Search found 607 matches
- Mon Dec 19, 2022 12:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.74] Locale fallback doesn't work inside template key
- Replies: 1
- Views: 1265
[Genhis] [1.1.74] Locale fallback doesn't work inside template key
I am trying to update Multiple Unit Train Control to use the new fallback groups with entity description keys. I created a locale structure in data-updates.lua: loco.localised_description = {"?", {'template.mu-description',{"entity-description."..name}}, {'template.mu-description...
- Sun Dec 18, 2022 12:21 am
- Forum: Not a bug
- Topic: [1.1.74] Pumps disconnect from fluid wagons when locomotive decoupled by script
- Replies: 7
- Views: 1414
Re: [1.1.74] Pumps not loading fluid wagons but inserters loading cargo wagons
When I was using Automatic Coupling, I always put a "Wait for 0s" condition on stops that were meant to couple or uncouple. That way it's guaranteed to be registered at the stop for one tick. Coupling stops with no condition at all had unpredictable behavior.
- Fri Dec 16, 2022 2:28 pm
- Forum: Gameplay Help
- Topic: Large/complex train setup issues
- Replies: 7
- Views: 1587
Re: Large/complex train setup issues
Nice description of your system and what is happening. That all sounds like the trains are following the game's rules correctly, so the question is how to use the rules to achieve what you want. My observation is that the following are two different tasks: 1. Queue enough trains nearby each unloader...
- Wed Dec 14, 2022 5:40 am
- Forum: Gameplay Help
- Topic: [SOLVED]Newbie question: does the logistics robot not pick items from the nearest chests?
- Replies: 7
- Views: 1217
Re: Newbie question: does the logistics robot not pick items from the nearest chests?
Yes, I have tried to use all purple chest[aka Active provider chest] to collect the Copper cables. You cannot store anything in active providers (purple chests). The robots will take anything in any active provider even if there is no requester chest (blue chest) requesting it, and put in an availa...
- Wed Nov 09, 2022 9:04 pm
- Forum: Ideas and Suggestions
- Topic: the game needs more of a walkthrough tutorial
- Replies: 8
- Views: 1481
Re: the game needs more of a walkthrough tutorial
Your entire question hinges on one idea, that you should automate the production of something simply because you researched it. Once you forget that, and learn to only build things when you need them, everything makes sense. Whether the player learns this by themselves or from a tutorial doesn't see...
- Tue Nov 08, 2022 11:52 pm
- Forum: Questions, reviews and ratings
- Topic: 3D Models?
- Replies: 2
- Views: 918
Re: 3D Models?
There is nothing in the game engine that does anything in three dimensions, so there is nothing to add to the API. It's all designed around 2D coordinates, 2D sprites, and transparency/draw order/collision layers. The sprites are rendered from 3D models before publication, but that's it (and sometim...
- Sun Oct 30, 2022 3:58 pm
- Forum: Modding help
- Topic: pipe connections
- Replies: 6
- Views: 893
Re: pipe connections
Can you post the rest of the prototype? What is your entity bounding box? Do your offsets land at exactly coordinates ending in 0.5?
- Sun Oct 30, 2022 3:16 pm
- Forum: Modding help
- Topic: pipe connections
- Replies: 6
- Views: 893
Re: pipe connections
The pipe connection offset is the X and Y distance from the *center of the entity* to the center of *the tile where a pipe can be placed to connect to it*. So if you have a 2x2 entity, a valid connection offset would be {1.5, 0.5}, placing the pipe on one half of the right side.
- Sat Oct 29, 2022 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Server: automatically pause when a new player is joining
- Replies: 13
- Views: 4313
Re: Server: automatically pause when a new player is joining
a vote seems a bit complex. I'd just include the option (that is already available): "everyone can pause" so if you have this pause-on-join on, the everyone-can-pause option is automatically enabled or required. so if someone doesn't want to wait, they can just unpause. This is the best s...
- Fri Oct 28, 2022 9:50 pm
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1043
Re: Mining In a Line
I don't know for sure. It would be worth trying, the docs don't mention a limit but there might be one anyways.
- Fri Oct 28, 2022 8:34 pm
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1043
Re: Mining In a Line
If you really wanted, you could make invisible companion drills that your mod places next to the center drill automatically. The effective zone would be the sum of the squares then. The side drills could have their result item placement vectors set to output on the center drill's belt, and they all ...
- Fri Oct 21, 2022 9:23 pm
- Forum: Modding help
- Topic: Game "freezing" when deleting chunks [SE + K2]
- Replies: 5
- Views: 953
Re: Game "freezing" when deleting chunks [SE + K2]
How long have you let it wait? I'm assuming you've tried waiting several minutes. It could just take a really long time to process each individual chunk. Try this on a copy of the save. Can you delete the surface from SE instead of trim (probably not, if it's been built on)? Can you delete chunks or...
- Thu Oct 20, 2022 12:03 pm
- Forum: Implemented mod requests
- Topic: Localised string "if key is unknown use something else" (or equivalent)
- Replies: 14
- Views: 4014
Re: Locale operator to silence missing keys
+1
In Multiple Unit Train Control, I copy-and-modify locomotive entities procedurally, but have a hard-coded list of entities that have descriptions. This means information is lost if a mod has a description that I have not manually inspected yet.
In Multiple Unit Train Control, I copy-and-modify locomotive entities procedurally, but have a hard-coded list of entities that have descriptions. This means information is lost if a mod has a description that I have not manually inspected yet.
- Thu Oct 13, 2022 10:48 pm
- Forum: Not a bug
- Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
- Replies: 9
- Views: 1593
Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
The actual scenario where I observed this behavior has stops with a constant limits, but activation changing on available items/fluids. Now and then I saw trains standing around saying that their destination is full instead of going back to the open station. I need to resolve this manually. Trains ...
- Thu Oct 06, 2022 3:39 pm
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 9046
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Following a discussion at the Earendel/SE discord, I briefly looked through the two codebases and it's non-trivial but doesn't feel too difficult either. Harag and I had a longer productive discussion in the SE Discord closed-testing-chat channel that answers some of your questions, and Harag is te...
- Fri Sep 30, 2022 3:02 am
- Forum: Logistic Train Network
- Topic: How do I obtain the lenght signal from a train?
- Replies: 5
- Views: 1347
Re: How do I obtain the lenght signal from a train?
You want the "encoded position" signals produced by the constant combinator at the LTN stop. For example, the "Locomotive Encoded Position" signal. This is actually even better for your application, because it tells you exactly where in the train every locomotive is (as long as t...
- Fri Sep 23, 2022 9:44 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7711
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
I agreee with Tertius. Mrvn's explanation of how to use Limits and Stop Disable together simply shows that the Disable logic should be moved to the train instead. Disabling stops is now only a hack to enable conditional schedules. There are a thousand ways to imagine vanilla schedule branching worki...
- Fri Sep 16, 2022 3:49 pm
- Forum: Gameplay Help
- Topic: Single tick circuits
- Replies: 9
- Views: 2140
Re: Single tick circuits
If the question is how do you tell the difference between a single source outputting a constant 1, versus if one source on the same wire switches to 0 at the same tick that another source switches to 1, your original hypothesis is correct, they are completely indistinguishable. If you need more info...
- Fri Sep 16, 2022 12:58 pm
- Forum: Gameplay Help
- Topic: Single tick circuits
- Replies: 9
- Views: 2140
Re: Single tick circuits
Maybe this is covered by mmmPi's suggestions. When you have three pulse generators outputting to the same wire, you don't actually lose information when pulses coincide: you get a single tick of value 2 or 3 because the pulse add together. If you use more than a simple ">=1" decider to rea...
- Mon Sep 12, 2022 12:01 pm
- Forum: Gameplay Help
- Topic: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?
- Replies: 25
- Views: 3763
Re: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?
If you want to know the contents of a specific wagon, and not the whole train (if more than one wagon have the same fluid), you have to use the Inventory Sensor mod. It uses resources checking for something to read all the time but does what it says.