Search found 18 matches
- 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 ...
- 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?
- Sat Apr 11, 2026 4:30 am
- Forum: Not a bug
- Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
- Replies: 8
- Views: 3094
- 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 ...
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 ...
- 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 ...
This is a bug. A train should never cross a red signal.
The existing replies here (77759) do not adequately justify the current ...
- 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 ...
They also say:
there is exception for signaling that allows train to ...
- 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 ...
Example:
crossing-red-chain-signal.jpg ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
Example screenshot:
bot-charging.jpg
In this screenshot, the network has 2400 bots, with none free. It does not matter ...
- 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 ...
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 ...
- 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
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.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
- 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.
- 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 ...
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 ...
- 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...)
- 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 ...
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 ...
- 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 ...
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 ...