Search found 18 matches
- Fri Aug 31, 2018 12:23 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 36827
Re: [0.15] Folks Factorio Fabrications
On the latest Factorio 0.16.35 with folk's shuttle 0.2.0 the shuttle menu pops up briefly and immediately disappears every time it is opened. You never have time to select a train. Any suggestions? I have the same problem. Earlier some times shuttle menu works normally, and sometimes not, but now i...
- Sat Sep 03, 2016 7:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.2] Game crash with mod FlowControl REOPENED
- Replies: 9
- Views: 5093
Re: [Rseding91] [0.14.2] Game crash with mod FlowControl
Confirming that bug was not resolved. Tested on the same savefile. And I think, that there is another reason for the bug than described, ( "Fixed crash when removing mods that had items on transport belts that were connected to the circuit network." ), because it crashed even if I didn't r...
- Thu Sep 01, 2016 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.2] Game crash with mod FlowControl REOPENED
- Replies: 9
- Views: 5093
[Rseding91] [0.14.2] Game crash with mod FlowControl REOPENED
Game crash after loading a game saved with mod FlowControl in version 0.14.2. Game saved with this mod in Factorio 0.13 can be loaded in 0.14.2 properly, but when saved in 0.14.2, crash occures after loading. When the mod is disabled, both saved games can be loaded. Game saved in 0.14.2: https://www...
- Wed Aug 31, 2016 1:02 pm
- Forum: Implemented mod requests
- Topic: Add power switch to the LuaEntity::neighbours
- Replies: 0
- Views: 724
Add power switch to the LuaEntity::neighbours
I have started to implement some statistic features for electricity network (such as max. available power, max. consumption, stored energy and so on) and I need to get all entities connected to the one network. I can already get all poles in the network using LueEntity::neighbours unless there is a ...
- Wed Jul 20, 2016 8:58 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
Another thing that interests me is how large your circuits are (i.e. how many combinators per unload/outpost and main CPU). I imagine that your design requires quite complicated circuits at the outposts. Yep, my design require quite a lot of combinators. Now my outpost has cca 45 combinators, unloa...
- Wed Jul 20, 2016 8:11 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
This looks very nice. BTW this is the wrong thread for this, but please make a post to the thread that I've started and maybe post a blueprint/demo map of your system there, we would really like to try it. I don't know if you have looked at the old version of my system (that is documented on the fr...
- Wed Jul 13, 2016 10:13 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
Maybe try the version 2 of my train scheduler (I'm currently working on version 3). You can find some inspiration for your own solution there. We have a thread, it's in my signature. There are also other guys who are working on train delivery systems, so you'll find a lot of information from variou...
- Wed Jul 13, 2016 6:51 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
We're just discussing adding "tags" to trains in this thread here: https://forums.factorio.com/viewtopic.php?f=6&t=28748 Maybe that is interesting for you. The problem that you are describing is indeed interesting, and it's the reason why I agree that having a way to "tag" t...
- Wed Jul 13, 2016 5:21 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
I'm using fixed station mapping, but station ID signal output is not set to mapped station ID, but to the order in train line (when then is one train line for that station, otherwise it outputs nothing). I'll take a look tomorrow. Not sure about the train numbers, can you give an example of what in...
- Tue Jul 12, 2016 4:22 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
Due to issues with trains in early releases of 0.13 I have started play new game (with great and really complex Bobs mod) and now I'm starting develop my smart train scheduler rev. 2 for ore transportation. Smart train and train system seems to be working fine, but I have discovered one bug in ST - ...
- Mon Jul 11, 2016 11:28 am
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 28164
Re: Version 0.13.7
Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
- Sun Jul 03, 2016 2:30 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
Thank you for the demo, now I see, that there is some bug in my savefile (or maybe some mod collision), because for me it is not working and the train leaves station immediately even circuit condition is not met. I try hard reset Smart train, remove train from track and put it back, but nothing hel...
- Sun Jul 03, 2016 1:11 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
And one question (I don't know if it is bug or I'm doing something wrong). How vanilla station signal condition works? I try set signal condition as only condition at station, but train always leaved whenever signal condition was met. I try this with both vanilla and smart train stop, but train did...
- Sun Jul 03, 2016 10:39 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
But in the new version there is one problem - when there is a station in the schedule, that can't be reached from previous scheduled station, the train will not leave the station, even there is a reachable station in the station # rule. Train schedule is set to next station in the order and there i...
- Sun Jul 03, 2016 8:54 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
Choumiko: Thank you for the update of this great mod. But in the new version there is one problem - when there is a station in the schedule, that can't be reached from previous scheduled station, the train will not leave the station, even there is a reachable station in the station # rule. Train sch...
- Wed Jun 29, 2016 8:58 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326792
Re: [MOD 0.12.30+] SmartTrains 0.3.95
I have reworked the code of this mod for version 0.13, (just for myself - I couldn't wait for the author's update :-) ). It basically works, but it's not ideal. If someone wants my version before Choumiko releases the new version, I can post a download link here. And I can also make a pull request w...
- Wed Jun 29, 2016 9:52 am
- Forum: Mods
- Topic: [MOD 0.12.x] Lua Combinator 0.0.1
- Replies: 27
- Views: 33236
Re: [MOD 0.12.x] Lua Combinator 0.0.1
I have added another new script variable - circuit_network_signals - table of combined values of signals from both wires.
Here is file to download:
https://www.dropbox.com/s/ef3ierbvco8h5 ... 3.zip?dl=1
Here is file to download:
https://www.dropbox.com/s/ef3ierbvco8h5 ... 3.zip?dl=1
- Wed Jun 29, 2016 8:27 am
- Forum: Mods
- Topic: [MOD 0.12.x] Lua Combinator 0.0.1
- Replies: 27
- Views: 33236
Re: [MOD 0.12.x] Lua Combinator 0.0.1
I have upgraded mod for Factorio 0.13. Both circuit condition and logistic condition works. I have added new script variable - "circuit_network" - it is a table of LuaCircuitNetwork for red and green wire {defines.wire_type.red = .., defines.wire_type.green = ...}. URL for download will be...