Search found 330 matches
- Sat Dec 30, 2017 10:40 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26537
Re: [MOD 0.15] Automatic train deployment
Hmm, I can't seem reproduce that, even when also using equipment grids. If you could please either describe in a bit more detail what you're doing or upload a reproduction save with as few mods as possible and I'll hopefully be able to fix it. From what I can tell so far it is not the mk3 cargo wago...
- Fri Dec 29, 2017 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Train stations should output the train's color
- Replies: 6
- Views: 1679
Re: read the color of a train possible?
I'm pretty sure that this is not possible in vanilla. I'm also pretty sure that it should be possible to make a mod that allows for this, but I have not really worked with generating circuit signals so I can't say for sure. As an alternative you could use one cargo slot to carry some kind of item (t...
- Fri Dec 29, 2017 3:13 pm
- Forum: Gameplay Help
- Topic: Train Pathing Question
- Replies: 14
- Views: 4147
Re: Train Pathing Question
This is caused by the pathfinder not looking whether a signal is red or not - except for circuits - but whether or not there is a train in the block. As there is no train in either block the only thing the pathfinder has to differentiate with is how long the paths are. Changing how that works seems ...
- Tue Dec 19, 2017 9:23 pm
- Forum: Pending
- Topic: [14.22] Building rails can cuse trains to ignore signals
- Replies: 8
- Views: 3522
Re: [14.22] Building rails can cuse trains to ignore signals
I think that this bug was likely fixed in 0.15 as Klonan suggested, the crash I linked to earlier was likely one of the issues that was fixed in 0.16. As I have not been able to successfully replicate this bug since 0.15 it seems fair to to me to call this one resolved.
- Sun Dec 17, 2017 12:39 pm
- Forum: Gameplay Help
- Topic: Console command help Furnace/machine speed
- Replies: 1
- Views: 2660
Re: Console command help Furnace/machine speed
I don't think that is possible to alter via scripts, those things are specified in the entity prototypes. To change those I think you'd have to make a mod that in data-final-fixes.lua modifies the data table to increase the crafting speed of entities with some multiplier, set it to some fixed value,...
- Thu Dec 14, 2017 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.2] Train stops show wrong circuit UI
- Replies: 1
- Views: 1820
[Rseding91] [0.16.2] Train stops show wrong circuit UI
When selecting the citcuit mode for train stops the output settings for train ID only shows up if (and only if) the enable/disable mode is selected.
- Thu Dec 14, 2017 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2]Game accepts extra comma in info.json
- Replies: 7
- Views: 4485
[0.16.2]Game accepts extra comma in info.json
This is most likely a pretty minor issue but never the less: Noticed by accident that the game accepts a incorrect comma on the last value. The mods.factorio.com correctly (I think?) rejects this so it's not really possible to distribute mods with this minor error. Example (is also the attached mod)...
- Thu Dec 14, 2017 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [aaargha] [0.16.2]Scripting train schedule can cause overshoot
- Replies: 3
- Views: 1092
Re: [0.16.2]Scripting train schedule can cause overshoot
The train stop it's switching to is far away giving the train ample time to stop if it wanted to. It's not that it can't it's that it does not attempt to. EDIT: in fact the train does not change speed at all after changing the schedule. It just coasts along at the same speed until it has passed the ...
- Thu Dec 14, 2017 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [aaargha] [0.16.2]Scripting train schedule can cause overshoot
- Replies: 3
- Views: 1092
[aaargha] [0.16.2]Scripting train schedule can cause overshoot
Changing the destination via scripts while a train is in arrive_station can cause it to not properly stop at the next stop, instead it overshoots and gets stuck on no path just past the train stop. To reproduce in the save below: 1. Set the train to auto 2. Run this script when it has passed the haz...
- Thu Dec 14, 2017 8:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.1] take_screenshot ignores surface parameter
- Replies: 1
- Views: 1881
[0.16.1] take_screenshot ignores surface parameter
Unlesss I'm really misunderstanding how the new surface parameter to take_screenshot is supposed to work, it seems like it does nothing? surface :: SurfaceSpecification (optional): IF defined, the screenshot will be take on this surface unless player is also given. If I'm reading that correctly the ...
- Wed Dec 13, 2017 9:53 pm
- Forum: Gameplay Help
- Topic: Correct use of train Wait Until Item Count condition
- Replies: 2
- Views: 3005
Re: Correct use of train Wait Until Item Count condition
I think that you need to use the "circuit signal", or what ever it's called, wait condition. If you want to compare it to the cargo it should be possible if you enable read cargo on the train stop. I don't think that you can combine the "item count"/"fluid count" with c...
- Wed Dec 13, 2017 10:45 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.37] Early station wait penalty
- Replies: 4
- Views: 6142
Re: [kovarex] [0.15.37] Early station wait penalty
I would like to thank you from my heart for this report. I knew there was something fishy there, when even 2000 of penalty for train stops wasn't enough to keep trains from going through the stops in my playthrough and clogging my system. I really like nice and clean examples of the bug as you gave...
- Tue Dec 12, 2017 11:42 am
- Forum: Gameplay Help
- Topic: trains stuck on blue chain signal
- Replies: 14
- Views: 8516
Re: trains stuck on blue chain signal
I've tested your setup a bit (thanks for sharing the BP string, makes it really easy) and while I noticed the first one happening it was only for about half a second or so at most. The only way I could make a train wait at the blue signal was to put the oldest train in the stacker in manual mode. Th...
- Fri Dec 08, 2017 4:12 pm
- Forum: Modding interface requests
- Topic: on_circuit_network_created
- Replies: 0
- Views: 560
on_circuit_network_created
TL;DR Basically on_train_created but for circuit networks. What ? I'd like some way for a mod to know whether or not entities have been added/removed from a circuit network. I figured that an event that work like on_train_created and would contain perhaps a LuaCircuitNetwork (set to some entity in ...
- Wed Dec 06, 2017 9:14 am
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26537
Re: [MOD 0.15] Automatic train deployment
I'm using this mod with LTN with great success. No conflicts. I have an input stop with a trains parked and schedule to go to "Depot" on a small separate track. Then a track with a trigger locomotive (no fuel, schedule set to go to the copy stop), a signal, the copy stop (with enough spac...
- Tue Nov 28, 2017 7:21 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887298
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Finally finished my "No Gods" thing, a pro tip is to not use it when disabling stations (or at all - for sanity), I actually had to make an override to disable the instant stop stations, the path changing they caused made it too deadlock prone. There shouldn't be a deadlock on the outer sq...
- Sat Nov 25, 2017 10:52 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9977
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
I just noticed that this was still in pending but I'm a bit unsure what additional information is being asked for at the moment. If there is anything I can supply that would help the investigation please let me know and I'll do my best to help. If not, then don't mind me and carry on :) Disclaimer: ...
- Tue Nov 21, 2017 12:39 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 143528
Re: How-to: Two-way rails
Both step 2 & 4 involve increasing the number of active trains, "one train at a time" is only true for the "Example: The worst reliable system ever". Apparently the guide is still not kissed enough ;) The one-way loop is a valid alternative to a two-way system. I'd think that...
- Mon Nov 20, 2017 11:46 pm
- Forum: Mods
- Topic: [MOD 0.15+] Automatic train deployment
- Replies: 38
- Views: 26537
Re: [MOD 0.15] Automatic train deployment
LTN sounds like a mod that would be likely to conflict with this one, you may want to try it without LTN and see if that works. If it's still not working you're going to have to give a bit more details on what you're doing, what you think should happen and what is happening. Currently I don't really...
- Mon Nov 20, 2017 11:36 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 143528
Re: How-to: Two-way rails
You want to show me an example on how you use these rails cause I have a lot of issues with your claim. 1) Which is super amazing as we can skip one assembler. 1 assembler and you're amazed? 2) Saves on signals??? At the very least you still need 2 signals. If adding multilanes, you now have to use...