Search found 9 matches
- Tue Jun 19, 2018 10:42 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
The current topic is how we don't have much API access to the rail system and how that makes simulating underground trains hard. I found an old (0.12) mod that just made noclipping trains that acted like normal trains but could run through everything. The point of tunnels, though, is to allow for ...
- Mon Jun 18, 2018 1:11 am
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
I'm trying to see if I can make "phantom trains" that barely interact with the world in order to make underground train "tunnels". LTN doesn't really help, and indeed my current idea (as impossible as it looks right now) would really freak LTN out.
- Sat Jun 16, 2018 10:32 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
No major progress, got distracted by Xterminator's PvP stream and the ensuing PvP balance discussion. My current thought is to try and break the rail connection logic to see how it works and exploit something there. Failing that, I'll probably throw in an API request for rail signal related events ...
- Sat Jun 16, 2018 5:04 pm
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9864
Re: Divorcing behavior from entities
You've basically asked for the game engine to be rewritten from the ground up. While I applaud the thought put into software design, this cannot be done in the given engine. If you want to make your own game engine, go for it, but don't expect factorio to be able to do this.
- Sat Jun 16, 2018 4:55 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
As much as I want to keep the experiment running, I hate ignorance running amok. He's definitely better off building his own game engine...
- Sat Jun 16, 2018 1:27 am
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
Huh, I had done a search for train tunnels but didn't see anything. Still new to the forums, I'll have to learn how to search them more thoroughly. Apologies for making you write more than you would have needed to.
After spending more time poring over the documentation, I don't see any way to ...
After spending more time poring over the documentation, I don't see any way to ...
- Fri Jun 15, 2018 10:52 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
I've only got a cursory understanding of minecraft modding, but it's less binary patching and more decompilation, deobfuscation, reobfuscation, and a whole lot of glue layers to make mods play nice with each other. The reason mods are so awful for performance is that the game engine itself is awful ...
- Fri Jun 15, 2018 8:05 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Re: Making inserters ignore custom rolling stock
Thanks for the insightful reply! I'm still getting used to how inflexible factorio is about types.
Inserters detect things by collision_box, so as long as their output position doesn't collide with the rolling stocks position they couldn't insert.
Ooooooh, that changes some things... Do you know ...
Inserters detect things by collision_box, so as long as their output position doesn't collide with the rolling stocks position they couldn't insert.
Ooooooh, that changes some things... Do you know ...
- Fri Jun 15, 2018 5:16 pm
- Forum: Modding help
- Topic: Making inserters ignore custom rolling stock
- Replies: 16
- Views: 4684
Making inserters ignore custom rolling stock
I'm working on a small (but technically complex) mod as my first foray into poking at the guts of this wonderful game. Ideally, I want to have a few new rolling stock extensions that mostly act like the existing specializations, but don't interact with inserters when stopped on track. Looking at the ...