Is the following view activable with debug settings ?
Search found 28 matches
- Fri Jan 29, 2021 5:48 pm
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 35917
- Fri Jan 08, 2021 8:33 am
- Forum: Not a bug
- Topic: [1.1.7] Train blocked when train stop disabled by circuit
- Replies: 2
- Views: 1092
Re: [1.1.7] Train blocked when train stop disabled by circuit
Ok I see, the way you code it is more usefull for resource deposits, the main use case. So all my trains station without overflow management should have train limit set to 1, or no train limit. Actually it's globally the case (resource stations are stacked and construction station are set to 1), exc...
- Thu Jan 07, 2021 7:09 pm
- Forum: Not a bug
- Topic: [1.1.7] Train blocked when train stop disabled by circuit
- Replies: 2
- Views: 1092
[1.1.7] Train blocked when train stop disabled by circuit
That's a bug I noticed in my main base with lot of trains, but I create this small show case to make it easier to reproduce. There is a dozen of trains which have all the same scheduled : A => D Train station "A" has no trains limits and can stack all of thems. "D" station can be...
- Sat Nov 28, 2020 8:47 am
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 75
- Views: 39461
Re: Anyone use barrels?
I mostly use barrels to carry inflammeable liquid to fireflam turrets. Because I only use these turrets on rarely hot bittered-attacked point who need some reinforcment.
- Fri Nov 13, 2020 1:20 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 99323
Re: Friday Facts #363 - 1.1 is getting close
The reasons the logistics tab is in the middle rather than on the right: 1) It has an inventory, so it is faster to move items manually 2) It is actually used more in the late game I suppose 3) It was like that in the old versions I noticed the toggle button to enable/disable logistic inventory sup...
- Fri Oct 30, 2020 12:59 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79342
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete. I agree, one of the last utils before perfection ! I'd also add to this short list a way to insert item's icon into tra...
- Sun Nov 10, 2019 2:07 pm
- Forum: Duplicates
- Topic: Ghost placed on unconstructible tile (cliff)
- Replies: 1
- Views: 834
Ghost placed on unconstructible tile (cliff)
I often place my train network with blueprint of rail sections. It's that I did into provided savegame, you will see a remaining robot which is trying to place a rail on a cliff, but no cliff deletion are planned. This case shouldn't be possible as far as I know. https://i.ibb.co/pxqJpQ5/2019-11-10-...
- Fri Mar 01, 2019 4:53 pm
- Forum: Not a bug
- Topic: [0.17.3] Escape key in map preview send back to main menu, not to last/previous GUI
- Replies: 1
- Views: 842
[0.17.3] Escape key in map preview send back to main menu, not to last/previous GUI
Step to reproduce :
You are sent to Game menu
Expected :
Beeing in Map generator interface
- Main menu
- Play
- New game
- Preview
- Press "Escape key"
You are sent to Game menu
Expected :
Beeing in Map generator interface
- Thu Jan 17, 2019 7:42 pm
- Forum: Won't implement
- Topic: Event raised when LuaGenericOnOffControlBehavior entity is disabled/enabled
- Replies: 2
- Views: 1161
Event raised when LuaGenericOnOffControlBehavior entity is disabled/enabled
I'm currently implementing this functionnality with a on_nth_tick handler which call someSurface.find_entities_filtered() with a filter over train-stop entities, and then checking state throught control behaviour associated.... But I think this state change is already detected into C++ code to trigg...
- Thu Jan 17, 2019 2:08 pm
- Forum: Not a bug
- Topic: Equality (==) tests fail with scripting "Position" objects
- Replies: 7
- Views: 2244
Re: Equality (==) tests fail with scripting "Position" objects
EDIT: Tried it and it does work with LuaEntity references, interesting. Things like LuaEntity use a custom equality check defined in the C++: bool LuaEntity::equals(const LuaObject* luaObject) const { return *this->entityTarget == *static_cast<const LuaEntity*>(luaObject)->entityTarget; } We could ...
- Thu Jan 17, 2019 1:55 pm
- Forum: Implemented mod requests
- Topic: LuaTrain.go_to_station()
- Replies: 12
- Views: 3655
Re: LuaTrain.go_to_station()
This function would be really sleek if it took a backer_name as parameter. Set the index to the corresponding entry or add a new entry for it, potentially with additional parameter taking an list of WaitCondition in case a new entry is generated. Is was this way I initially understand the new LuaTr...
- Tue Jan 15, 2019 4:07 pm
- Forum: Implemented mod requests
- Topic: LuaTrain.go_to_station()
- Replies: 12
- Views: 3655
- Tue May 29, 2018 7:40 pm
- Forum: Gameplay Help
- Topic: How are same-named train station chosen?
- Replies: 4
- Views: 1737
How are same-named train station chosen?
I've a game built as cities link with train. I created a refuel station at the center of the map, but my world is still growing and my refueling station is not at the center anymore. So I need to place some new refueling stations. But I wonder if I named all these stations with same name will the ga...
- Wed May 16, 2018 9:00 am
- Forum: Won't fix.
- Topic: [16.36] Opening file __ModNameHere__/control.lua failed
- Replies: 3
- Views: 1647
Re: [16.36] Opening file __ModNameHere__/control.lua failed
Ok so what is the "mods" directory's structure I should use? If I unzip my files into the mods directory it is not detected anymore :/
- Wed May 16, 2018 7:48 am
- Forum: Won't fix.
- Topic: [16.36] Opening file __ModNameHere__/control.lua failed
- Replies: 3
- Views: 1647
[16.36] Opening file __ModNameHere__/control.lua failed
What did you do? I'm making a mod which currently just write something into factorio's log file. My mode is already activated, so I run the game and load any save with some automated trains (I attach the one I use for the screenshot). In background I look factorio's logs and I se my strings ("...
- Tue May 15, 2018 6:31 pm
- Forum: Not a bug
- Topic: [16.36] Unable to check both roboport network's options
- Replies: 3
- Views: 1421
Re: [16.36] Unable to check both roboport network's options
What did you do? What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway! Write down the steps to reproduce the bug if you know them. Does it happen always, once, or sometimes? Be precise! When i click with the mouse on Quit in the main menu... Not: When I...
- Mon May 14, 2018 4:35 pm
- Forum: Not a bug
- Topic: [16.36] Unable to check both roboport network's options
- Replies: 3
- Views: 1421
[16.36] Unable to check both roboport network's options
What did you do? I connect a roboport to the circuit network with a green wire (from the roboport to a pole). Then I click on the roboport to open its GUI. The circuit network's checkbox "Read logistic network's content" is already checked. What happened? When I click on the other checkbo...
- Sat Apr 28, 2018 12:17 pm
- Forum: Technical Help
- Topic: [0.14.x] Error code 102 or 103 opening "__mod name__/control.lua"
- Replies: 5
- Views: 3020
Re: [0.14.x] what is error code - 103? 102
I got the same error with the following script I wrote in control.lua (I' on the Factorio's current stable release). It happens when I try to load a save. --game.write_file("mod.log", "Hello world!", true) script.on_event(defines.events.on_train_changed_state, updateSchedule) fun...
- Wed Mar 07, 2018 8:30 pm
- Forum: General discussion
- Topic: High VRAM demand but in fact verly low GPU requirements
- Replies: 23
- Views: 10626
Re: High VRAM demand but in fact verly low GPU requirements
Factorio is one of the unusual game I can play in my bed with my 5 years old laptop without decent graphics card, do not kill it!posila wrote: Also, please don't buy laptop to play games it's just trouble ...
- Wed Feb 28, 2018 11:28 am
- Forum: Show your Creations
- Topic: Generic sushi belt manager
- Replies: 10
- Views: 10327
Re: Generic sushi belt manager
If you replace the left decider combinator by a constant combinator you should be able to provide items with some ratio on the belt.