Search found 362 matches: waypoints
Searched query: waypoints
- Mon Nov 11, 2024 6:29 pm
- Forum: Minor issues
- Topic: [2.0.11] Train pathfinding takes much longer path
- Replies: 28
- Views: 1048
Re: [2.0.11] Train pathfinding takes much longer path
... automated schedules here, but about temporary train stops. Trains in Factorio have never worked this way. They don't add stations themselves as waypoints, and they don't spontaneously reverse direction. However, you can add the station to the train schedule yourself with no leaving conditions, ...
- Sun Oct 27, 2024 7:24 am
- Forum: Assigned
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 2
- Views: 218
[Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
In Factorio 1.1 when overwriting the cutscene controller with new waypoints, if the first waypoint had `zoom = nil` then the zoom value from the previous waypoint would be used. In 2.0.11 this behavior has changed, so if the first waypoint has no zoom the ...
- Tue Oct 22, 2024 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.8] Crash accessing opened field of character in cutscene
- Replies: 1
- Views: 492
[Genhis][2.0.8] Crash accessing opened field of character in cutscene
... entity /c character = game.player.character -- start a 7 second cutscene /c game.player.set_controller{type=defines.controllers.cutscene, waypoints={{position={0,-10},transition_time=300,time_to_wait=120}}} -- access the character's opened field (using game.print so parses as valid Lua) ...
- Sun Oct 20, 2024 11:53 am
- Forum: Modding help
- Topic: Automating the Engineer / Factorio Client
- Replies: 4
- Views: 440
Re: Automating the Engineer / Factorio Client
... since DFHack is seeming like the correct architecture to follow. "Compilatron Therapist" would be the utility that lets you edit waypoints or a to-do list for the automated client. If these applications have a REST API or web interface, then that would be a great dividing line ...
- Fri Jun 21, 2024 9:18 pm
- Forum: Pending
- Topic: [1.1.107] Biter group stuck after pathing near water
- Replies: 2
- Views: 586
Re: [1.1.107] Biter group stuck after pathing near water
I can reproduce the same error message by waiting for the code to run (including choosing waypoints), and then use /editor to add a bunch of water on/near the waypoint.
Here is a save that will reproduce the issue (game.print is called with the coordinates of the stuck unit group when it happens).
Here is a save that will reproduce the issue (game.print is called with the coordinates of the stuck unit group when it happens).
- Thu Jun 20, 2024 5:05 am
- Forum: Pending
- Topic: [1.1.107] Biter group stuck after pathing near water
- Replies: 2
- Views: 586
[1.1.107] Biter group stuck after pathing near water
... suggestions/feedback about how I could make progress (if there is more debugging info that would be helpful). Perhaps our algorithm for choosing waypoints could try harder to find a location farther away from water, for instance. I guess maybe an option would be to destroy the unit group, and ...
- Wed Jun 19, 2024 11:08 pm
- Forum: Modding help
- Topic: Unit Group pathing failures
- Replies: 3
- Views: 365
Unit Group pathing failures
... suggestions/feedback about how I could make progress (if there is more debugging info that would be helpful). Perhaps our algorithm for choosing waypoints could try harder to find a location farther away from water, for instance. I guess maybe an option would be to destroy the unit group, and ...
- Fri May 24, 2024 11:17 am
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 13115
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
... waiting for the most :P First, a shameless plugs: https://forums.factorio.com/viewtopic.php?t=104721 and https://t3st3ro.github.io/stuff/factorio-waypoints.html and requests directly related to that: Could you add some API for registering a bunch of actions as a single entry on the undo stack, ...
- Sat May 04, 2024 10:06 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58659
Re: Friday Facts #374 - Smarter robots
... one object to another. If you store it as a hash table where the key is the endpoint and the value is the estimated time to make the trip (and waypoints along the trip if necessary, like if it's too far to get there without charging). Only add entries when the hashtable does not already contain ...
- Sun Apr 07, 2024 8:27 pm
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2878
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
when I set a new waypoint right around the time an autosave is triggered. The already set waypoints get discarded after the autosave finishes. If I quit the game and load the autosave the waypoints are still there
- Sun Apr 07, 2024 10:52 am
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2878
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
This is constantly happening to me too. Steps to reproduce: shift click to enqueue/chain waypoints for a spidertron on a map and when the autosave is triggered around the moment a next waypoint is being created the entire chain gets cancelled after the autosave finishes ...
- Sun Apr 07, 2024 10:31 am
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2878
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
This is constantly happening to me too. Steps to reproduce: shift click to enqueue/chain waypoints for a spidertron on a map and when the autosave is triggered around the moment a next waypoint is being created the entire chain gets cancelled after the autosave finishes
- Thu Feb 01, 2024 1:55 pm
- Forum: Gameplay Help
- Topic: Is this expected/documented behavior for Spidertrons?
- Replies: 2
- Views: 663
Is this expected/documented behavior for Spidertrons?
... I have a red spidertron with the white and green spidertrons set to follow red. I grab the remote for the green spidertron and send it to several waypoints, holding shift the entire time. After it reaches the last waypoint it returns to following the red spidertron. I grab the remote for the white ...
- Tue Dec 12, 2023 11:36 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 15578
Re: Maximum throughput of a rail line
... I check whether the path end rail has changed since the previous tick. If it has, that's because the braking point passed a scheduled stop. I use waypoints so the trains don't brake, they just go right by, which means the recorded distance is as close as the train got before its braking point ...
- Tue Dec 12, 2023 12:12 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 15578
Re: Maximum throughput of a rail line
... I check whether the path end rail has changed since the previous tick. If it has, that's because the braking point passed a scheduled stop. I use waypoints so the trains don't brake, they just go right by, which means the recorded distance is as close as the train got before its braking point ...
- Mon Dec 11, 2023 7:44 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 15578
Re: Maximum throughput of a rail line
... lengths, but as a way of validating models I thought I'd measure throughput as directly as possible. So I put a train on a long oval loop with waypoints at the end of each straightaway and watched for the train's path_end_rail to change. Each tick I recorded the distance from the train's back ...
- Sat Nov 04, 2023 3:22 am
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 1056
Re: Expose some backend for trains choosing where to go
... in it to stay at their departure location with the "destination full" message. They would choose the other Elevator (name 2 "waypoints" the same) that has still some room left, even if it's not the closest though. The other points you mention are indirectly related to ...
- Thu Sep 07, 2023 7:56 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58659
Re: Friday Facts #374 - Smarter robots
... and dynamic obstacles allows this. There's no need to check every tick if something got in the way. In fact, the new queueing system literally is waypoints! It's not static, though. Any roboport at any given moment could be destroyed or deconstructed. There's no reason this needs to be handled. ...
- Sun Sep 03, 2023 8:06 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58659
Re: Friday Facts #374 - Smarter robots
... and dynamic obstacles allows this. There's no need to check every tick if something got in the way. In fact, the new queueing system literally is waypoints! It's not static, though. Any roboport at any given moment could be destroyed or deconstructed. I have played this game for hundreds of hours ...
- Fri Sep 01, 2023 7:53 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58659
Re: Friday Facts #374 - Smarter robots
... usually refer to dynamic obstacles and collision detection. Since bots are flying, none of them is applicable. There's just a number of static waypoints. Unlike the true pathfinding, this operation is quite cheap. Waypoints is pathfinding. It was popular with quake bots, for instance. That ...