17-2] Trains collide when using stations disabled via circuits

This is an impressive corner case to find, and probably the perfect solution to implement. But what happens if the train tries to repath through an unoccupied exit to the chain block, but there is none? For example if its original path, and only unoccupied exit to the circle, was to a dead-end stati...
by robot256
Thu May 02, 2019 3:19 pm
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 7867

Re: Version 0.17.35

Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
Looks like we are waiting for the API docs to be updated? I don't want to guess exactly which references were changed.
by robot256
Sun Apr 28, 2019 12:36 am
Forum: Not a bug
Topic: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.
Replies: 4
Views: 252

Re: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.

Yep, burner inserters only work with yellow belts. Not a bug.

Go to advanced search