Search found 353 matches: waypoints

Searched query: waypoints

by charonme
Sun Apr 07, 2024 8:27 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

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
by Loewchen
Sun Apr 07, 2024 10:52 am
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

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 ...
by charonme
Sun Apr 07, 2024 10:31 am
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

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
by n3ss
Thu Feb 01, 2024 1:55 pm
Forum: Gameplay Help
Topic: Is this expected/documented behavior for Spidertrons?
Replies: 2
Views: 356

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 ...
by mmmPI
Tue Dec 12, 2023 11:36 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9484

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 ...
by quyxkh
Tue Dec 12, 2023 12:12 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9484

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 ...
by quyxkh
Mon Dec 11, 2023 7:44 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9484

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 ...
by mmmPI
Sat Nov 04, 2023 3:22 am
Forum: Modding interface requests
Topic: Expose some backend for trains choosing where to go
Replies: 5
Views: 607

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 ...
by MrGrim
Thu Sep 07, 2023 7:56 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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. ...
by FuryoftheStars
Sun Sep 03, 2023 8:06 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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 ...
by jgilmore42
Fri Sep 01, 2023 7:53 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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 ...
by MrGrim
Fri Sep 01, 2023 6:49 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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 ...
by jgilmore42
Fri Sep 01, 2023 6:25 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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 ...
by Hares
Fri Sep 01, 2023 6:13 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42264

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.
by mmmPI
Sat May 13, 2023 12:36 pm
Forum: Ideas and Suggestions
Topic: Node based pathing for bots
Replies: 5
Views: 2403

Re: Node based pathing for bots

... combined with https://mods.factorio.com/mod/lex-aircraft, this would allow to give order to a flying cargo ship to follow waypoints, similar to the dotted lines between robotport, a mix between trains and drones. This makes sure those do not venture in hostile territories. ...
by Optera
Sat Apr 15, 2023 7:20 pm
Forum: Logistic Train Network
Topic: [Fixed] bad LTN output from inserters stuck with items
Replies: 24
Views: 10682

Re: [Fixed] bad LTN output from inserters stuck with items

Reading inventory before trains arrive at temp stops is way too much effort to fix this edge case.

Changing temp stops to waypoints has trains overshoot the stop.
by mrvn
Mon Mar 20, 2023 5:00 pm
Forum: Logistic Train Network
Topic: Feature Request - Having multiple Stations work as one
Replies: 16
Views: 6483

Re: Feature Request - Having multiple Stations work as one

Wasn't there an (experimental?) option for LTN to not set a temporary waypoint in the schedule? Without the waypoints there would be a simpler way to implement your setup at the cost of having all stations with the same name act as a single group of stations. Simply place 1 ...
by gavrielba
Fri Mar 10, 2023 2:51 am
Forum: PyMods
Topic: Why do Caravan waypoints cost food?
Replies: 1
Views: 865

Re: Why do Caravan waypoints cost food?

lol
by Dragony
Thu Mar 02, 2023 4:13 pm
Forum: PyMods
Topic: Why do Caravan waypoints cost food?
Replies: 1
Views: 865

Why do Caravan waypoints cost food?

It should not cost anything to give them hints so they don't choose a stupid route through the whole base.
by 1WheelDude
Mon Feb 06, 2023 9:42 pm
Forum: Technical Help
Topic: Placing or deconstructing rail signals is causing massive fps/ups hit in game now
Replies: 5
Views: 1047

Re: Placing or deconstructing rail signals is causing massive fps/ups hit in game now

... turned red with combinator. That would trigger revalidation on fewer trains. And if the path were simpler, with less junctions, or maybe using waypoints in some area where it make sense it would make each revalidation take less time. When you have a train selected, you can see its pathing, ...

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