Search found 606 matches
- Thu Sep 03, 2020 12:31 pm
- Forum: Modding help
- Topic: Train restriction
- Replies: 2
- Views: 955
Re: Train restriction
Right, the only way is for script to perform the check every time an entity is placed to ensure it matches, and delete it otherwise.
- Sun Aug 30, 2020 8:08 pm
- Forum: Gameplay Help
- Topic: Circuit / Crate Supply all in one place?
- Replies: 15
- Views: 3197
Re: Circuit / Crate Supply all in one place?
Thanks everyone! I had this thought this morning, that I needed to replace all my passive chests with active provider chests. Still new to the game. This will work great. Just make sure there is enough space in the central storage chest bank, and that the inserters removing items from the assembler...
- Sun Aug 30, 2020 2:55 am
- Forum: Ideas and Suggestions
- Topic: Filters for categories instead of specific items
- Replies: 3
- Views: 856
Re: Filters for categories instead of specific items
They said "when filtering an inserter or cargo wagon", hence my answer. You can even have several constant combinators with different "groups" configured and manually enable and disable them to change what you get. But for personal logistics? To request 100 of each type of power ...
- Sun Aug 30, 2020 12:32 am
- Forum: Gameplay Help
- Topic: Circuit / Crate Supply all in one place?
- Replies: 15
- Views: 3197
Re: Circuit / Crate Supply all in one place?
I think trick you are looking is fast-replacing a storage chest (or any chest) with an active provider chest. This will make bots immediately try to empty it and put its contents somewhere else. If you have already set up a nice central bank of filtered storage chests, they will sort everything into...
- Sat Aug 29, 2020 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Filters for categories instead of specific items
- Replies: 3
- Views: 856
Re: Filters for categories instead of specific items
Install any mods and you will find that the organization of items in the crafting window is basically arbitrary and changes without notice. There are three levels of sorting to arrange the icons (tab, group, and sorting string) but so far I don't think anyone has used them to alter game mechanics. T...
- Sat Aug 29, 2020 4:31 pm
- Forum: Modding help
- Topic: [Solved] Is migrating startup settings impossible?
- Replies: 10
- Views: 1952
- Sat Aug 29, 2020 2:51 pm
- Forum: Modding help
- Topic: [Solved] Is migrating startup settings impossible?
- Replies: 10
- Views: 1952
Re: Is migrating startup settings impossible?
We've both thoroughly tested all the known API methods and proven it's impossible (I tried JSON and LUA just now). You're asking if there is a magic undocumented back-channel that does something the documentation implies should be covered by JSON. Factorio is joyfully devoid of entirely undocumented...
- Fri Aug 28, 2020 9:30 pm
- Forum: Modding help
- Topic: [Solved] Is migrating startup settings impossible?
- Replies: 10
- Views: 1952
Re: Is migrating startup settings impossible?
Ah. That's a tough one, and it's a complicated matter for the game engine because the migration would also have to be applied when deciding whether to synchronize startup settings before loading a save or joining a game. I can't follow that logic. Startup settings are evaluate exactly once at the e...
- Fri Aug 28, 2020 8:37 pm
- Forum: Modding help
- Topic: [Solved] Is migrating startup settings impossible?
- Replies: 10
- Views: 1952
Re: Is migrating startup settings impossible?
I want to change the setting prototype name but keep the current values because the user might have changed them. Ah. That's a tough one, and it's a complicated matter for the game engine because the migration would also have to be applied when deciding whether to synchronize startup settings befor...
- Fri Aug 28, 2020 5:27 pm
- Forum: Modding help
- Topic: [Solved] Is migrating startup settings impossible?
- Replies: 10
- Views: 1952
Re: Is migrating startup settings impossible?
What are you changing that has to be migrated? When I use startup settings, they are only referenced in my own code so making the new version of my mod self-consistent is enough.
- Fri Aug 28, 2020 4:50 pm
- Forum: Modding help
- Topic: How to detect whether character's vehicle fired single shot?
- Replies: 1
- Views: 780
Re: How to detect whether character's vehicle fired single shot?
That tank looks hilarious! Nice job. This doesn't really answer your question, but in many cases when mods want to mix the abilities of two entities (in this car and artillery turret), they make non-colliding or invisible version of one and teleport it to stay with the rest of the compound entity. T...
- Fri Aug 28, 2020 3:32 pm
- Forum: Technical Help
- Topic: Removing old offline players stuff
- Replies: 2
- Views: 810
Re: Removing old offline players stuff
Or, you know, use them to test out your artillery and nukes
- Fri Aug 28, 2020 2:24 pm
- Forum: Gameplay Help
- Topic: Trains I cant figure out signals and chai signals
- Replies: 51
- Views: 9475
Re: Trains I cant figure out signals and chai signals
guys hovering over the track and pressing ctrl worked, there was one piece of track broken or something so I repaired it and now I use only rail signals for now.... with CTRL and hover is easy to find where the problem is....I think I understand now.... only need to figure out chain signal....cause...
- Fri Aug 28, 2020 12:37 am
- Forum: Gameplay Help
- Topic: Trains I cant figure out signals and chai signals
- Replies: 51
- Views: 9475
- Thu Aug 27, 2020 11:22 pm
- Forum: Gameplay Help
- Topic: Trains I cant figure out signals and chai signals
- Replies: 51
- Views: 9475
Re: Trains I cant figure out signals and chai signals
I tried again...no path again, i put signals no path, I remove each signal trains run but collide..... https://pasteboard.co/JomrA2b.png This is the first game ever I cant figure it out....it shoudl be easier.... The path is incorrect somewhere not shown in that screenshot. If you post pictures of ...
- Tue Aug 25, 2020 10:15 pm
- Forum: Gameplay Help
- Topic: Trains I cant figure out signals and chai signals
- Replies: 51
- Views: 9475
Re: Trains I cant figure out signals and chai signals
this is what happened I only use chainsignals now and both trains are stuck https://pasteboard.co/Jo0FlH6.png Those two trains are blocked by a third somewhere off screen. Or potentially by each other if there is a turn around off screen and they each want to go to the other mine. But from the mini...
- Tue Aug 25, 2020 10:06 pm
- Forum: Gameplay Help
- Topic: Trains I cant figure out signals and chai signals
- Replies: 51
- Views: 9475
Re: Trains I cant figure out signals and chai signals
In your last screenshot, the train on the middle track is stuck because of a "No path" error, not because of a red signal. This is usually caused by a signal on the wrong side of the track farther down the line, but also could be because of disconnected track. You're so close! Trust me, it...
- Tue Aug 25, 2020 9:35 pm
- Forum: Modding discussion
- Topic: Initialization trouble
- Replies: 9
- Views: 1793
Re: Initialization trouble
Yeah, On_load is a little confusing. You can read but not write the globals table. I only use it for reregistering conditional events, like the API docs suggest. Apparently you can read the settings table before anything happens.
- Tue Aug 25, 2020 4:11 pm
- Forum: Modding discussion
- Topic: Initialization trouble
- Replies: 9
- Views: 1793
Re: Initialization trouble
If there is a "hole" in the event chain and you miss a setting being changed, then the storage location doesn't matter There is no event hole. I just tested that with "Use different mod settings per save" disabled, the event does trigger when you load a save after changing the s...
- Tue Aug 25, 2020 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.0.0] Nonlinear fluid usage with scale_fluid_usage=true
- Replies: 7
- Views: 5027
Re: [1.0.0] Nonlinear fluid usage with scale_fluid_usage=true
Maybe it's realistic that generators have more efficiency when running not in "red" zone of their performance but in factorio things always have been linear. I was expecting the opposite effect. Normally generators are most efficient at full rated power. (Constant power losses are a small...