Search found 598 matches
- Wed Jan 11, 2023 1:09 pm
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 1041
Re: Train path isn't switching fast enough
If you're designing some kind of railway grid with 2 parallel unidirectional tracks, one back and one forth, and add tracks to all 4 sides, you have the dilemma that you cannot overlay the tracks with the next tiled section. Geometrically speaking, there is no problem with a unidirectional rail gri...
- Wed Jan 11, 2023 6:27 am
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 1041
Re: Train path isn't switching fast enough
While redesigning the system would result in far fewer problems, rhe immediate cause of repathing being slow is the train stop you put on a mainline bidirectional track. Train stops that the train is not stopping at penalize a path by 2000 tiles. The penalty for another train stopped and blocking a ...
- Tue Jan 10, 2023 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 2155
Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Understood, thanks for clarifying!
- Tue Jan 10, 2023 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 2155
Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Most likely the issue is that second part: mod migration.lua files were never intended to run in simulations. To clarify: Do you mean that it was not intended for the simulation script to call mod migration.lua files, and the simulation script needs to be fixed by you to not call them anymore? Or d...
- Mon Jan 09, 2023 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 2155
Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Small update: PI-C was investigating another tutorial migration crash and discovered that the tutorial scenario script calls the migration scripts within the Lua environment of the scenario itself, not within mod sandboxes. This is the root cause for why relative path resolutions are affected, but i...
- Mon Jan 09, 2023 12:43 am
- Forum: Modding discussion
- Topic: How to change entity before blueprinting
- Replies: 4
- Views: 970
Re: How to change entity before blueprinting
Yes, that's right: https://lua-api.factorio.com/latest/events.html#on_player_setup_blueprint mapping :: LuaLazyLoadedValue(dictionary[uint → LuaEntity]) The blueprint entity index to source entity mapping. Note: if any mod changes the blueprint this will be incorrect. It's not clear from the docs, b...
- Sun Jan 08, 2023 11:10 pm
- Forum: Modding discussion
- Topic: How to change entity before blueprinting
- Replies: 4
- Views: 970
Re: How to change entity before blueprinting
You have found that the blueprint API only allows getting or setting the entire list of entities at once. That's how it's supposed to work. I do this all the time when I want to change the name of the entity in the blueprint. As long as you're modifying entity subtables and not adding/subtracting fr...
- Sun Jan 08, 2023 6:01 pm
- Forum: Modding help
- Topic: Any way to programatically generate localised names?
- Replies: 5
- Views: 950
Re: Any way to programatically generate localised names?
This is the purpose of the "localised_name" and "localised_description" properties in the data phase. See the docs for some examples, and there are a lot of topics on the forum with answers to common questions. https://wiki.factorio.com/PrototypeBase#localised_name
- Sat Jan 07, 2023 11:10 pm
- Forum: Duplicates
- Topic: Train Crash from Destination Change While Inside Junction
- Replies: 3
- Views: 693
Re: Train Crash from Destination Change While Inside Junction
Trains can never path to avoid their own tails. This is simply a reason to avoid loop junctions. You could maybe try removing all the signals inside the junction, but that limits throughput. Trains don't lose their reservation at a station when the train limit decreases, only if the station becomes ...
- Fri Jan 06, 2023 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
- Replies: 18
- Views: 3809
Re: Please add ability to connect pipes with logic wires like chests and belts
https://mods.factorio.com/mod/Inventory%20Sensor can read nuclear reactor temperature, not sure about fluid temperature.
- Fri Jan 06, 2023 3:49 pm
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2357
Re: Train GUI formatted incorrectly for one type of locomotive?
What does the fuel tab look like? The fuel tab has 10 slots on a line along with a severely shrunken burning fuel bar. Cargo ship fuel tab.jpg That appears to be why the schedule tab horizontal alignment is off. Cargo ship schedule tab.jpg Thanks for looking at this. I would have expected the fuel ...
- Fri Jan 06, 2023 6:42 am
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2357
[Klonan] Train GUI formatted incorrectly for one type of locomotive?
With Factorio 1.1.74 and Cargo Ships 0.1.18 or 0.1.19, the Ship Engine train schedule entries and conditions are horizontally misaligned. The weird thing is that it looks normal for the Boat Engine and every other locomotive. See: https://imgur.com/a/Saq7rCv I also tried Factorio 1.1.41 and Cargo Sh...
- Thu Jan 05, 2023 9:23 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1655
Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
The relative BP grid is only ever compared to itself, right? You get the same functional result with any 4-wide relative grid, no matter where the entities in the BP are relative to the grid. Each successive placement will be 4 tiles over from the last. Rails will still only be placed on the 2x2 abs...
- Wed Jan 04, 2023 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 2155
[1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
I received a report against Cargo Ships 0.1.19 for a broken require() inside a migration script when opening a tutorial scenario from within another game (with a fairly large mod set). Log file is attached. It appears to affect only tutorials that are loaded from the Tips and Tricks library. Loading...
- Mon Jan 02, 2023 5:57 am
- Forum: Modding discussion
- Topic: LuaGuiElement frame with a close [X] button
- Replies: 3
- Views: 2133
Re: LuaGuiElement frame with a close [X] button
AFAIK, this is done by setting player.opened to your LuaGui root object when you make it visible, and/or responding to the events for on_gui_closed and on_gui_confirmed.BlackOverlord wrote: ↑Mon Jan 02, 2023 2:40 amIs there a proper way to make such frame closing with regular hotkeys (F or ESC)?
- Sun Jan 01, 2023 6:17 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3691
Re: Space Elevator not working
You're very welcome. Have a happy new year!
- Sun Jan 01, 2023 4:47 pm
- Forum: Bug Reports
- Topic: Blueprints borked after loading modpack
- Replies: 10
- Views: 2278
Re: Blueprints borked after loading modpack
Check if there is a Blueprint-storage.bak or similar file in your Factorio folder. You can create backups of the file yourself as well for the future. Also check if you have any blueprint items saved in the vanilla game you were playing. In-world blueprint item's can't be modified outside that save ...
- Fri Dec 30, 2022 4:46 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3691
Re: Space Elevator not working
Thanks, that's what we need. Your schedule is incomplete--it stops after going up to orbit because the next stop is back to loading on nauvis and it can't get there. The train schedule should be Load -> elevator up -> Unload -> elevator down. When the train is on the ground, you have to add the stat...
- Fri Dec 30, 2022 3:01 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3691
Re: Space Elevator not working
The only way we can know what is broken is if you post screenshots of your tracks, train schedules, and space elevator GUI control panel.
- Thu Dec 29, 2022 4:16 pm
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1678
Re: Mining drill real output slot
Thank you for the quick response! I will wait to see how it behaves with that fix in place.