Search found 18 matches

by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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 ...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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 - ...
by xmnovotny
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?
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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...
by xmnovotny
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
by xmnovotny
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...

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