Search found 607 matches
- Wed Jan 18, 2023 2:05 am
- Forum: Modding interface requests
- Topic: a filter on roboport robot type
- Replies: 3
- Views: 937
Re: a filter on roboport robot type
It's not an exact answer to your question, but I have dealt with this problem using vanilla before. The root of the problem is normally that logistics bots continuously move ammo and repair packs to the border wall, and never have any reason to fly back to the main base. We can correct this problem ...
- Mon Jan 16, 2023 10:33 pm
- Forum: Gameplay Help
- Topic: Splitter Filter Stops Working
- Replies: 3
- Views: 1033
Re: Splitter Filter Stops Working
The obvious cause I can think of is if the red belt lane got contaminated with some other items. Those items would end up on the left lane of the unfiltered output. If those items back up to the point that a non-red-cicuit item is held in the splitter's buffer for the left lane, then it will stop ac...
- Mon Jan 16, 2023 10:46 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Train
- Replies: 8
- Views: 3513
Re: Spidertron Train
i would love to see a traincart which only houses a single Spidertron that you could walk into with the Spidertron and have the Spidertron sitdown and dock into, letting it be transported via trains! You should check out Vehicle Wagons . I haven't tried it with spidertrons yet, but according to the...
- Sun Jan 15, 2023 8:11 pm
- Forum: Gameplay Help
- Topic: How to create a Dynamic Train station
- Replies: 4
- Views: 1191
Re: How to create a Dynamic Train station
LTN station setting signals are received from the Lamp component of the stop (the same place you send items available/requested). Also double check the mod settings in case I forgot about something there.
- Fri Jan 13, 2023 3:22 pm
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6787
Re: What to do with entities after uninstall
Anything that can be done by a JSON script can also be done by a Lua script and "uninstall" setting, if the mod author is careful. I can see a lot of problems running uninstall JSON files if you multiple mods still installed--what if it tries to set them back to a vanilla entity that doesn...
- Thu Jan 12, 2023 4:22 am
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 13742
Re: Version 1.1.75
Another thing not on the changelog: Mining drills marked for deconstruction before ejecting an item will return that item when they are deconstructed instead of destroying the item. Thank you!
- Thu Jan 12, 2023 12:16 am
- Forum: Ideas and Suggestions
- Topic: No minable resources filter in deconstruction planner
- Replies: 5
- Views: 1218
Re: No minable resources filter in deconstruction planner
If all you need is a way to visually see which drills to manually deconstruct, the game has it already. The activity indicator light on the drill is red when there are no resources left (or no power). This works for electric drills at least.
- Wed Jan 11, 2023 7:56 pm
- Forum: Gameplay Help
- Topic: How to create a Dynamic Train station
- Replies: 4
- Views: 1191
Re: How to create a Dynamic Train station
The solution to the inserters problem is to use the LTN "locked slots" feature, so that LTN intentionally underfills each wagon. The LTN stop combinator should output a signal for the requested item. Wire that to filter inserters to load the train, each configured to set filters by the cir...
- Wed Jan 11, 2023 1:41 pm
- Forum: Duplicates
- Topic: [1.1.74] Bug with 2 recipes that have the same end result
- Replies: 4
- Views: 860
Re: [1.1.74] Bug with 2 recipes that have the same end result
This is a known behavior. For example, https://forums.factorio.com/viewtopic.php?p=487038#p487038 Handcrafting algorithm is "dumb" and only picks one option to use for intermediate products. You can always click the other recipe to make the intermediates manually, then craft the final item...
- Wed Jan 11, 2023 1:09 pm
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 1067
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: 1067
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: 2234
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: 2234
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: 2234
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: 1010
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: 1010
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: 991
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: 724
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: 3914
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: 2428
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 ...