Search found 330 matches
- Fri Feb 24, 2017 9:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Unreachable train stations
- Replies: 7
- Views: 3802
Re: [0.14.22] Unreachable train stations
Well, then we have three different bugs to contend with. 1. Faulty UI, train stops advertise paths that cannot connect with it. 2. Placing rails/signals/stops (anywhere, it need not even be related to this system) can make trains stop at train stops they're not supposed to be able to reach. 3. Train...
- Thu Feb 23, 2017 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Unreachable train stations
- Replies: 7
- Views: 3802
[0.14.22] Unreachable train stations
Trains coming from curved rails that try to enter stops close to the joint do not actually reach the station, it just gets really close. Changing/placing/removing any rail/signal/stop makes the train connect with the stop letting it continue until it gets stuck there again. To use the reproduction s...
- Tue Feb 21, 2017 6:59 pm
- Forum: Railway Setups
- Topic: 4-track T-junction
- Replies: 1
- Views: 4229
Re: 4-track T-junction
I think you need to decide what you need to get out of your intersection. It's basically a choose two scenario : every input can reach every output, no jamming (even if the pathfinder tries it's best), compact, high throughput. Currently it looks like you're going for mostly for 1 and 3. See attache...
- Tue Feb 21, 2017 11:56 am
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Clearing some text filed is REALLY slow
- Replies: 1
- Views: 4923
[14.22] Clearing some text filed is REALLY slow
Noticed this when using blueprint sting but it seems to be a problem with most text fields in the game. Some text fields take up to a minute to clear really long strings, during which the game is frozen. How to reproduce: Paste the string from here into a text field. Select all of it with ctrl-a. Pr...
- Tue Feb 21, 2017 11:40 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136419
Re: [MOD 0.12.11+] Blueprint String
So it would seem. Thanks, I'll file a regular bug report then.DaveMcW wrote:The mod does not handle keyboard events, that is a Factorio bug.
- Mon Feb 20, 2017 9:52 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136419
Re: [MOD 0.12.11+] Blueprint String
Found an interesting bug. Not sure if it's the string that's bad or what is happening really. End result is the game freezing for about a minute and allocating a bunch of memory. How to reproduce: Paste the string from here into the blueprint string text field. Select all of it with ctrl-a. Press ba...
- Thu Feb 16, 2017 7:27 pm
- Forum: Implemented Suggestions
- Topic: Debug option: show_rail_blocks (added in 0.15.10)
- Replies: 3
- Views: 1951
Debug option: show_rail_blocks (added in 0.15.10)
I'd like a simple visual indicator of which block a rail segment belongs to. Firstly I feel that it could be helpful in debugging some of the interesting bugs regarding blinking signals. Secondly it would be a useful tool for the player with helping to answer two pretty common questions when designi...
- Thu Feb 16, 2017 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] signal flashing on crossing with corner
- Replies: 2
- Views: 5588
Re: [0.14.22] signal flashing on crossing with corner
Seems similar to the issue I've ran into. See picture. It seems like adding the curved rail makes the whole contraption one big block and it stays that way even after removing it. To fix the issue you need to replace the chain signal. Also it's not possible to place a signal in the offending possiti...
- Wed Feb 15, 2017 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
- Replies: 18
- Views: 12194
[14.22] [kovarex] Seems like this is still a thing
The following blueprint-string seems to have a few signals that can end up flashing, though not every time it is built. Attaching savefile with example. EDIT: It seems to happen every time when using creative mode, might give some clue to what triggers it. H4sIAAAAAAAA/6VWXY+iMBT9K4ZnmBSs6MT0V8zjZkN...
- Sat Feb 11, 2017 11:33 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 205340
Re: ModMyFactory - mod manager and more
And we're in business. Looks good in dependency walker and updates work without problems.
Cheers!
Cheers!
- Sat Feb 11, 2017 2:59 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 205340
Re: ModMyFactory - mod manager and more
Might have found something, still feel like I'm grapsing at straws, but eh. Took a closer look at zlib64.dll with dumpbin and Dependency Walker. Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. The missing export is CreateFile2 i...
- Fri Feb 10, 2017 10:16 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 205340
Re: ModMyFactory - mod manager and more
No dice. Got 1.5.0pre1 and the issue remained. Also tried running as admin. Upside is that i could use install from zip without issues. I assume that regular use of the program (managing installations, downloading mods, managing modpacks, creating shortcuts) would involve the other dlls? Meaning tha...
- Fri Feb 10, 2017 9:34 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 205340
Re: ModMyFactory - mod manager and more
It's weird, from what I can tell everything seems to be in order. bak Factorio_Icon.ico Factorio_Modpack_Icon.ico LICENSE-Json.NET.txt LICENSE-Octokit.NET.txt LICENSE-Xdelta-sharp.txt LICENSE-ZLIB.txt LICENSE.txt ModMyFactory.exe ModMyFactory.exe.config mods Newtonsoft.Json.dll Octokit.dll Ookii.Dia...
- Thu Feb 09, 2017 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] Crash mining colliding train on: "Rail::RailConnection::getRail"
- Replies: 4
- Views: 6462
Re: [14.21] Crash mining colliding train on: "Rail::RailConnection::getRail"
I think I'm experiencing the same issue, log files look similar at least, and I have a save in which I can reporduce it reliably. Attaching save and mod used (I was building a setup to mess with the path-finder). To get it to crash: Turn on the constant combinator to the north-west. A train will be ...
- Thu Feb 09, 2017 9:22 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 205340
Re: ModMyFactory - mod manager and more
Back again :) Ran into some problems when I tried to update to 0.14.22. Currently I have 0.14.21 and 0.14.13 installed and running MMF 1.4.3. When trying the update option it hard crashes after downloading, see "crash-log-update.txt". When using add from zip, which I used as a fallback ear...
- Wed Dec 14, 2016 12:19 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40071
Re: [MOD 0.14.x] Water maze
I've attached simplier version. You are still writing your planned mod in one you attached aaargha ;) Well, kind of? It seemed like a working feature that might (probably not) be used by some mod, but meh. This also seems stable as far as I can tell. I tested it a bit on default maze and I can see ...
- Tue Dec 13, 2016 10:44 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40071
Re: [MOD 0.14.x] Water maze
I'll get on that tomorrow, when I'll have some more time on my hands.
- Tue Dec 13, 2016 10:07 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40071
Re: [MOD 0.14.x] Water maze
Didn't manage to jinx myself too bad. I left the call back system in place as that seemed easiest. On init and load, we simply check if the RSO interface exists, disable the chunk handler, and then pretend that RSO signed up for call-backs. Does not crash on map spawn/save/load, and seems to otherwi...
- Tue Dec 13, 2016 9:25 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40071
Re: [MOD 0.14.x] Water maze
I see I should really fix the delayed init trick at some point ;) Yeah, that had me confused for a while. My first reaction was basically 'man they sure are trying hard to avoid putting all this init code in on_init' :D it took a while to figure out how badly that would work out. That said it is po...
- Tue Dec 13, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40071
Re: [MOD 0.14.x] Water maze
Right, here are the modified control.lua files. The pieces I've messed with are tagged with --new or --changed/new, and --/new . For water maze it should be easy to find, for RSO there is a chunk starting at line 1585 and a little bit more at 1747. From my (limited) testing it survives save/load, to...