Search found 353 matches: waypoints
Searched query: waypoints
- 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
- 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 ...
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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. ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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. ...
- 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.
Changing temp stops to waypoints has trains overshoot the stop.
- 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 ...
- Fri Mar 10, 2023 2:51 am
- Forum: PyMods
- Topic: Why do Caravan waypoints cost food?
- Replies: 1
- Views: 865
- 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.
- 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, ...