Project Cybersyn - Logistics Train Dispatcher


Creates a feature-rich train logistics network through cybernetic combinators. With just this mod you can coordinate the economic inputs and outputs of your entire megabase.

Content
3 days ago
1.1 - 2.0
25.6K
Logistics Trains Circuit network

b Bug - Station Info Combinator Reverts to Station Control

1 year, 11 months ago

All station info combinators in my save that are next to a station revert themselves back to station control combinators within a few ticks of exiting the dialogue [1.1.6]

1 year, 11 months ago

oh dear, I've seen this bug before but I could not consistently reproduce this. I'm sorry it made it into release.

1 year, 11 months ago
(updated 1 year, 11 months ago)

doublepost

1 year, 11 months ago
(updated 1 year, 11 months ago)

In case this helps, I've noticed that destroying the train stop itself and recreating it resolves the behavior. I don't know if it's related to creating the station-with-cyb-combinator from a blueprint, but I do use blueprints to place most of my train stops.

1 year, 11 months ago

Update: destroying and recreating the train stop does not consistently resolve this. I'll post if I find anything useful

1 year, 11 months ago

I can confirm this happens on a fresh save too - with only Cybersyn (1.1.6) enabled.

1 year, 11 months ago

Found the issue. It's actually directly cause by this missing api event I reported a while ago https://forums.factorio.com/viewtopic.php?f=28&t=103934, and it's bloody painful to fix without that event :/. It will be possible but very annoying.

1 year, 11 months ago
(updated 1 year, 11 months ago)

the short of it is that the combinator thinks it is being copy-pasted by blueprint constantly with the default "station" control mode because of the painfully convoluted logic I had to program to detect copy-paste by blueprint. This was actually introduced when I fixed a different bug where the detection logic had a bunch of false negatives for detecting it.

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