Thanks Rseding, that makes sense but I still feel like this is very unintuitive behaviour when one of the merged 'trains' is just a cargo wagon.
In my mind, the locomotive is the thing with a schedule and the wagons are just boxes on wheels, so placing down a box on wheels and it then overwriting ...
Search found 52 matches
- Mon Nov 18, 2024 1:01 pm
- Forum: Not a bug
- Topic: [2.0.15] Manually connecting rolling stock clears train schedule/group
- Replies: 3
- Views: 405
- Sat Nov 09, 2024 8:42 pm
- Forum: Not a bug
- Topic: [2.0.15] Manually connecting rolling stock clears train schedule/group
- Replies: 3
- Views: 405
[2.0.15] Manually connecting rolling stock clears train schedule/group
Manually connecting rolling stock in a locomotive resets the locomotive's group and removes some or all stops from the schedule.
Steps to reproduce:
- place some cargo wagons
- place a locomotive unconnected to the wagons and give it some stops
- get in the train and connect the wagons by pressing ...
Steps to reproduce:
- place some cargo wagons
- place a locomotive unconnected to the wagons and give it some stops
- get in the train and connect the wagons by pressing ...
- Fri Oct 25, 2024 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Lab circuit connection - read technology cost
- Replies: 4
- Views: 1044
Lab circuit connection - read technology cost
TL;DR
Add circuit network connections for labs that reads the cost of the currently researching technology.
Avoid overproduction
Avoid spoilage
Request science as needed
What ?
When a lab is connected to a circuit network, it outputs the cost of the current technology - e.g. if I am ...
Add circuit network connections for labs that reads the cost of the currently researching technology.
Avoid overproduction
Avoid spoilage
Request science as needed
What ?
When a lab is connected to a circuit network, it outputs the cost of the current technology - e.g. if I am ...
- Fri Sep 20, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 50022
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Suggestion for buildings the Demolisher should attack - now there are new pollution types, Vulcanus could have a 'noise' pollution value for each building, with the Demolisher only going after noisy buildings.
This would also mean a player could see from the map when structures are vulnerable to ...
This would also mean a player could see from the map when structures are vulnerable to ...
- Tue Jul 12, 2016 9:13 am
- Forum: Modding help
- Topic: Gun shooting the wrong way
- Replies: 2
- Views: 1391
Re: Gun shooting the wrong way
That's what I was thinking, although the issue seems more like a bug than a modding issue.mikeyjd25 wrote:This might go better in the Modding help section.
- Mon Jul 11, 2016 5:10 pm
- Forum: Modding help
- Topic: Gun shooting the wrong way
- Replies: 2
- Views: 1391
Gun shooting the wrong way
I'm not sure if this is in the right place, but it doesn't seem like it was intentional.
While testing a modded gun that shoots projectiles similar to those produced by the shotgun, the projectiles often get fired behind the player, in the opposite direction to the majority of the other projectiles ...
While testing a modded gun that shoots projectiles similar to those produced by the shotgun, the projectiles often get fired behind the player, in the opposite direction to the majority of the other projectiles ...
- Fri Jul 08, 2016 10:39 am
- Forum: Modding help
- Topic: Accessing config.ini from a mod
- Replies: 2
- Views: 1364
Re: Accessing config.ini from a mod
That's disappointing. Why is this not possible?
The next step would be to ask how to access key binding information in game, presumably the data is there somewhere
The next step would be to ask how to access key binding information in game, presumably the data is there somewhere
- Fri Jul 08, 2016 9:49 am
- Forum: Modding help
- Topic: Accessing config.ini from a mod
- Replies: 2
- Views: 1364
Accessing config.ini from a mod
I want to access config.ini in Factorio's user data directory. I have a Lua library that reads the .ini file, but I don't know what file path to use to get to config, as this requires going up two levels to the user data directory and then to config/config.ini.
How would I achieve this? I use ...
How would I achieve this? I use ...
- Wed Jul 06, 2016 8:15 am
- Forum: Modding help
- Topic: Prototype properties as functions?
- Replies: 2
- Views: 1196
Re: Prototype properties as functions?
That's what I thought, my question referred to the function being evaluated each time the property is accessed, rather than once when all the prototypes are created.
Thanks for clearing this up!
Thanks for clearing this up!
- Tue Jul 05, 2016 4:22 pm
- Forum: Modding help
- Topic: Prototype properties as functions?
- Replies: 2
- Views: 1196
Prototype properties as functions?
I'm going to guess that setting the property of a prototype as a function to be determined at runtime is not possible, like this:
{
type = "item",
name = "an-item",
icon = "__modmodmod__/graphics/icons/thing.png",
stack_size = some_function()
}
As I said, I don't think this will work but ...
{
type = "item",
name = "an-item",
icon = "__modmodmod__/graphics/icons/thing.png",
stack_size = some_function()
}
As I said, I don't think this will work but ...
- Thu May 26, 2016 6:52 am
- Forum: Ideas and Requests For Mods
- Topic: Concrete near coasts
- Replies: 1
- Views: 1396
Concrete near coasts
I have been industriously carpeting my super-base in concrete, and it is irritating beyond belief that you can't place concrete or any other path within three tiles of water. Does anyone know how I can rid myself of the ugly bands of normal ground bordering every patch of water near me before I go ...
- Tue Apr 19, 2016 7:12 pm
- Forum: Modding help
- Topic: How to tell where a stack of ammo is?
- Replies: 2
- Views: 1379
Re: How to tell where a stack of ammo is?
Thanks, defines.inventory does pretty much exactly what I was after.
On a slightly unrelated note, is there any event that is called when a stack of items is manipulated? I really really don't want to have to use defines.events.on_tick
On a slightly unrelated note, is there any event that is called when a stack of items is manipulated? I really really don't want to have to use defines.events.on_tick
- Mon Apr 18, 2016 5:00 pm
- Forum: Modding help
- Topic: How to tell where a stack of ammo is?
- Replies: 2
- Views: 1379
How to tell where a stack of ammo is?
I am looking for some help on how to tell if a stack of ammo is in an inventory, or in the weapon quickbar, and also if it is in the weapon quickbar what the prototype of the weapon it is attached to is. An example example of what I would like to be able to achieve is that I would like to be able to ...
- Sat Apr 02, 2016 12:01 pm
- Forum: Modding help
- Topic: Place entity behind ore when it is generated
- Replies: 4
- Views: 3568
Re: Place entity behind ore when it is generated
Thanks for the pointer, it was very helpful. I wish I'd known about http://lua-api.factorio.com/0.12.29/index.html before!
However, I'm still having some trouble that I could use some direction on. I have (considerably) modified the code, it now looks like this:
script.on_event(defines.events.on ...
However, I'm still having some trouble that I could use some direction on. I have (considerably) modified the code, it now looks like this:
script.on_event(defines.events.on ...
- Fri Apr 01, 2016 6:28 pm
- Forum: Modding help
- Topic: Place entity behind ore when it is generated
- Replies: 4
- Views: 3568
Place entity behind ore when it is generated
I am trying to make a new ore glow by adding an invisible rail signal behind it when the game generates it, but i am having difficulty with the Lua script to spawn these in. It has been ages since I did any Lua coding, and at some point all the event have been totally overhauled and I no longer have ...
- Sun Jan 04, 2015 2:57 pm
- Forum: Texture Packs
- Topic: [request] Entity graphics for mod
- Replies: 14
- Views: 24012
Re: [request] Entity graphics for mod
Sorry for the late reply, I have not checked the forums for a long time!
The mod is no longer being worked on, so you are free to use the graphics for whatever you want.
Thanks again to YuokiTani for his effort
Vulcan
The mod is no longer being worked on, so you are free to use the graphics for whatever you want.
Thanks again to YuokiTani for his effort
Vulcan
- Thu Oct 30, 2014 10:07 pm
- Forum: Modding help
- Topic: Mod plane graphics
- Replies: 1
- Views: 1284
Mod plane graphics
I have made a Spitfire plane as a mod, but the entity rotates twice as fast as its image, like this -
plane-graphics.gif
The sheet looks like this -
spitfire-sheet.gif
The code is as follows -
{
type = "car",
name = "spitfire",
icon = "__Advanced Chemistry__/graphics/icons/spitfire.png ...
plane-graphics.gif
The sheet looks like this -
spitfire-sheet.gif
The code is as follows -
{
type = "car",
name = "spitfire",
icon = "__Advanced Chemistry__/graphics/icons/spitfire.png ...
- Mon Oct 20, 2014 4:35 pm
- Forum: Modding help
- Topic: Fluid colour
- Replies: 3
- Views: 1914
Re: Fluid colour
Thanks, that saves a headache!
- Mon Oct 20, 2014 4:24 pm
- Forum: Modding help
- Topic: Fluid colour
- Replies: 3
- Views: 1914
Fluid colour
How does the color system for fluids work? I want to know how to tell what color a combination of r, g and b will be without having to restart the game each time. Does it relate to normal RGB colour or is a variation unique to Factorio?
- Sun Oct 19, 2014 4:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12]Robots replacing destroyed turrets
- Replies: 2
- Views: 1535
[0.10.12]Robots replacing destroyed turrets
I do not think that anyone has posted this bug already, but when a construction robot replaces a destroyed turret the replacement cannot be damaged - see the picture.
I have tested this on a number of buildings and it is only true for turrets - this includes vanilla laser turrets and gun turrets ...
I have tested this on a number of buildings and it is only true for turrets - this includes vanilla laser turrets and gun turrets ...