The regenerative braking module seems to produce far more energy than is required to accelerate. After providing some initial energy I can "charge" the regen and transformer modules by spamming W and S while driving the train. All aboard for free energy!
Blame Factorio's weird physics. The brake ...
Search found 154 matches
- Thu Nov 03, 2016 9:33 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 51256
- Sun Oct 30, 2016 5:43 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 51256
Re: [MOD 0.14.2] Electric vehicles
The errors related to Vehicle Wagons should be fixed in 0.3.5
- Wed Oct 26, 2016 6:25 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
Besides,
The point i am getting at, is that you shouldn't worry about this,
Have no on_tick,
Don't worry about them being destroyed, because it is highly unlikely
In all my fancy mods with creating and destroying entities, i have never had an on_tick checker,
And i have never had any complaints ...
The point i am getting at, is that you shouldn't worry about this,
Have no on_tick,
Don't worry about them being destroyed, because it is highly unlikely
In all my fancy mods with creating and destroying entities, i have never had an on_tick checker,
And i have never had any complaints ...
- Tue Oct 25, 2016 5:18 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
The events would benefit any mod that uses compound entities (concrete lamppost, torches, ks_power, electric vehicles, etc) or wish to create/destroy entities from external mods (creative mode, vehicle wagon, etc).
You mention those mods,
But in their entire existence i have never seen or ...
- Sun Oct 23, 2016 11:06 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 51256
Re: [MOD 0.14.2] Electric vehicles
Hello, I'm the author of the Vehicle Wagon mod, and I & some users have noticed bugs when using both Electric Vehicles and Vehicle Wagon together.
Since my mod uses the entity.destroy() method for deleting vehicles, I believe it isn't detected by the tests for invalid entities in your Electric ...
Since my mod uses the entity.destroy() method for deleting vehicles, I believe it isn't detected by the tests for invalid entities in your Electric ...
- Sun Oct 23, 2016 10:57 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
"x" after calling destroy on it is simply a nullptr on the C++ side. The equivalent to "nil" in Lua. You can compare it all day long and it will equal other things that are "nil" but you can't tell *what* it was before it was set to "nil".
Which is perfectly fine. Although at that point a.invalid ...
Which is perfectly fine. Although at that point a.invalid ...
- Sun Oct 23, 2016 10:16 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
Equality checks don't work once an entity is invalid. It will always compare false with any other valid entity or compare true with any other invalid entity regardless of them actually being equal before they got destroyed.
That just means it clears out all the invalid entities in one go which is ...
That just means it clears out all the invalid entities in one go which is ...
- Sun Oct 23, 2016 10:10 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
Typically you just assume no other mod should be destroying your entities, such that unless you are calling entity.destroy() on it yourself, you won't need to worry
I have a couple mods which use the same thing, spawning entity, listening to on_died/mined etc. for when to destroy its counterpart ...
I have a couple mods which use the same thing, spawning entity, listening to on_died/mined etc. for when to destroy its counterpart ...
- Sun Oct 23, 2016 9:58 pm
- Forum: Modding discussion
- Topic: [Solved] Which event should be used for LuaEntity.destroy()?
- Replies: 72
- Views: 28389
Re: Which event should be used for LuaEntity.destroy()? When?
There can never be an entity destroyed event because once an entity is destroyed it's no longer valid for any mod to hold a reference to it so an event would be invalid to fire at that point.
You just have to check "valid" before you use anything.
There are still two things we can do with an ...
You just have to check "valid" before you use anything.
There are still two things we can do with an ...
- Sun Oct 23, 2016 9:07 pm
- Forum: Implemented mod requests
- Topic: raise_event() should add .raised = true to table
- Replies: 15
- Views: 6581
Re: raise_event() should add .raised = true to table
Why is checking .valid so hard? https://www.tt-forums.net/images/smilies/confused.gif
Its not in the slightest... if you are doing anything to an entity... check if it is valid first
If you are doing something to an entity, the game will have to evaluate it anyway, so checking if its valid adds ...
Its not in the slightest... if you are doing anything to an entity... check if it is valid first
If you are doing something to an entity, the game will have to evaluate it anyway, so checking if its valid adds ...
- Sun Oct 23, 2016 7:52 pm
- Forum: Implemented mod requests
- Topic: raise_event() should add .raised = true to table
- Replies: 15
- Views: 6581
Re: raise_event() should add .raised = true to table
There's entity/item/other removal due to mod migration, game version migration, mod removal.
There are events to handle these.
There's also the core game itself removing entities when things like terrain are built over decoratives (they aren't killed, they're just destroyed) and so on. Eventing ...
There are events to handle these.
There's also the core game itself removing entities when things like terrain are built over decoratives (they aren't killed, they're just destroyed) and so on. Eventing ...
- Sun Oct 23, 2016 7:32 pm
- Forum: Implemented mod requests
- Topic: raise_event() should add .raised = true to table
- Replies: 15
- Views: 6581
Re: raise_event() should add .raised = true to table
Sigh. I wish there were events for when entities get destroyed or created by mods so we don't have to check for validity all the frickin' time. I'll have a look into this. Thanks for letting me know.
I don't implement API changes for lazy mod developers. Checking "valid" IS THE CORRECT WAY TO ...
I don't implement API changes for lazy mod developers. Checking "valid" IS THE CORRECT WAY TO ...
- Fri Oct 21, 2016 7:25 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 59340
Re: Friday Facts #161 - Infinite Research and Blueprint Library
Is there a reason why blueprints use a different button sprite for renaming than train stations which already have a perfectly good edit button?
I never really understood the point of that arrow thing. Always looked like a "repeat" button to me.
I never really understood the point of that arrow thing. Always looked like a "repeat" button to me.
- Fri Oct 21, 2016 11:49 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 51256
Re: [MOD 0.14.2] Electric vehicles
It's no so straight forward because there are assumptions around these events, like the player having a free slot in their inventory after building an entity, so you know you can put the item back and so on. And if a mod tracks killed entities than calling these events can skew with statistics and ...
- Fri Oct 21, 2016 10:27 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 51256
Re: [MOD 0.14.2] Electric vehicles
Sigh. I wish there were events for when entities get destroyed or created by mods so we don't have to check for validity all the frickin' time. I'll have a look into this. Thanks for letting me know.
- Fri Oct 07, 2016 9:33 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 35614
Re: [MOD 0.14.2] Wireless Charging
The sprites of the locomotives are bigger than the area they cover in terms of game mechanics. So yes unfortunately the first locomotive of the train only reliably connects to two stations, the second to three and then it repeats. That's simply because a car is 6 tiles long, but there is a gap ...
- Sun Oct 02, 2016 4:51 pm
- Forum: Won't implement
- Topic: Generic entity
- Replies: 12
- Views: 8106
Re: Generic entity
So you're saying we should utilize all the power of a modern multi-core machine while also saying it is not a good idea to try to implement multithreading to the game?
The game utilizes as much of the CPU as it can, but the main game update is a single threaded process. Once it is using 100% of a ...
The game utilizes as much of the CPU as it can, but the main game update is a single threaded process. Once it is using 100% of a ...
- Sun Oct 02, 2016 4:06 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 13947
Re: [MOD 0.14] Personal Roboport Switch
So i just installed the mod
i hit the hotkey and i get the prompt but my personal construction bots still work...
Am i doing something wrong ?
14.12
So just to clarify your bots only disable while your player character is standing inside the bounds of the target network. If you are standing even ...
i hit the hotkey and i get the prompt but my personal construction bots still work...
Am i doing something wrong ?
14.12
So just to clarify your bots only disable while your player character is standing inside the bounds of the target network. If you are standing even ...
- Sun Oct 02, 2016 3:58 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 35614
Re: [MOD 0.14.2] Wireless Charging
i have hp coil in armor and hp floor station, when train is charging the out of power icon goes away, and battery's charge,
when i stand on floor coil the out of power icon continues to flash like it doesn't see me at all.
Hm I'm really guessing now because I have no clue what's going on but are ...
- Sun Oct 02, 2016 3:52 pm
- Forum: Won't implement
- Topic: Generic entity
- Replies: 12
- Views: 8106
Re: Generic entity
It isn't really about the modding interface. Whether that would change after such a refactoring is an entirely different issue since it would likely break every mod in existence.
No I'm wondering about the game itself. I find the notion of dismissing a design that has repeatedly proven itself to be ...
No I'm wondering about the game itself. I find the notion of dismissing a design that has repeatedly proven itself to be ...