Search found 2246 matches

by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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.
by boskid
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 ...
by boskid
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.
by boskid
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 ...
by boskid
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...
by boskid
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 ...
by boskid
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...
by boskid
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...
by boskid
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:
1.1.0 wrote:Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
Its possible that posts you were seeing were based on game versions before 1.1.0
by boskid
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.
by boskid
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...
by boskid
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 ...
by boskid
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...
by boskid
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...
by boskid
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.
by boskid
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...

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