Search found 330 matches

by aaargha
Wed Apr 12, 2017 8:51 am
Forum: Gameplay Help
Topic: Train path finding in congested networks
Replies: 19
Views: 6545

Re: Train path finding in congested networks

Report: https://forums.factorio.com/viewtopic.php?f=7&t=44108 I'm not sure if it's the recalculation that does it or if it's some other kind of disruption related to building rails. It does seem to be another version of the path-finding algorithm than the one usually used though, it does not, as...
by aaargha
Wed Apr 12, 2017 8:33 am
Forum: Pending
Topic: [14.22] Building rails can cuse trains to ignore signals
Replies: 8
Views: 3551

[14.22] Building rails can cuse trains to ignore signals

From the thread here regarding strange collisions on properly signalled tracks, this is more or less a copy of my post there. It seems to be caused by the global repath/disruption that triggers when building rails. To make it somewhat reliable we're using the "blueprint of death" to build ...
by aaargha
Wed Apr 12, 2017 8:05 am
Forum: Gameplay Help
Topic: Train path finding in congested networks
Replies: 19
Views: 6545

Re: Train path finding in congested networks

Found a vanilla reproduction. It seems to be caused by the global repath/disruption that triggers when building rails. To make it somewhat reliable we're using the "blueprint of death" to build lots of rails and kill UPS. Version: 14.22 To use reproduction save: Change the requester chests...
by aaargha
Tue Apr 11, 2017 8:39 am
Forum: Gameplay Help
Topic: Train path finding in congested networks
Replies: 19
Views: 6545

Re: Train path finding in congested networks

I don't know of any thread dedicated to discussing these in particular, but I've not really looked for one either, just made sure I'm not reporting duplicates. The ones I know of are the ones I've found/been involved with: signals 1 2 and stations . Yeah, from what you are describing, especially wit...
by aaargha
Mon Apr 10, 2017 2:51 pm
Forum: Gameplay Help
Topic: Train path finding in congested networks
Replies: 19
Views: 6545

Re: Train path finding in congested networks

This might be related to some bugs that exists with signals/stations close to curved rails, there are a few different ones. If you want to help the devs with this you should probably file a report on the bug report forum (or add to an existing one) and try to make a vanilla reproduction. At the mome...
by aaargha
Fri Apr 07, 2017 9:22 am
Forum: Resolved Problems and Bugs
Topic: [14.22] Stopped trains still pathfind
Replies: 1
Views: 928

[14.22] Stopped trains still pathfind

It seems that trains that are stopped at red signals and have no way of progressing still update their paths. The attached save contains a couple of examples created to show this, just turn on show_rail_paths to see the path changes. The combinators change which path is available every 5 sec or so a...
by aaargha
Thu Apr 06, 2017 7:55 pm
Forum: Resolved Problems and Bugs
Topic: [14.22][Twinsen] Rail signals same circuits different results
Replies: 7
Views: 3951

Re: [14.22] Rail signals same circuits different results

Found the cause using vanilla: Its that the leftmost signal was placed before the curved rail was placed. To reproduce in this save: Remove the leftmost rail piece on the top rail. Add a curved rail in its place What made it happen in the first one was probably the instant blueprint building from cr...
by aaargha
Thu Apr 06, 2017 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [14.22][Twinsen] Rail signals same circuits different results
Replies: 7
Views: 3951

Re: [14.22] Rail signals same circuits different results

Not sure at the moment, the save loads fine without mods though, and the problem persists if that means anything.

I didn't notice right when it happened so I'm not sure what triggered it, I'll try to get a better reproduction, no promises though.
by aaargha
Thu Apr 06, 2017 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [14.22][Twinsen] Rail signals same circuits different results
Replies: 7
Views: 3951

[14.22][Twinsen] Rail signals same circuits different results

EDIT 2: Reliable vanilla reproduction below: https://forums.factorio.com/viewtopic.php?f=29&t=43839#p253896 While working on a reproduction save for another bug report I somehow managed to get into this situation. I have no idea what triggered it but the setup is as follows: Five rail signals ar...
by aaargha
Tue Apr 04, 2017 12:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Unreachable train stations
Replies: 7
Views: 3890

Re: [0.14.22] Unreachable train stations

Good find, that does seem to make some of the configurations work. The one in the first post is still broken even with the added rail though (it's how I first encountered it).

Hopefully your added info will help the devs find the problem.
by aaargha
Tue Apr 04, 2017 12:27 pm
Forum: Texture Packs
Topic: [Done] Camera icon
Replies: 4
Views: 3410

Re: [Request] Camera icon

Thank you, those looks so good!

I'll add them first chance I get. Do you have any kind of contact info/homepage or something you want me to include with the credits, or should I just use your forum name?

Thanks again, have a great day!
by aaargha
Mon Mar 27, 2017 1:12 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD/LIB 0.14+] Larger screenshots
Replies: 6
Views: 6506

[MOD/LIB 0.14+] Larger screenshots

Info Name: Larger screenshots Version: 0.1.3 Factorio-Version: 0.14.22, 0.15.1, 0.16.1, 0.16.51 Description: Adds an interface usable by the player or another mod that takes screenshots of large areas Multiplayer: untested, will at best not crash when running headless License: http://unlicense.org/...
by aaargha
Tue Mar 14, 2017 9:30 pm
Forum: Mods
Topic: [0.14+] Screenshot camera
Replies: 4
Views: 4372

Re: [0.14] Screenshot camera

Thank you for the report. It should be fixed in 0.1.1, which should be available on the mod portal.
by aaargha
Tue Mar 14, 2017 12:47 pm
Forum: Texture Packs
Topic: [Done] Camera icon
Replies: 4
Views: 3410

Re: [Request] Camera icon

If you want to check out the progress on the mod it's posted here.

Any help would be greatly appreciated.
by aaargha
Tue Mar 14, 2017 12:29 pm
Forum: Mods
Topic: [0.14+] Screenshot camera
Replies: 4
Views: 4372

[0.14+] Screenshot camera

Info Name: Screenshot camera Version: 0.5.0 Factorio-Version: 0.14.22, 0.15.1, 0.15.9, 0.16.0, 0.17.5, 0.18.0 Description: Adds a camera item that takes a screenshot of the selected area. Multiplayer: untested, will at best not crash when running headless License: http://unlicense.org/ Release: 201...
by aaargha
Thu Mar 09, 2017 7:24 pm
Forum: Mods
Topic: [0.14+] Infinizoom - zoom without limits
Replies: 12
Views: 18371

[0.14+] Infinizoom - zoom without limits

Info Name: Infinizoom Version: 0.1.9 Factorio-Version: 0.14.22, 0.15.1, 0.16.0, 0.17.0, 0.18.0, 1.0.0, 1.1.5 Description: Changes the zoom to be unlimited in either direction Multiplayer: untested License: http://unlicense.org/ Release: 2017-03-09 Download-Url: https://mods.factorio.com/mod/Infiniz...
by aaargha
Thu Mar 09, 2017 6:51 pm
Forum: Questions, reviews and ratings
Topic: Mod style guide? Needed, I think.
Replies: 4
Views: 3401

Re: Mod style guide? Needed, I think.

The devs seems to agree :)
by aaargha
Wed Mar 08, 2017 10:40 pm
Forum: Won't fix.
Topic: [14.22] Cannot use scroll wheel for mods/duplicate binds
Replies: 1
Views: 1892

[14.22] Cannot use scroll wheel for mods/duplicate binds

I was tinkering on a zoom mod and wanted to use the scroll wheel for it. I can bind it in options but nothing happens when I use it. Unbinding it from any other binding makes no difference. Using any other key seems to work just fine. Might also be related: Using the scroll wheel for duplicate binds...
by aaargha
Wed Mar 01, 2017 3:50 pm
Forum: Texture Packs
Topic: [Done] Camera icon
Replies: 4
Views: 3410

[Done] Camera icon

Thank you to YuokiTani for fulfilling this request. I'm currently working on a mod that would make taking screenshots easier. I've got a camera item that takes screenshots of a selected area, like a how blueprints work. What I'm looking for is something to replace my current paint disaster with :) A...
by aaargha
Sun Feb 26, 2017 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Unreachable train stations
Replies: 7
Views: 3890

Re: [0.14.22] Unreachable train stations

Here is a better picture of what happens. The train finds a valid path. It tries to go to the stop. It stops about a pixel short of the stop. It stays there forever. Triggering the global repath (building a rail segment or such) will enable the train to move the last bit and actually make it to the ...

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