Search found 607 matches

by robot256
Sat Apr 27, 2019 1:59 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 3481

Re: API to extract localised strings for prototypes

the base game displays nothing if no description is present. yet if you use it in a localized_description ..., we get the missing locale error string unless a description exists Hey, this is starting to narrow down to something that could be considered a bug! The game treats a missing description e...
by robot256
Thu Apr 25, 2019 11:04 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7890

Re: There's a bug in the train's parking

I did some more thinking on this. When a train should enter a block but can't, push it onto a FIFO associated with the block. When the block empties, pull a train from the FIFO and let only it in. Adding a generic behavior to do this is actually very complicated, especially to make it reliable, intu...
by robot256
Tue Apr 23, 2019 4:22 am
Forum: Resolved Problems and Bugs
Topic: [0.17.32] [Linux] Key press causes mouse release?
Replies: 7
Views: 2402

Re: Key press causes mouse release?

I have this problem on my Windows laptop sometimes, because it locks the touchpad controls while typing. Probably unrelated since it just started happening, but possibly related to their using different functions to access the keyboard in order to fix layout translation bugs?
by robot256
Sun Apr 21, 2019 2:58 pm
Forum: Implemented in 2.0
Topic: [0.17.32] Can't copy error text from "Error loading mods" dialogue box.
Replies: 2
Views: 980

Re: [0.17.32] Can't copy error text from "Error loading mods" dialogue box.

This would be nice, but maybe it's more of a suggestion than a bug? The error text shows up in in the factorio_current.log file in the game directory, so I just copy it out of there to send to the mod author. It's usually more useful to send the whole log file anyway, since it shows what versions of...
by robot256
Sat Apr 20, 2019 1:45 pm
Forum: Ideas and Suggestions
Topic: Ability to mark a station as mandatory in a schedule
Replies: 4
Views: 1436

Re: Ability to mark a station as mandatory in a schedule

Currently, you can implement this in vanilla by using a dummy stop of the same name. Put it just outside the stacker and behind a dozen circuit-closed rail signals. Make sure only chain signals are between the stacker track and the first closed dummy signal. When a train has no other option, it will...
by robot256
Sat Apr 20, 2019 3:42 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] [MOD] Crash when placing wagon with Dispatcher mod
Replies: 3
Views: 2354

[kovarex] [0.17.32] [MOD] Crash when placing wagon with Dispatcher mod

Steps to Reproduce: Install the Dispatcher mod and load the attached save. Wait for the train to arrive at the Dispatcher Stop (blue). Since there is no Dispatcher Target signal being sent to the station, the mod replaces the train schedule with a single empty circuit condition. When you place a ca...
by robot256
Thu Apr 18, 2019 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Replies: 5
Views: 3104

Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected

Not deploying robots from a train in automatic mode makes sense (it could leave at any time and be out of range way before the recalled robots make it back).

Would "robots inactive" apply to, say, activity in the Logistic Cargo Wagon?
by robot256
Thu Apr 18, 2019 11:17 pm
Forum: Modding help
Topic: Identifying [non] entity prototypes during data stage
Replies: 3
Views: 909

Re: Identifying [non] entity prototypes during data stage

You could just iterate through the list of items and look for ones where place_result is not nil, and also equal to your target name. Sure you would do a lot of searching if it wasn't an entity with a corresponding item, but that's okay since it only happens during load.
by robot256
Thu Apr 18, 2019 10:17 pm
Forum: Gameplay Help
Topic: How to change the amount of resource in 1 cell of the resource?
Replies: 3
Views: 962

Re: How to change the amount of resource in 1 cell of the resource?

He gave you a console command to run while you are playing and have your mouse hovered over the resource you want to change. (/c tells the game to execute this code) Did you try to copy it into the game files or something?
by robot256
Thu Apr 18, 2019 4:34 pm
Forum: Not a bug
Topic: [0.17.32] Deconstructed items disappear from logistic network
Replies: 2
Views: 642

Re: [0.17.32] Deconstructed items disappear from logistic network

Requester chests take priority over construction, and no bots can take items out of requester chests. (Use buffer chests if you want to request items for construction bots or personal requests.). But the furnaces put in the requester chest should still be there, unless an inserter took them out.
by robot256
Sat Apr 13, 2019 12:55 am
Forum: Modding help
Topic: Order in which on_configuration_change events are processed?
Replies: 1
Views: 419

Re: Order in which on_configuration_change events are processed?

Think I answered my own question. Very first line of the Data Lifecycle page says Factorio sorts mods first by dependencies then by natural sort order accounting for case That implies the same sort order is applied at every point where arbitration between mods is required, including on_configuration...
by robot256
Fri Apr 12, 2019 10:59 pm
Forum: Modding help
Topic: Order in which on_configuration_change events are processed?
Replies: 1
Views: 419

Order in which on_configuration_change events are processed?

I have a scenario where Mod A has a global Table, and Mod B wants to read items from Mod A's table with a remote interface and add new ones based on what it finds. Mod A's on_configuration_change handler: 1 Check if Table exists. 2 If not, create Table and add default entries. Mod B's on_configurati...
by robot256
Thu Apr 11, 2019 7:43 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 51149

Re: [MOD 0.16, 0.17] Realistic Electric Trains

What version of the game are you running, and do you have any other mods installed? With just Vanilla + Realistic Electric Trains, the top speeds I have are 259, 311, and 373 km/h for the three tiers of locomotives (with no locomotive modules installed). If something is changing the air resistance o...
by robot256
Thu Apr 11, 2019 4:06 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 51149

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Some wagons have much lower speed limits, and a train will never go faster than the slowest wagon in the train. Can you try it with just the locos? I definitely see a speed difference even with stock wagons attached.
by robot256
Tue Apr 09, 2019 5:34 pm
Forum: Not a bug
Topic: Circuit wires not consumed when placing via blueprint.
Replies: 5
Views: 1130

Re: Circuit wires not consumed when placing via blueprint.

The free blueprint wires are there because consuming them as part of a bot placement was too difficult to program. It would be nice if they made manual wires behave the same way, but I think it's either very low on their list or considered an incidental incentive to use bots. There is a mod that mak...
by robot256
Tue Apr 09, 2019 2:37 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
Replies: 4
Views: 4148

Re: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods

Yes, this was on my 1440x900 laptop. Rest of the game runs fine, even though the machine is 8 years old!
by robot256
Tue Apr 09, 2019 12:04 am
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Recipes with more than one instance of the same ingredient
Replies: 34
Views: 14458

Re: [0.17.14] Recipes with more than one instance of the same ingredient

The only reason we didn't get a hotfix 12 hours later is because the devs actually take weekends seriously. And if they didn't, I'm pretty sure the daily updates would have stopped around 17.12, and we'd all be up a creek without a paddle :? :D
by robot256
Tue Apr 09, 2019 12:00 am
Forum: Modding discussion
Topic: SF6 applications
Replies: 3
Views: 1140

Re: SF6 applications

Since it's used in high-voltage switchgear, anything that produces, transmits, or consumes a ton of power could conceivably include a switch or fuse containing SF6. If you set that threshold arbitrarily at about a megawatt, you get Steam Turbines, Assembler 3s, and Substations. Individual solar pane...
by robot256
Sat Apr 06, 2019 6:19 pm
Forum: Pending
Topic: [0.17.25] Pollution not dissipating
Replies: 1
Views: 697

Re: [0.17.25] Pollution not dissipating

Can you post a screenshot of your base and your pollution statistics graph (set to 1 minute interval, for example)? Pollution will never completely dissipate when the chunk is completely covered in concrete, even if there is no production.
by robot256
Fri Apr 05, 2019 7:30 pm
Forum: Gameplay Help
Topic: Trains direction paths 0.17
Replies: 4
Views: 1387

Re: Trains direction paths 0.17

Have you checked the Wiki page on trains about pathfinding? Train stops have a big path penalty, so they will drive very far in order to avoid driving through another train's empty station. Could that explain it?

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