Search found 2126 matches

by Qon
Tue Jan 30, 2024 3:54 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

That's great that you can replace the icon in rich text but what if I use the name of the resourse such as "Iron Depot", "Copper Depot" instead of the icons. Can we have support for replacing any text in the stop names instead of just icons? So you can do "[item] Depot"...
by Qon
Mon Jan 29, 2024 12:05 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

It causes no problems, because if you don't use it then it has no effect. For those that understand it it can be a convenient way to fine tune the workings of the factory. You are allowed to see the system as beyond your mental capacities and pass on using it if it would cause you more problems tha...
by Qon
Sun Jan 28, 2024 6:31 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

A hard priority system follows the orders of the player. A soft priority system is a system which by definition will ignore the players intended behavior. Just set your priorities correctly and dynamically if fixed priorities is not aligned with your intended behavior. So what you're saying, is tha...
by Qon
Sun Jan 28, 2024 9:45 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

ThePiachu wrote:
Sat Jan 27, 2024 11:45 pm
I'm guessing we'll be able to set stop priority with some logic,
Why guess when the FFF related to this thread answers the question?
by Qon
Sun Jan 28, 2024 9:43 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Quick question about the priority system. Are they soft priorities, such that X task is given some kind of bonus multiplier to its priority? Or are they hard priorities, such that do all 51s first, then do all 50's next, then do all 49's next, etc.? The way it works, is that the priority of a train...
by Qon
Sat Jan 27, 2024 11:11 pm
Forum: Modding help
Topic: Script "undo" interactions
Replies: 2
Views: 186

Re: Script "undo" interactions

No.
by Qon
Sat Jan 27, 2024 7:53 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 57
Views: 14140

Re: Friday Facts #385 - Asteroid Collector

0xE1 wrote:
Sat Jan 27, 2024 7:42 pm
Any ideas how "Ribbon world" map setting will work with Space and other Planets?
Each planet will be a ribbon world, what else could it be?
by Qon
Sat Jan 27, 2024 12:35 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

- Is the prio only used for target picking or also used in source picking? So let's say we have 5 different stations supplying X at 50/40/30/20/10 prios, will a train go to the suppliers in order of priority, assuming all stations are open etc., and will the trains then leave the station in order o...
by Qon
Sat Jan 27, 2024 1:31 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I'm not yet convinced I can "totally make a train go to station "[A]" by sending the [A] signal to its train stop." with the information provided. That sounds like you extrapolated based on wishful thinking. From the FFF: We also have similar signals for 'Any Fluid', 'Any Fuel' ...
by Qon
Fri Jan 26, 2024 7:13 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 22835

Re: Friday Facts #394 - Assembler flipping and circuit control

The splitters are configured with a GUI, and when flipped the GUI configuration for left/right input/output priority and filters swap the left/right configuration. If rail signals (and chain, stops) were changed to GUI configurations on rail pieces and then the entities were changed to just graphica...
by Qon
Fri Jan 26, 2024 6:34 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

And even with a way to route trains to stops dynamically, we might still need to design a whole central scheduling computer with combinator hashtables and whatnot, so it's not exactly making the game too easy either. I'm making the solution for that with my Combinassembly language. Of course, my su...
by Qon
Fri Jan 26, 2024 3:10 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Could there be a case where you need different priority for incomming and outgoing trains? If so, I guess it can be done via circuitery, but a separate slider would be much easier. For a train to arrive you need a train to leave first if it's taken. If priority is lower to leave then trains will be...
by Qon
Fri Jan 26, 2024 1:52 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

So in 2.0, disabled trains stops will act as if they have 'Train limit = 0': I'm not yet convinced that the new cool interrupt features allow us to completely control trains with circuits. The interrupts and the generic signals are very cool, but with generic signals only being able to take the sig...
by Qon
Fri Jan 26, 2024 1:11 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Easier train dispatching Another annoyance which becomes more clear with larger train systems, is the pain of creating and dispatching new trains. With the ability to blueprint trains, it is almost painless, but you still need to manually set them to automatic mode. No Longer! Now when a train blue...
by Qon
Fri Jan 26, 2024 12:59 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18699

Re: Friday Facts #395 - Generic interrupts and Train stop priority

2. What if there's other text in the stop name, such as the name of the item, written in the player's language? Can the placeholder match that? I don't want to lose readability by having the only unique part of the stop name being the icon, especially in modded playthroughs with lots of similar (or...
by Qon
Thu Jan 25, 2024 7:45 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 754

Re: How to delete entire construction queue for robots

Know what you are doing though. It's a tradeoff, too high and latency does possibly decrease, but you pay with lower UPS as well. But you can set it back to default after you are done if you want to test it. This is why it's so slow for you: https://forums.factorio.com/download/file.php?id=80441 The...
by Qon
Thu Jan 25, 2024 2:36 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 754

Re: How to delete entire construction queue for robots

Make a deconstruction planner filtered to only remove ghosts and zoom out on map and just remove them all then. I tried it, unfortunately the filter for ghosts in the deconstruction planner does not work to remove upgrade requests for buildings, it only removes blueprints for buildings that would b...
by Qon
Thu Jan 25, 2024 1:52 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 754

Re: How to delete entire construction queue for robots

robots everywhere stop working until those orders are done Wrong. But having a large amount of build order within construction reach without materials will make the queue longer so it takes more time to go through the list. But that just means construction bots will react a bit slower to build requ...
by Qon
Thu Jan 25, 2024 1:44 pm
Forum: Ideas and Suggestions
Topic: Proposal for achievements with mods.
Replies: 5
Views: 672

Re: Proposal for achievements with mods.

And I am aware that it is a recurring request, however I wanted to suggest a solution that's more than just "enable all achievements". Just enable steam achievements and have modded achievement list merged with regular list and allow commands, cheats and editor for achievements is probabl...
by Qon
Wed Jan 24, 2024 5:51 pm
Forum: Modding help
Topic: Calling other mods functions in the data stage
Replies: 7
Views: 505

Re: Calling other mods functions in the data stage

In my mod, i want other mods to be able to call a function i define in the data stage to create alot of related prototypes. However, i don't think mods can communicate with each other in the data stage, only in the control stage. I would like this ability to be added to the data stage to allow othe...

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