Search found 1198 matches

by robot256
Fri Jun 06, 2025 9:57 am
Forum: Gameplay Help
Topic: Need your help to optimize a buffer zone
Replies: 15
Views: 488

Re: Need your help to optimize a buffer zone



An even unload is ensured for my examples in the second post. No matter how uneven the unloading is performed. Just one lane, complete block, slow, fast. All the chests will be empty within the same second. No circuit control required. That's because of the balancers at the output.


I tried ...
by robot256
Thu Jun 05, 2025 11:15 pm
Forum: Gameplay Help
Topic: Need your help to optimize a buffer zone
Replies: 15
Views: 488

Re: Need your help to optimize a buffer zone

You can always add a bypass route instead of having the buffer directly in series between input and output.

You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
by robot256
Tue Jun 03, 2025 3:54 am
Forum: Modding help
Topic: Help from experienced modders to create a hidden lightning rod
Replies: 2
Views: 215

Re: Help from experienced modders to create a hidden lightning rod

For a better example of compound entity management, look at how Shortwave Fixed radios work, and how Cargo Ships oil rigs work.
by robot256
Sun Jun 01, 2025 11:26 pm
Forum: Not a bug
Topic: [2.0.47] Train schedule is overriden when using blueprint
Replies: 8
Views: 389

Re: [2.0.47] Train schedule is overriden when using blueprint


Nevermind, I think this is not a bug. After some testing I figured that interrupts with the same name override each other as well. I changed name from "Dispatch" to "Dispatch - *W" in my case where * is number of wagons and started to work.


Oh right. Interrupt names are also overridden by what ...
by robot256
Sun Jun 01, 2025 7:45 pm
Forum: Not a bug
Topic: [2.0.47] Train schedule is overriden when using blueprint
Replies: 8
Views: 389

Re: [2.0.47] Train schedule is overriden when using blueprint

I'll check your save file tonight, but I'm not a mod so they will do what they think is right.
by robot256
Sun Jun 01, 2025 7:50 am
Forum: Modding help
Topic: Help from experienced modders to create a hidden lightning rod
Replies: 1
Views: 174

Re: Help from experienced modders to create a hidden lightning rod

What you are trying to make is commonly called a "compound entity". You want your modded entity to have the functionality of both a power pole and a lightning attractor, which the game can only handle as separate prototypes. You have to create two entities, only one of which is craftable, (for ...
by robot256
Sun Jun 01, 2025 4:48 am
Forum: Not a bug
Topic: [2.0.47] Train schedule is overriden when using blueprint
Replies: 8
Views: 389

Re: [2.0.47] Train schedule is overriden when using blueprint

Hmm, that might be a bug. It'll be easier to replicate if you can upload a save file with the affected blueprint in your inventory.
by robot256
Sun Jun 01, 2025 12:26 am
Forum: Not a bug
Topic: [2.0.47] Train schedule is overriden when using blueprint
Replies: 8
Views: 389

Re: [2.0.47] Train schedule is overriden when using blueprint

When the blueprint contains the name of a train group, the new train is assigned to that group. If the group already exists, the train is given the schedule from the group already in the save, and the schedule in the blueprint is discarded. This is intentional so you don't have to update all your ...
by robot256
Sat May 31, 2025 7:55 pm
Forum: Bug Reports
Topic: [2.0.47] Construction bots ignore orders on one planet
Replies: 3
Views: 343

Re: [2.0.47] Construction bots ignore orders on one planet

It's possible for jobs to be "ignored" if they are assigned to the job queue of a robot that is stuck trying to complete a prior job. (There is still no queue timeout AFAIK.) For example, if it's trying to place a building that has a tile or vehicle in the way. Can you see if there are any stuck ...
by robot256
Sat May 31, 2025 6:03 pm
Forum: Ideas and Suggestions
Topic: Bring back 1.x rail signal wagon visualisation when hovering over a signal
Replies: 8
Views: 664

Re: Bring back 1.x rail signal wagon visualisation when hovering over a signal

There are other topics where the signal auto-rotate behavior is mentioned. It won't auto-rotate in a position where it can't be built (either because there's an identical signal there already, or it's over water). This is the intended behavior and changing it might be complicated, but it's also an ...
by robot256
Sat May 31, 2025 6:07 am
Forum: Modding interface requests
Topic: runtime access to UtilityConstants.rocket_lift_weight
Replies: 3
Views: 280

Re: runtime access to UtilityConstants.rocket_lift_weight


Please note that my request is not for having per-prototype rocket lift weights, but for having the one rocket lift weight available in runtime stage (without resorting to smuggling arbitrary data from data stage). Related, but still completely different.


Ah, you want *read* access. That makes ...
by robot256
Fri May 30, 2025 8:57 pm
Forum: Modding interface requests
Topic: runtime access to UtilityConstants.rocket_lift_weight
Replies: 3
Views: 280

Re: runtime access to UtilityConstants.rocket_lift_weight

Related request that was previously marked "won't implement": https://forums.factorio.com/viewtopic.php?p=656781&hilit=Rocket+weight#p656781.

I agree that either of these changes would be really nice. It would also make sense for higher quality rockets/silos to lift more weight (if they don't ...
by robot256
Fri May 30, 2025 8:19 am
Forum: Gameplay Help
Topic: Train can not find path, and it finds it later o.O
Replies: 5
Views: 437

Re: Train can not find path, and it finds it later o.O

It's not a train limit problem. When the train limit is full, the train will have a blue "zzz" icon, not the orange "no path" icon. The affected trains even say in the schedule "All 36 stops are inaccessible". But then the train starts moving, even though the no-path alter is still attached to it ...
by robot256
Thu May 29, 2025 11:16 pm
Forum: Documentation Improvement Requests
Topic: Add descriptions in LuaSchedule
Replies: 0
Views: 157

Add descriptions in LuaSchedule

The following methods lack a description or need clarifications:

ScheduleRecordPosition parameters named "index" -- I believe this is only place in the API where a parameter with "index" in the name is not an integer. Can we please change the name of the parameter from "index" to "record_position ...
by robot256
Wed May 28, 2025 6:31 pm
Forum: Modding help
Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
Replies: 2
Views: 189

Re: Swapping inventory stack with cursor stack loses reserved inventory slot

I don't think you can avoid the original location of the hand being lost when you modify the cursor stack. But you can reserve another empty slot by script with https://lua-api.factorio.com/latest/cla ... d_location
by robot256
Tue May 27, 2025 1:53 pm
Forum: Documentation Improvement Requests
Topic: events raised in on_init get skipped by mods already present on the save
Replies: 4
Views: 364

Re: events raised in on_init get skipped by mods already present on the save

This is an interesting topic. Reading the diagram closely I can see how this occurs. It does feel unintuitive that "new" mods are potentially initialized before "old" mods are allowed to load. It's possible that this or similar behavior could explain some of the weirder bug reports I've received ...
by robot256
Tue May 27, 2025 4:07 am
Forum: Ideas and Suggestions
Topic: My Suggestions' Compilation
Replies: 2
Views: 258

Re: My Suggestions' Compilation

Please make one thread per suggestion so they can be discussed and sorted separately. See viewtopic.php?f=6&t=3394
by robot256
Mon May 26, 2025 5:08 pm
Forum: Ideas and Suggestions
Topic: Rapid Artillery Marking is missing and it's bad with health buff
Replies: 7
Views: 402

Re: Rapid Artillery Marking is missing and it's bad with health buff



Or just expand your defense perimeter and research so they operate automatically? Factorio doesn't optimize manual actions when they can be automated.


:roll:

eeeh i mean belt dragging etc power poles pipes placements (can be automated with robots)

:roll: :roll: :roll: :roll: :roll ...
by robot256
Sat May 24, 2025 11:49 pm
Forum: Not a bug
Topic: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
Replies: 4
Views: 525

Re: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.

Empty slots do not evaluate to zero. They cause the condition to always evaluate to false. The behavior you observe was added in response to another bug report where the unpopulated conditions would break the intended logic because of this.
by robot256
Sat May 24, 2025 4:50 pm
Forum: Ideas and Suggestions
Topic: Bring back 1.x rail signal wagon visualisation when hovering over a signal
Replies: 8
Views: 664

Re: Bring back 1.x rail signal wagon visualisation when hovering over a signal

The problem OP describes is one I have commonly too. Say you build an intersection, place the signals at the entrance to the intersection, and want to place additional signals on the entering tracks spaced precisely for waiting trains. What you actually need is the wagon visualizations shown *after ...

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