Search found 2236 matches
- Thu Oct 08, 2020 7:29 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 26927
Re: Set chain signals to red via circuit network
I think i went through the whole topic and the only legitimate use case was the safe crossing on a bidirectional rail. When having large intersection, disabling particular exit can be done with a regular signal, disabling particular entrance can be done with a regular signal followed by the chain si...
- Thu Oct 08, 2020 6:59 am
- Forum: Duplicates
- Topic: [0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths
- Replies: 2
- Views: 1444
Re: [0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths
Moving to Duplicate as it should be fixed for 1.1.0 by 90015
- Tue Oct 06, 2020 7:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.0.0] Crash calling `request_path` with LuaEntity.bounding_box (PathFindAlgorithm check fails)
- Replies: 5
- Views: 3514
Re: [Oxyd] [1.0.0] Crash calling `request_path` with LuaEntity.bounding_box (PathFindAlgorithm check fails)
facepalm I noticed this crash at the same time when the "consider tile transition" pathfinder crash was happening which was around 0.17.79, there is even a test case written 9 months ago just for that, but it was disabled until it will be fixed and it was forgotten. Basically the issue is ...
- Tue Oct 06, 2020 1:03 pm
- Forum: Won't fix.
- Topic: [1.0.0] Fails parsing mod zip file.
- Replies: 6
- Views: 1701
Re: [1.0.0] Fails parsing mod zip file.
Are you sure this zip file is not corrupted?
- Tue Oct 06, 2020 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.18] Ghost Placed Rail Signal On Tree Flashes Invalid - Manually Replaced Signal Is Valid
- Replies: 2
- Views: 2795
Re: [boskid] [0.18.18] Ghost Placed Rail Signal On Tree Flashes Invalid - Manually Replaced Signal Is Valid
It looks as more general problem: since the entity is NotBuildable at that position in manual building sense, there is no way rail signal can communicate which directions are preferred. Same issue applies to the offshore pumps if the place for it has colliding tree: the offshore pump will not snap p...
- Mon Oct 05, 2020 7:31 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4502
Re: Modify vehicle entities globally
This is the console/chat history. It is only stored for the purpose of showing you the console/chat if you reopen it with a tilde.
- Mon Oct 05, 2020 7:28 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4502
- Mon Oct 05, 2020 7:24 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4502
Re: Modify vehicle entities globally
If a script is in control.lua, it will be provided to all players and will survive the save-load so it will be persistent within that game.
- Mon Oct 05, 2020 7:10 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4502
Re: Modify vehicle entities globally
Using script.on_event in console command has multiple issues that i hate: a/ After save-load hooks will stop working b/ Because of the a, the replay will break c/ Because of the a, multiplayer will desync (assuming other players would be able to join as they would most likely get the script mismatc...
- Mon Oct 05, 2020 6:51 pm
- Forum: Tools
- Topic: Modify vehicle entities globally
- Replies: 14
- Views: 4502
Re: Modify vehicle entities globally
Code: Select all
/c for _,e in pairs(game.player.surface.find_entities_filtered{name={"car","tank","spidertron"}}) do e.minable=false end
- Mon Oct 05, 2020 4:40 pm
- Forum: Not a bug
- Topic: [1.0.0] Flat character gui
- Replies: 5
- Views: 606
Re: [1.0.0] Flat character gui
This bug report will not matter in 1.1.0.
- Mon Oct 05, 2020 1:43 pm
- Forum: Won't fix.
- Topic: [0.18.4] Chain signal oddity
- Replies: 6
- Views: 2307
Re: [0.18.4] Chain signal oddity
Tiny update about this behavior: in 1.1.0 the train will not halt at the chain signal before the waypoint when the path is extended. Instead in the case where after the waypoint there is chain signal that cannot be reserved and the train would be in chain signal section when approaching the waypoint...
- Sun Oct 04, 2020 6:35 am
- Forum: Pending
- Topic: [1.0] Vanilla desync when loading blueprint
- Replies: 3
- Views: 533
Re: [1.0] Vanilla desync when loading blueprint
Cannot reproduce any desyncs with given blueprint string and provided steps.
- Sat Oct 03, 2020 6:43 pm
- Forum: Not a bug
- Topic: [1.0.0] more trains fit between signals than the preview shows on c
- Replies: 17
- Views: 3681
- Sat Oct 03, 2020 12:29 pm
- Forum: Duplicates
- Topic: [1.0.0] Game crash on rail wagon collision
- Replies: 3
- Views: 848
Re: [1.0.0] Game crash on rail wagon collision
Ref 88396 (or duplicate?)
- Sat Oct 03, 2020 10:17 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
- Replies: 9
- Views: 4741
Re: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Ok, the issue is now fixed for the next release (1.1.0). It also covers another issue that i noticed which is tightly related to this. - Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. (https://foru...
- Sat Oct 03, 2020 7:40 am
- Forum: Not a bug
- Topic: [1.0.0] more trains fit between signals than the preview shows on c
- Replies: 17
- Views: 3681
Re: [1.0.0] more trains fit between signals than the preview shows on c
That does not change the fact that the current calculation does not match the relevant game mechanics. I know, and it is intended to not follow them. You are right that the block behind is not occupied by that train since the last rail joint is within block ahead with a 0.842 of distance to spare. ...
- Fri Oct 02, 2020 9:06 pm
- Forum: Not a bug
- Topic: [1.0.0] more trains fit between signals than the preview shows on c
- Replies: 17
- Views: 3681
Re: [1.0.0] more trains fit between signals than the preview shows on c
No. It is 0.16 of distance outside of current block. End of the rolling stock is at the point A while the block ends at the point B. 89185-detailed.png If you want to measure the length of the segment yourself, use this command by pointing onto a rail between a train stop and a signal (no junctions ...
- Fri Oct 02, 2020 4:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
- Replies: 9
- Views: 4741
Re: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Now how to fix this so the previous fix from 0.17.49 - Fixed that rail signal disabled by circuit network didn't prevent train passing by it if it guards a block that is already reserved/occupied by the same train. (https://forums.factorio.com/71839) is still true. Basically the issue is because tra...
- Fri Oct 02, 2020 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
- Replies: 9
- Views: 4741
Re: [1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Provided save file has only 3 trains and the map looks quite different from what is in the video (a lot less rails).