Search found 18 matches

by smcpeak
Sun Apr 12, 2026 5:29 am
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 907

Re: Option to allow long trains to work reliably with roundabouts


The one you suggested [...] doesn't actually eliminate self intersection


The suggested penalty eliminates the problem of a train pathing into itself while in a roundabout, as shown in the first screenshot. For clarity let me explain how it works in detail.

In that situation, the train computes ...
by smcpeak
Sat Apr 11, 2026 3:50 pm
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 907

Re: Option to allow long trains to work reliably with roundabouts

Could you explain why the cost adjustment I suggested won't work?
by smcpeak
Sat Apr 11, 2026 4:28 am
Forum: Ideas and Suggestions
Topic: Option to allow long trains to work reliably with roundabouts
Replies: 7
Views: 907

Option to allow long trains to work reliably with roundabouts

TL;DR

Currently, a train longer than the circumference of a roundabout can collide with itself. Provide an option to prevent that.


What?

Currently, if a long train repaths at just the right moment while in a roundabout, it can choose a new path that will collide with itself. I would like an ...
by smcpeak
Fri Apr 10, 2026 3:44 am
Forum: Not a bug
Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
Replies: 8
Views: 3094

Re: [0.17.74] Train pathfinding creates a looped path, self-destructs the train

Since my https://forums.factorio.com/133314 was marked as a duplicate of this issue (which I don't dispute), let me summarize here the essence of what I said there:

This is a bug. A train should never cross a red signal.
The existing replies here (77759) do not adequately justify the current ...
by smcpeak
Fri Apr 10, 2026 3:27 am
Forum: Duplicates
Topic: [2.0.76] train crosses a red signal, crashes into itself
Replies: 2
Views: 376

Re: [2.0.76] train crosses a red signal, crashes into itself

Regarding https://forums.factorio.com/77759 , yes I think that is basically the same issue. Regarding that report, boskid says "Not a bug", but goes on to discuss primarily path cost issues, which I think is secondary to safety.

They also say:

there is exception for signaling that allows train to ...
by smcpeak
Fri Apr 10, 2026 1:25 am
Forum: Duplicates
Topic: [2.0.76] train crosses a red signal, crashes into itself
Replies: 2
Views: 376

[2.0.76] train crosses a red signal, crashes into itself

If a train approaches a red signal controlling access to a block that that train is already in, the train will ignore the red signal and hence crash into itself. This is a bug; the most fundamental rail safety rule is a train should never cross a red signal.

Example:

crossing-red-chain-signal.jpg ...
by smcpeak
Mon Dec 23, 2024 1:46 am
Forum: Not a bug
Topic: 2.0.12 Cannot deconstruct Tank with deconstruction planner
Replies: 6
Views: 2376

Re: 2.0.12 Cannot deconstruct Tank with deconstruction planner

+1

When using my RoboTank mod , I can deploy a squad of tanks remotely using a blueprint, but picking them up again has to be done using the right-click-in-map-view mining trick (which I only learned about from this forum post).

That said, it is sometimes useful that the vanilla tank and car ...
by smcpeak
Sun Dec 22, 2024 5:13 pm
Forum: Implemented mod requests
Topic: Allow mods to access the tank's trash inventory
Replies: 2
Views: 1953

Allow mods to access the tank's trash inventory

TL;DR
Allow mods to access the tank's trash inventory by providing a proper inventory defines constant.

What?
Currently, there is no symbolic constant in defines.inventory for the tank's trash inventory to use with get_inventory . There is only car_trunk and car_ammo.

Experimentally, I found ...
by smcpeak
Wed Jan 18, 2023 11:21 am
Forum: Not a bug
Topic: 16.15 Logistic Storage and buffer chests
Replies: 8
Views: 4694

Re: 16.15 Logistic Storage and buffer chests

I ran into this problem myself and found a workaround suitable for some situations:

Wire all of the buffer chests together to get their combined contents.
Put that through an arithmetic combinator set to multiply the "each" (asterisk, "*") signal by -1, and output "each" as well. That gives the ...
by smcpeak
Thu Sep 15, 2022 12:05 am
Forum: Duplicates
Topic: [1.1.68] Bots enqueue for charging on overloaded roboports while empty ports are nearby
Replies: 1
Views: 1418

[1.1.68] Bots enqueue for charging on overloaded roboports while empty ports are nearby

When there are a lot of logistic bots in a network, they tend to queue in large numbers on a small number of overloaded roboports even when there are unused roboports nearby.

Example screenshot:

bot-charging.jpg

In this screenshot, the network has 2400 bots, with none free. It does not matter ...
by smcpeak
Mon Dec 21, 2020 5:35 am
Forum: Modding interface requests
Topic: Allow mods BP orders to be undo-able!
Replies: 5
Views: 5581

Re: Allow mods BP orders to be undo-able!

+1

I'm working on a mod that adds a form of deconstruction planner that analyzes a portion of the factory to find unused entities and marks them for deconstruction. It would be very convenient if the user could undo this action, but the API offers no way to accomplish that.

Furthermore, I think ...
by smcpeak
Wed Mar 18, 2020 3:19 pm
Forum: Modding interface requests
Topic: Access to original health/current lifetime
Replies: 9
Views: 5187

Re: Access to original health/current lifetime

Klonan wrote: Tue Mar 17, 2020 9:45 am You can also set the force condition on the damage trigger, so that the damage is only applied on 'not-friend' or whomever
Thanks! I was able to find the right place to do that, so the issue for Smart Cannon Shells is resolved as of 0.2.1 of that mod.
by smcpeak
Sat Mar 14, 2020 11:11 pm
Forum: Modding interface requests
Topic: Access to original health/current lifetime
Replies: 9
Views: 5187

Re: Access to original health/current lifetime

In the specific case of Smart Cannon Shells, they already have projectile.force_condition = "not-friend" set, but that does not affect explosive splash damage.
by smcpeak
Fri Apr 19, 2019 11:42 pm
Forum: Not a bug
Topic: [0.17.32] Modded projectile with force_condition="not-friend" does not hit trees or rocks
Replies: 1
Views: 1550

[0.17.32] Modded projectile with force_condition="not-friend" does not hit trees or rocks

I created modded versions of the stock cannon shells that do not do
friendly fire damage:

https://mods.factorio.com/mod/SmartCannonShells

They work by setting force_condition="not-friend" on the projectile.

This attribute is documented at:

https://wiki.factorio.com/Prototype/Projectile#force ...
by smcpeak
Sat Mar 03, 2018 12:56 pm
Forum: Mods
Topic: [MOD 0.16] RoboTank
Replies: 3
Views: 3053

Re: [MOD 0.16] RoboTank

I'm glad you like the mod! I noticed this because of your YouTube comment (I don't know how to monitor Factorio forums). I just posted version 0.3.1 that should solve the problem. (I would reply on YouTube too but I get "failed to post comment" error now...)
by smcpeak
Wed Dec 20, 2017 5:08 am
Forum: Mods
Topic: [MOD 0.16] RoboTank
Replies: 3
Views: 3053

[MOD 0.16] RoboTank

Type: Mod
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.3.0
Release: 2017-12-19
Tested-With-Factorio-Version: 0.16.5
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...
by smcpeak
Tue Dec 05, 2017 8:01 am
Forum: Mods
Topic: [MOD 0.15] RoboTank
Replies: 1
Views: 2123

[MOD 0.15] RoboTank

Type: Mod
Name: RoboTank
Description: RoboTank is a tank that drives and shoots automatically, following the lead of a manually piloted commander vehicle.
License: MIT
Version: 0.1.0
Release: 2017-12-04
Tested-With-Factorio-Version: 0.15.40
Download: https://mods.factorio.com/mods/smcpeak/RoboTank ...

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