Search found 2246 matches
- Tue Mar 05, 2024 7:12 pm
- Forum: Modding interface requests
- Topic: Rail Planner
- Replies: 1
- Views: 261
Re: Rail Planner
Short answer: No. Slightly longer answer: Noooooo. Full answer: 1/ Rail plan finder as you can see when using a rail item is actually implemented as client side feature. Only the client that is planning the path has its CPU working on finding possible solutions and once you confirm build the specifi...
- Sun Mar 03, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 1898
Re: Can trains ever crash into gates across tracks?
Just to say that I have no mods installed that increase train speed, acceleration or braking. Full braking distance research has been completed. The only train going through the gate would be an empty 1-4 train, presumably slowing down, as it is very near the pickup station. I note that only 1 of t...
- Sun Mar 03, 2024 10:45 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 1898
Re: Can trains ever crash into gates across tracks?
I'd call that a pathing bug. If the gate can't open in time, then the train should not be going that way. I would not be so sure about that. Lets think about this: 1/ Train could open all gates in the braking distance on all possible branches. That would be really expensive at runtime and especiall...
- Sun Mar 03, 2024 8:38 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 1898
Re: Can trains ever crash into gates across tracks?
They can crash into gates. Gates need to lower to stop colliding and trains (in automatic) only open gates on their path. If a train recalculates path while moving fast it may happen that a new path goes through a closed gate and the gate may not open quickly enough and the train will collide with it.
- Sun Mar 03, 2024 7:07 pm
- Forum: Not a bug
- Topic: [1.1.104] Factorio is not responding dialog.
- Replies: 1
- Views: 270
Re: [1.1.104] Factorio is not responding dialog.
Thanks for the report. This freeze happens because of the RenaiTransportation mod at 1.2.7 version. It freezes during search for a non colliding position to drop item on ground on a surface "Factory floor 5" (surface index 7) near position {14.5, -14}. Given it is Renai transportation and ...
- Fri Mar 01, 2024 10:42 am
- Forum: Gameplay Help
- Topic: Circuit connections missing after placing blueprints
- Replies: 1
- Views: 286
Re: Circuit connections missing after placing blueprints
Please post a save file, or a reproduction steps with including blueprint string, maybe tell if you are using mods.
- Mon Feb 26, 2024 9:54 am
- Forum: Not a bug
- Topic: [1.1.0] Old Reservation Can Be Reused by Train
- Replies: 3
- Views: 2453
Re: [1.1.0] Old Reservation Can Be Reused by Train
Given this fix was reverted long time ago, i am still not seeing reasonable way to fix this and in 2.0 this behavior will be even more visible (holding reservation until train leaves block next to a train stop) and it must be able to reuse reservation in certain cases, i am moving this to Not a bug ...
- Sun Feb 25, 2024 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
- Replies: 2
- Views: 607
Re: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
Thanks for the report. Issue is now fixed for 1.1.105. It was caused by copy settings first copying control behavior which marked the target train stop as having limit set by control behavior. This caused second part where limit value was copied to be skipped since it is not supposed to change limit...
- Fri Feb 23, 2024 1:41 pm
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 720
Re: Cliffs as natural rail elevators
No. Rail ramp (for 2.0) is so large because there is quite a lot of collision mask related magic happening while the train is moving on them and so cliffs cannot become place where rails would transition as they are simply too short. Also this would also create a lot of projection issues because if ...
- Sun Feb 18, 2024 8:45 pm
- Forum: Gameplay Help
- Topic: Construction bot not constructing despite being in network with materials (vanilla)
- Replies: 5
- Views: 481
Re: [1.1.104] - Construction bot not constructing despite being in network with materials (vanilla)
Well, your combined inner+outer network has large gaps in the middle so the robots that want to return to the inner network discharge while traveling through non network area, they decide they want to charge again and they travel back to the outer part of the network. 111389.png You can either 1/ tr...
- Sun Feb 18, 2024 8:08 pm
- Forum: Not a bug
- Topic: [1.1.104] Train stop: train count and stopped train with "destination full"
- Replies: 2
- Views: 289
Re: [1.1.104] Train stop: train count and stopped train with "destination full"
Not a bug. Its a feature. -- edit: As stated in https://factorio.com/blog/post/fff-389 section "Reservation upgrade", this behavior will be even more visible. Right now the train releases departing stop reservation once it find a path to next goal, however in 2.0 it will not release that d...
- Fri Feb 16, 2024 12:51 am
- Forum: Gameplay Help
- Topic: [Solved] Nonsensical power connections when blueprint constructed
- Replies: 3
- Views: 344
Re: [Solved] Nonsensical power connections when blueprint constructed
Copper wires connections saving between electric poles was added in 1.1.0:
Its possible that posts you were seeing were based on game versions before 1.1.01.1.0 wrote:Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
- Fri Feb 16, 2024 12:38 am
- Forum: Gameplay Help
- Topic: [Solved] Nonsensical power connections when blueprint constructed
- Replies: 3
- Views: 344
Re: Nonsensical power connections when blueprint constructed
Your blueprint has no copper wire between big electric pole and substation. Blueprints preserve wires so not having that wire tells the game that you want to keep them separated. Not a bug.
- Wed Feb 14, 2024 8:53 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 247678
Re: Performance optimization - post your saves
Here is a map of landmines and combat robots belonging to opposite forces. Nothing happens but the lag is intense. https://forums.factorio.com/viewtopic.php?f=23&t=111259 Such synthetic save files are not interesting, they do not represent a real use cases. It just says "land mines are slo...
- Tue Feb 13, 2024 10:12 am
- Forum: Not a bug
- Topic: [1.1.101] Any chance of performance optimization with landmines?
- Replies: 1
- Views: 297
- Mon Feb 12, 2024 10:18 pm
- Forum: Not a bug
- Topic: [boskid][1.1.101] Save Loading time regressed to 3 minutes
- Replies: 3
- Views: 618
Re: [boskid][1.1.101] Save Loading time regressed to 3 minutes
I had some ideas how to improve this, they were really successful but given they were only improving migration case (in a noticable way) while being a runtime cost and extra complexity to manage, i decided to reject the optimization idea around this. It is simply a one time cost when migrating save ...
- Mon Feb 12, 2024 9:17 am
- Forum: Gameplay Help
- Topic: power requirements suddenly went insanely high
- Replies: 3
- Views: 379
Re: power requirements suddenly went insanely high
I would not worry about power usage saying 328MW in that image: that is a common behavior when energy buffers in the entities are not full because the max value is just a "max possible consumption that would satisfy all charging requirements this tick". Please take a look at the production...
- Sun Feb 11, 2024 9:52 pm
- Forum: Technical Help
- Topic: [1.1.104] invalid bool loaded from input file. file could be corrupted
- Replies: 9
- Views: 551
Re: [1.1.104] invalid bool loaded from input file. file could be corrupted
I checked this save file and there seems to be exactly one flip inside of PumpControlBehavior for pump at {908.5, 614.0}: PumpControlBehavior says connectToLogisticNetwork == 8 which is not a valid boolean value. Given it is outside of roboport range and pumps nearby have this option disabled i forc...
- Fri Feb 09, 2024 8:08 pm
- Forum: Implemented mod requests
- Topic: LuaRendering::send_to_back()
- Replies: 1
- Views: 179
Re: LuaRendering::send_to_back()
1.1.105; LuaRendering::move_to_back.
- Mon Feb 05, 2024 1:46 pm
- Forum: Implemented for 2.0
- Topic: Allow loaders to extract items from burnt slots
- Replies: 5
- Views: 737
Re: Allow loaders to extract items from burnt slots
Does that include loaders doing transfers to and from trains? And direct train-to-train entity transfer and chest-to-chest transfer with a single loader? You seem to be mistaken about what loader is. Loader either transfers items from belt or onto belt, so saying "direct train-to-train" i...