Search found 606 matches

by robot256
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.
by robot256
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...
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
Sat Aug 29, 2020 4:31 pm
Forum: Modding help
Topic: [Solved] Is migrating startup settings impossible?
Replies: 10
Views: 1952

Re: Is migrating startup settings impossible?

Bilka wrote:
Sat Aug 29, 2020 2:56 pm
Json migrations indeed do not work for mod settings.
But it does actually work for runtime-global settings. It shows up in the migration results dialog after loading a game and preserves the value in the save file.
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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...
by robot256
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 8-)
by robot256
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...
by robot256
Fri Aug 28, 2020 12:37 am
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

factoriobiker wrote:
Thu Aug 27, 2020 11:24 pm
sorry for thatit was Korean zombie movie....
:o :D
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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...
by robot256
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...

Go to advanced search