Search found 607 matches
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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?
Would "robots inactive" apply to, say, activity in the Logistic Cargo Wagon?
- 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.
- 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?
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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!
- 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
- 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...
- 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.
- 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?