Search found 596 matches

by robot256
Wed May 15, 2019 3:57 pm
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 3352

Re: [0.17.38] Train repathing within chain signals not fixed as described

I agree from what you describe, it should at lest take the upper left exit. Unless something else in those tracks is preventing it from using them. Maybe try adding chain signals just before each exit off the roundabout? I know sometimes it only recalculates routes as it passes chain signals, and wh...
by robot256
Tue May 14, 2019 12:21 am
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 3352

Re: [0.17.38] Train repathing within chain signals not fixed as described

But clicking in the GUI sets a new destination with a new path, and I wouldn't expect it to behave the same as repathing to the same destination. The new path can even cause the train to reverse direction, so it's pretty clear that it erases all the data from the previous route when starting the new...
by robot256
Mon May 13, 2019 5:55 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check
Replies: 1
Views: 1727

Re: [0.17.37] Visual - Bidirectional trains seem to consider only last heading direction for station accessibility check

This is a known feature of trains running in automatic mode (will not change direction without stopping at a station or being stuck in no path for a bit iirc). In this case the train is in manual, and it does seem like a bug. Does it do the same thing while waiting at one of the stations at the end ...
by robot256
Sun May 12, 2019 8:29 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3664

Re: [0.17.37] Train update taking very long

I mean, it "knows" they are connected, but when you put down a signal every 2 tiles you are telling the game to look at each square separately. If you don't want it to spend time doing that, don't put so many signals down :D
by robot256
Sun May 12, 2019 3:13 am
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 3352

Re: [0.17.38] Train repathing within chain signals not fixed as described

When you say you switched to the Northeast station while in the loop, did you do that by disabling the South station of the same name via circuit network, or manually by clicking in the train schedule GUI? If it treats manual commands different from ordinary repathing, the fix might not activate in ...
by robot256
Wed May 08, 2019 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.37] the train in blueprint built a mass
Replies: 3
Views: 1187

Re: [0.17.X]the train in blueprint built a mass

Please update the post with all the information requested in viewtopic.php?f=7&t=3638

Especially the exact version number, because they have addressed some issues with train blueprint placement already.
by robot256
Wed May 08, 2019 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.17-2] Trains collide when using stations disabled via circuits
Replies: 9
Views: 4996

Re: [kovarex] [0.17.17-2] Trains collide when using stations disabled via circuits

This is an impressive corner case to find, and probably the perfect solution to implement. But what happens if the train tries to repath through an unoccupied exit to the chain block, but there is none? For example if its original path, and only unoccupied exit to the circle, was to a dead-end stati...
by robot256
Thu May 02, 2019 3:19 pm
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 13851

Re: Version 0.17.35

Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
Looks like we are waiting for the API docs to be updated? I don't want to guess exactly which references were changed.
by robot256
Sun Apr 28, 2019 12:36 am
Forum: Not a bug
Topic: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.
Replies: 4
Views: 1065

Re: [0.17.34] Burner Inserters are broken/desynced when feeding boilers.

Yep, burner inserters only work with yellow belts. Not a bug.
by robot256
Sat Apr 27, 2019 1:59 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 3349

Re: API to extract localised strings for prototypes

the base game displays nothing if no description is present. yet if you use it in a localized_description ..., we get the missing locale error string unless a description exists Hey, this is starting to narrow down to something that could be considered a bug! The game treats a missing description e...
by robot256
Thu Apr 25, 2019 11:04 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7594

Re: There's a bug in the train's parking

I did some more thinking on this. When a train should enter a block but can't, push it onto a FIFO associated with the block. When the block empties, pull a train from the FIFO and let only it in. Adding a generic behavior to do this is actually very complicated, especially to make it reliable, intu...
by robot256
Tue Apr 23, 2019 4:22 am
Forum: Resolved Problems and Bugs
Topic: [0.17.32] [Linux] Key press causes mouse release?
Replies: 7
Views: 2323

Re: Key press causes mouse release?

I have this problem on my Windows laptop sometimes, because it locks the touchpad controls while typing. Probably unrelated since it just started happening, but possibly related to their using different functions to access the keyboard in order to fix layout translation bugs?
by robot256
Sun Apr 21, 2019 2:58 pm
Forum: Implemented in 2.0
Topic: [0.17.32] Can't copy error text from "Error loading mods" dialogue box.
Replies: 2
Views: 919

Re: [0.17.32] Can't copy error text from "Error loading mods" dialogue box.

This would be nice, but maybe it's more of a suggestion than a bug? The error text shows up in in the factorio_current.log file in the game directory, so I just copy it out of there to send to the mod author. It's usually more useful to send the whole log file anyway, since it shows what versions of...
by robot256
Sat Apr 20, 2019 1:45 pm
Forum: Ideas and Suggestions
Topic: Ability to mark a station as mandatory in a schedule
Replies: 4
Views: 1370

Re: Ability to mark a station as mandatory in a schedule

Currently, you can implement this in vanilla by using a dummy stop of the same name. Put it just outside the stacker and behind a dozen circuit-closed rail signals. Make sure only chain signals are between the stacker track and the first closed dummy signal. When a train has no other option, it will...
by robot256
Sat Apr 20, 2019 3:42 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] [MOD] Crash when placing wagon with Dispatcher mod
Replies: 3
Views: 2270

[kovarex] [0.17.32] [MOD] Crash when placing wagon with Dispatcher mod

Steps to Reproduce: Install the Dispatcher mod and load the attached save. Wait for the train to arrive at the Dispatcher Stop (blue). Since there is no Dispatcher Target signal being sent to the station, the mod replaces the train schedule with a single empty circuit condition. When you place a ca...
by robot256
Thu Apr 18, 2019 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Replies: 5
Views: 2992

Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected

Not deploying robots from a train in automatic mode makes sense (it could leave at any time and be out of range way before the recalled robots make it back).

Would "robots inactive" apply to, say, activity in the Logistic Cargo Wagon?
by robot256
Thu Apr 18, 2019 11:17 pm
Forum: Modding help
Topic: Identifying [non] entity prototypes during data stage
Replies: 3
Views: 862

Re: Identifying [non] entity prototypes during data stage

You could just iterate through the list of items and look for ones where place_result is not nil, and also equal to your target name. Sure you would do a lot of searching if it wasn't an entity with a corresponding item, but that's okay since it only happens during load.
by robot256
Thu Apr 18, 2019 10:17 pm
Forum: Gameplay Help
Topic: How to change the amount of resource in 1 cell of the resource?
Replies: 3
Views: 931

Re: How to change the amount of resource in 1 cell of the resource?

He gave you a console command to run while you are playing and have your mouse hovered over the resource you want to change. (/c tells the game to execute this code) Did you try to copy it into the game files or something?
by robot256
Thu Apr 18, 2019 4:34 pm
Forum: Not a bug
Topic: [0.17.32] Deconstructed items disappear from logistic network
Replies: 2
Views: 626

Re: [0.17.32] Deconstructed items disappear from logistic network

Requester chests take priority over construction, and no bots can take items out of requester chests. (Use buffer chests if you want to request items for construction bots or personal requests.). But the furnaces put in the requester chest should still be there, unless an inserter took them out.
by robot256
Sat Apr 13, 2019 12:55 am
Forum: Modding help
Topic: Order in which on_configuration_change events are processed?
Replies: 1
Views: 403

Re: Order in which on_configuration_change events are processed?

Think I answered my own question. Very first line of the Data Lifecycle page says Factorio sorts mods first by dependencies then by natural sort order accounting for case That implies the same sort order is applied at every point where arbitration between mods is required, including on_configuration...

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