Search found 286 matches
- Sat Jan 27, 2024 6:19 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18332
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Reason one, I've seen enough posts from players where this caused problems, and the usual answer is: don't disable the station, set the limit to 0, and it'll work as expected. If disabling does the same as setting the limit to 0, those posts disappear, and those players are happy. Reason two, if I ...
- Fri Jan 26, 2024 6:10 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18332
Re: Friday Facts #395 - Generic interrupts and Train stop priority
You still can use simple train setups with dedicated stops for dedicated train lines. You're not forced to use all these features, and for the first trains to setup it's likely not worth it. It's just once you get big you have the option to set up a far more efficient train system than before. Prio...
- Fri Jan 26, 2024 4:22 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18332
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Hopefully interrupts will fill the role of stop skipping? That was the one good thing of being able to disable the stations. It works differently though. Interrupts is train-side logic, and the current skipping feature is train-stop-side logic. Not every usage of stop skipping can be replaced by in...
- Fri Jan 26, 2024 4:20 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18332
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Everything here looks great, except the outright removal of train stop skipping. This, and the previous train FFFs have given me the impression that there is a push for a One True Way™️ to play with trains: the megabase style with many same-named train stops. The more casual kind of train gameplay, ...
- Fri Jan 26, 2024 3:26 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
Technically the signals would be flipped across the axis of reflection (the horizontal or vertical line that divides the blueprint in half) along with the rails. I can see why you might think of it as "not flipping the signals" but I am thinking about it in a technical sense (see image be...
- Thu Jan 25, 2024 9:20 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
And all that 'splaining could've been summed up as a "no, I'd only want/support flipping the entities and track, not the signals themselves so the direction is preserved." ;) Technically the signals would be flipped across the axis of reflection (the horizontal or vertical line that divid...
- Wed Jan 24, 2024 11:24 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
Hopping around on multiplayer servers, I have found several large subfactories that would be flippable, or could be made flippable with a few small modifications. This one for example I found and made it 100% flippable by removing 20 or so lamps (that were not adding any benefit whatsoever because e...
- Wed Jan 24, 2024 8:18 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
Something to consider: does the player want to just flip the signals, only the other entities around the tracks, or both? I can see use cases for all 3, but this would require additional modes to handle, which, to me, just further bloats an already fairly bloated set of keybinds. :P *shrug* That is...
- Mon Jan 22, 2024 3:03 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
"Left hand" and "right hand" traffic are higher level concepts that apply to the rail network as ideas in your head, they cannot be flipped by an algorithm seeing only a blueprint of a part of the rail network. I have found that it can make sense to flip double track (mainline) ...
- Sun Jan 21, 2024 3:25 pm
- Forum: Resolved Requests
- Topic: LuaGuiElement.type
- Replies: 3
- Views: 320
Re: LuaGuiElement.type
Can mods add new GUI element types?
- Sun Jan 21, 2024 3:21 pm
- Forum: Modding interface requests
- Topic: [1.1.101] Rail signal cannot be rotated by script
- Replies: 1
- Views: 223
[1.1.101] Rail signal cannot be rotated by script
Changing a rail signal's direction from script does not work. -- Changing position works, even if it would make -- the rail signal invalid/disconnected with any rail. signal.teleport(3) -- Changing rotation DOESN'T work, even if it would result -- in a correctly placed signal (after teleporting to t...
- Sun Jan 21, 2024 2:48 pm
- Forum: Resolved Requests
- Topic: LuaGuiElement.type
- Replies: 3
- Views: 320
LuaGuiElement.type
This should be GuiElementType, not string: https://lua-api.factorio.com/latest/cla ... .html#type
- Sun Jan 21, 2024 11:13 am
- Forum: Won't implement
- Topic: car/vehicle: prevent enter/exit key
- Replies: 7
- Views: 2743
Re: car/vehicle: prevent enter/exit key
As using entities in ways not originally intended is the only way to get any sort of new feature modded into the game i have stopped considering this a hack a long time ago. Otherwise 90% of all mods are "hacks". So if anything, it's a request to "make the hack less ugly", like ...
- Sat Jan 20, 2024 7:27 am
- Forum: Modding help
- Topic: Context-sensitive documentation search
- Replies: 2
- Views: 252
Re: Context-sensitive documentation search
Another thing that helps in the SC2 Editor is that functions are grouped by category. By default you search the whole library, but you can click on categories to narrow it down. So in Factorio for example, it would be great if I could search functions by "Trains" category, which would incl...
- Sat Jan 20, 2024 7:03 am
- Forum: Modding help
- Topic: Context-sensitive documentation search
- Replies: 2
- Views: 252
Context-sensitive documentation search
I have a bit of experience with StarCraft 2 custom map making, and found it incredibly easy to get into. I have had several mod ideas for Factorio and I keep putting off actually trying to implement them and I have been wondering why I am reluctant to do it. I think I figured it out. When I'm in the...
- Sat Jan 20, 2024 6:20 am
- Forum: Modding interface requests
- Topic: Blueprint APIs
- Replies: 0
- Views: 171
Blueprint APIs
I was looking into what would be required to implement a mod idea, and found the APIs a bit lacking for blueprints. I would like to be able to add entities to a blueprint with all of the normal placement checks, but instead it seems that the API for blueprint entities is just an array. It would be b...
- Fri Jan 19, 2024 1:26 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22384
Re: Friday Facts #394 - Assembler flipping and circuit control
This made me thinking... Can you dump fluids in assemblers? If yes, how does it work? If not... this can be abused to destroy fluids automatically. You could be automatically resetting a recipe which takes an undesired fluid. Maybe the fluid is pushed out back to the input pipe, like when you remov...
- Sun Dec 31, 2023 6:34 am
- Forum: Not a bug
- Topic: [1.1.100] Train pumps do not respect fluid system restrictions
- Replies: 2
- Views: 520
Re: [1.1.100] Train pumps do not respect fluid system restrictions
It would be a shame if fluid sushi is impacted negatively (sending different fluids down the same pipe at different times), so if the pump logic is changed, it would be better if it is enabled whenever there's a matching fluid downstream, instead of disabling it whenever there's a different fluid. B...
- Thu Dec 07, 2023 10:27 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47806
Re: Friday Facts #384 - Combinators 2.0
You brought up several good points. I'm not against your suggestion as much anymore, but I want to present some more alternatives. I just realized last night that the R/G choice on the output of a arithmetic combinator makes no sense. If you don't want the result on the green wire then don't connect...
- Thu Dec 07, 2023 6:01 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47806
Re: Friday Facts #384 - Combinators 2.0
A for effort, mrvn, but I dislike both the complicated mockup you made (the second one) and the idea of hiding even more logic inside combinator GUIs instead of physicalized in the game world. If this is going to happen, I would rather be able to type an arithmetic expression on a single line, with ...