Search found 329 matches
- Wed Nov 01, 2023 7:28 pm
- Forum: Gameplay Help
- Topic: I'm looking for information on the train braking mechanic.
- Replies: 30
- Views: 3511
Re: I'm looking for information on the train braking mechanic.
Cheers! I hope you're able to get some useful results! The mod would need some additional work before it's ready for public distribution, at least a way to cap the output size would be needed; anyone finding it in this thread and manually installing it will be aware of the potential side effects and...
- Tue Oct 31, 2023 8:46 pm
- Forum: Gameplay Help
- Topic: I'm looking for information on the train braking mechanic.
- Replies: 30
- Views: 3511
Re: I'm looking for information on the train braking mechanic.
If anyone is interested in doing further tests on this in the future I made a small mod to make the measuring easier. The mod listens for train state changes and starts tracking trains that go into defines.train_state.arrive_station or defines.train_state.arrive_signal. While a train is tracked some...
- Sun Sep 24, 2023 12:23 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 290
- Views: 145852
Re: 3 and 4 way intersections
Also, as we need some more cursed intersections, here's a roundabout that includes two-way tracks to make the long turns short: In testbench.png Cursedabout LHT 0eNqlW8tu20gQ/BeeRWN63qPrXvaQ496CYCFLRELAlg09jDUM/Xuo6GGJbi6rpFNgRSz1dFf19PQ0P6rHp23zumqXm2r6US2a9XzVvm7al2U1rb79/U81qdr5y3JdTb9/VOv253L2tP...
- Sun Sep 24, 2023 10:54 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 290
- Views: 145852
Re: 3 and 4 way intersections
Good to see you guys still keeping up with the testing! I have been scavenging some old disks and found the material I used for the old test thread , including all the BP-strings that are no longer available in the thread. Attached is an archive here with the 120 blueprints that I had collected for ...
- Mon Apr 17, 2023 8:45 pm
- Forum: Minor issues
- Topic: [1.1.80] Increasing crafting speed of an assembler does not wake sleeping inserters
- Replies: 1
- Views: 708
[1.1.80] Increasing crafting speed of an assembler does not wake sleeping inserters
Found that inserters are not woken up when the output limit of an assembler changes due to the crafting speed increasing. This (or very similar) has already been reported here and marked as resolved, but the issue seems to exist in 1.1.80 Screenshot showing the issue using the show-active-state debu...
- Sat Jun 25, 2022 12:53 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 139795
Re: How-to: Two-way rails
While they may have said so (or some version of it) it is not true, see counterexample in the post above.
- Sat Jun 25, 2022 12:50 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 139795
Re: How-to: Two-way rails
I reported it because it happened to me. In a vanilla game (Death World + Marathon) where (IIRC) I wasn't even at yellow science yet. Also, you don't seem to understand the issue ? Which is that the train(s) do NOT take the longer route, but get stuck instead, potentially forever. That is a pretty ...
- Mon Nov 22, 2021 8:45 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 290
- Views: 145852
Re: 3 and 4 way intersections
Good stuff guys! It's really heartening to see this carried on! There is so much spirit of invention in this community that I have no doubt this this thread will generate a lot of discussions/innovation, even my old thread had a lot of activity long after I dropped off (thank you to everyone who par...
- Sun Dec 06, 2020 10:38 am
- Forum: Modding interface requests
- Topic: Changing zoom level in the map view (i.e. when render_mode == render_mode.chart)
- Replies: 2
- Views: 1126
Re: Changing zoom level in the map view (i.e. when render_mode == render_mode.chart)
I would like to second this request (or at least parts of it) for two reasons: Completeness: this parameter can be used to control the two other rendering modes, I don't really see any good reason for why it shouldn't work for the regular map if it works for the zoom-to-world-map. Hijacking the zoom...
- Wed Aug 19, 2020 8:20 pm
- Forum: Mods
- Topic: [0.14+] Infinizoom - zoom without limits
- Replies: 12
- Views: 18026
Re: [0.14+] Infinizoom - zoom without limits
Aaaaaaand we're back to the hotkeys. As the dev responses for my first foray into binding to the scroll wheel implied, things got messy in a lot of cases. So many different things are bound to the scroll wheel, and the "zoom-in"/"zoom-out" key-binds are triggered regardless of wh...
- Mon Aug 17, 2020 8:45 pm
- Forum: Mods
- Topic: [0.14+] Infinizoom - zoom without limits
- Replies: 12
- Views: 18026
Re: [0.14+] Infinizoom - zoom without limits
Both of these issues are, hopefully, fixed in 0.1.7. The second one is the mod actually hitting the limits of the game engine, it keeps trying to use smaller/larger values but the game won't go further. Implemented limits in either direction to prevent this breakage (turns out you can actually get &...
- Sun Aug 16, 2020 10:44 am
- Forum: Mods
- Topic: [0.14+] Infinizoom - zoom without limits
- Replies: 12
- Views: 18026
Re: [0.14+] Infinizoom - zoom without limits
Good news for anyone having trouble with AutoHotkey: as of version 0.1.5 this mod does not use separate key-binds, instead it replaces the normal zoom function. This means that third party software is no longer needed to make this work with the scroll wheel. Big thanks to calcwizard for the contribu...
- Wed Jan 22, 2020 7:22 pm
- Forum: Mods
- Topic: [0.14+] Infinizoom - zoom without limits
- Replies: 12
- Views: 18026
Re: [0.14+] Infinizoom - zoom without limits
While you don't need to use AutoHotkey -or any other third party key rebinding software- it is the only way to use the scroll wheel as an input to trigger custom events, something this mod uses to change the zoom level. If you're fine using other keys to zoom, they hotkeys used by the mod are config...
- Sat Jan 11, 2020 8:39 pm
- Forum: Duplicates
- Topic: [0.17.79] Train pathfinder does not account for length of final segment
- Replies: 2
- Views: 1175
Re: [0.17.79] Train pathfinder does not account for length of final segment
Ah, must have missed that one in my search. Good to know it's already handled.
Keep up the good work!
Keep up the good work!
- Sat Jan 11, 2020 5:26 pm
- Forum: Duplicates
- Topic: [0.17.79] Train pathfinder does not account for length of final segment
- Replies: 2
- Views: 1175
[0.17.79] Train pathfinder does not account for length of final segment
While trying to wrangle the train pathfinder to create logic circuits using trains (you know, as you do) I ran in to a train always choosing the longer of two similar paths. After experimenting a bit, and taking a look at the source code, I've arrived at the conclusion that the length of the final s...
- Sat Jan 11, 2020 5:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest
- Replies: 3
- Views: 2963
[boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest
As the train pathfinder is currently implemented it will always prefer the path that ends in the same segment as it starts in, regardless of whether it is the closest one or not: demonstration.png 0eNqVmd1uozAQhd/F11B5bGND3mCfYVWt0sTbRSIQAam2qvLuCyVp2qwrzrkEzMfY83PG5k09Nad47Ot2VJs3Ve+6dlCbn29qqJ/bbT...
- Wed Apr 03, 2019 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario
- Replies: 5
- Views: 2627
Re: [0.17.24] map2scenario overwrites map with old version of scenario
Attaching a .zip of the resulting scenario. Hopefully the images below can help show the issue: map.png scenario.png To reproduce simply open the save in the OP and compare it to opening it through the map editor's save conversion feature. What I have noticed is that the game automatically imports t...
- Tue Apr 02, 2019 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario
- Replies: 5
- Views: 2627
[Rseding91] [0.17.24] map2scenario overwrites map with old version of scenario
I have a save-file that I've earlier exported as a scenario using map2scenario to add some scripting, when done I used scenario2map to continue playing with the added scripts. Since then I've made changes to the map while playing. Now I want to add some additional scripting to it. However, when I us...
- Sun Mar 03, 2019 10:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.4] SelectionTool selection_mode "tiles" broken
- Replies: 2
- Views: 1095
[Bilka] [0.17.4] SelectionTool selection_mode "tiles" broken
Since 0.17.0 the selection_mode flag "tiles" is no longer accepted by the game, despite what the API and Wiki would suggest. As far as I can tell the flag was removed in PR2321 but it's removal was never documented beyond that. Removing this flag breaks one of my mods as that flag was the ...
- Wed May 09, 2018 7:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.41] Missing train path penalty
- Replies: 2
- Views: 4331
[kovarex] [0.16.41] Missing train path penalty
Trains in the NO_SCHEDULE or NO_PATH state do not give any penalty to the score of a path (except for the regular occupied block penalty that is). Savefile shows trains wanting to go through a path with trains in these states instead of a slightly longer one with no obstructions. Treating them the s...