Search found 330 matches

by aaargha
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...
by aaargha
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...
by aaargha
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...
by aaargha
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...
by aaargha
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

DaveMcW wrote:The mod does not handle keyboard events, that is a Factorio bug.
So it would seem. Thanks, I'll file a regular bug report then.
by aaargha
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...
by aaargha
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...
by aaargha
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...
by aaargha
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...
by aaargha
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!
by aaargha
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...
by aaargha
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...
by aaargha
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...
by aaargha
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 ...
by aaargha
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...
by aaargha
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 ...
by aaargha
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.
by aaargha
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...
by aaargha
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...
by aaargha
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...

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