Search found 330 matches
- Wed May 09, 2018 7:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Missing train path penalty
- Replies: 2
- Views: 4374
[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...
- Sat Mar 03, 2018 1:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.27] Crash when destroying trains
- Replies: 1
- Views: 2447
[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 fo...
- 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: 9850
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.
- 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: 9850
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...
- 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: 9850
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 m...
- Wed Jan 17, 2018 11:09 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
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...
- Tue Jan 09, 2018 9:46 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
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" l...
- Sun Jan 07, 2018 6:28 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
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
Erhem. Anyway, just had to get that out of my system as I'm trying to get this thing in the tester
- Sat Jan 06, 2018 3:26 pm
- Forum: Duplicates
- Topic: [0.16.15] Inconsistent inserter to splitter behaviour
- Replies: 3
- Views: 1686
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.
- Sat Jan 06, 2018 1:28 pm
- Forum: Duplicates
- Topic: [0.16.15] Inconsistent inserter to splitter behaviour
- Replies: 3
- Views: 1686
[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/
From: https://www.reddit.com/r/factorio/comme ... d/ds9qwbh/
- Sat Jan 06, 2018 1:14 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
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
...
Hmm...
...
I'll try it for sure, we'll see how I include it in the results
- Sat Jan 06, 2018 9:33 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26265
Re: [MOD 0.15] Automatic train deployment
It's not in the changelog but the hang should be fixed for 0.16.15.
- Thu Jan 04, 2018 9:38 pm
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26265
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.
I've notified the devs so hopefully this should be fixed in an upcoming version.
- Thu Jan 04, 2018 9:18 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I'm using that one but as it counts as another mod all the entities I was using from creative mode got deleted when loading the save. What I've done is rebuild the setup so that it does not need creative mode to work any more. I'd still recommend using creative mode to build/place intersections but ...
- Thu Jan 04, 2018 7:42 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Thanks for the heads up, I've had that happen some time as well. As far as I can tell the issue is that the train simply travels too fast, it may simply jump form the signal past the station in a single tick if unlucky. I think just moving the signal/train stop so that they're a bit farther apart sh...
- Mon Jan 01, 2018 10:04 am
- Forum: Gameplay Help
- Topic: Train Pathing Question
- Replies: 14
- Views: 4103
Re: Train Pathing Question
Which signal are you referring to, as far as I can tell they all look like they're in the correct state?cbhj1 wrote:not sure it matters to the discussion, but the rail signal going into the waiting bay is red without a train in the block
- Sat Dec 30, 2017 5:35 pm
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26265
Re: [MOD 0.15] Automatic train deployment
No worries, It seems a bit strange to me that it would freeze for something like that. Unless something broke in bobs, the size of the inventory should (in the best of worlds) not affect the behaviour of my mod. If you still have a changed version of the bob mod lying around I'd be grateful if you'd...
- Sat Dec 30, 2017 4:00 pm
- Forum: Gameplay Help
- Topic: Circuit network - pulse transmission
- Replies: 3
- Views: 2350
Re: Circuit network - pulse transmission
Alternatively you could use something like 0eNrNlm1vmzAQx7+LX8MUnDZN0LYvMlXI4Et7GtjobKKhiO8+G7KGJk6Dq77YG5Cffr67/93BkZV1By2hsiw/Mqy0Miz/dWQGX5So/ZztW2A5QwsNS5gSjR9ZEsq0mmxaQm3ZkDBUEv6wPBuSu4clVCiB0ko3JSphNc0AfHhOGCiLFmEyZRz0heqaEsjdcMuIhLXauGNa+ZsdKuUJ6/3L0SUSVNPagzfxAsqjoev70PVi6CrI3ASYD7FMPgQoj8vd...
- Sat Dec 30, 2017 2:38 pm
- Forum: Duplicates
- Topic: [0.16.10] Side-load compression is timing dependant
- Replies: 1
- Views: 804
[0.16.10] Side-load compression is timing dependant
I apologize if this should be in the great side-loading thread, that one seemed to have become more of a suggestion thread though. It seems like the result of side-loading a red belt with a compressed yellow belt depends on how the items are aligned. In most cases only one lane will progress onto th...
- Sat Dec 30, 2017 10:48 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880602
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Neat, finally some company in the 6-lane category :) That is a pretty interesting design, it seems pretty safe but it might be possible to deadlock it if you use just the right train length, I'll have to look closer. There may be some delay in the testing as I'm currently working on improving the te...