Search found 596 matches
- 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...
- 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...
- 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 ...
- 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
- 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 ...
- 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.
Especially the exact version number, because they have addressed some issues with train blueprint placement already.
- 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...
- Thu May 02, 2019 3:19 pm
- Forum: Releases
- Topic: Version 0.17.35
- Replies: 20
- Views: 13851
Re: Version 0.17.35
Looks like we are waiting for the API docs to be updated? I don't want to guess exactly which references were changed.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.
- 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.
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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?
Would "robots inactive" apply to, say, activity in the Logistic Cargo Wagon?
- 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.
- 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?
- 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.
- 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...