Search found 28 matches

by Fractaliste
Fri Jan 29, 2021 5:48 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35917

Re: Friday Facts #364 - 1.1 stable

Is the following view activable with debug settings ?

Image
by Fractaliste
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...
by Fractaliste
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...
by Fractaliste
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.
by Fractaliste
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...
by Fractaliste
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...
by Fractaliste
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-...
by Fractaliste
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 :
  • Main menu
  • Play
  • New game
  • Preview
  • Press "Escape key"
Result :
You are sent to Game menu

Expected :
Beeing in Map generator interface
by Fractaliste
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...
by Fractaliste
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 ...
by Fractaliste
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...
by Fractaliste
Tue Jan 15, 2019 4:07 pm
Forum: Implemented mod requests
Topic: LuaTrain.go_to_station()
Replies: 12
Views: 3655

Re: LuaTrain.go_to_station()

Bilka wrote: ↑
Tue Oct 16, 2018 4:47 am
Okay, added for 0.17.
Will the new station appears into the ScheduleRecords array?
by Fractaliste
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...
by Fractaliste
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 :/
by Fractaliste
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 ("...
by Fractaliste
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...
by Fractaliste
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...
by Fractaliste
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...
by Fractaliste
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

posila wrote: Also, please don't buy laptop to play games :( it's just trouble ...
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!
by Fractaliste
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.

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