Search found 2236 matches

by boskid
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Forum: Outdated/Not implemented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...
by boskid
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 ...
by boskid
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?
90144-a.png
90144-a.png (7.84 KiB) Viewed 1696 times
90144-b.png
90144-b.png (2.36 KiB) Viewed 1696 times
by boskid
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...
by boskid
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.
by boskid
Mon Oct 05, 2020 7:28 pm
Forum: Tools
Topic: Modify vehicle entities globally
Replies: 14
Views: 4502

Re: Modify vehicle entities globally

darkfrei wrote:
Mon Oct 05, 2020 7:26 pm
boskid wrote:
Mon Oct 05, 2020 7:10 pm
a/ After save-load hooks will stop working
No
Yes they will stop working if they were provided from the console.
by boskid
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.
by boskid
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...
by boskid
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
it only applies to the entities that are currently placed. Running any command will disable achievements.
by boskid
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.
by boskid
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...
by boskid
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.
by boskid
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

Re: [1.0.0] more trains fit between signals than the preview shows on c

sparr wrote:
Sat Oct 03, 2020 6:29 pm
Why doesn't the internal code use >41 instead of >=42? That's what I still don't understand. What would break or be inaccurate if we did that?
Because it would look bad when box would stick out of the block.
by boskid
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?)
by boskid
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...
by boskid
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. ...
by boskid
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 ...
by boskid
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...
by boskid
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).

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