The same goes for train logistics mods, for example LTN and Cybersyn. Without a way to know what the new names are the only course of action is to purge invalid data, stop affected trains and inform players that they need to deal with those trains manually.
With this interface change it would be ...
Search found 31 matches
- Tue Jul 01, 2025 7:33 pm
- Forum: Implemented mod requests
- Topic: Expand ConfigurationChangedData with migrated prototype names
- Replies: 3
- Views: 522
- Wed Jun 18, 2025 8:57 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
It was made for player interaction and then a lua API was added to interact with that.
If that's the reasoning behind it I think temporary named stops (not rail stops) should work with interrupts because those can only be created via API.
Not that it helps my use-case much because I'm still ...
- Tue Jun 17, 2025 6:46 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
Here you go. That's the savegame I manually assembled for the initial post, no API calls involved.
Observe how the train's interrupt does not trigger before or after the temp stop when you start the train by sending it to A and let it do it's thing.
Looking at the code I don't see anywhere that ...
Observe how the train's interrupt does not trigger before or after the temp stop when you start the train by sending it to A and let it do it's thing.
Looking at the code I don't see anywhere that ...
- Wed Apr 30, 2025 10:32 pm
- Forum: Modding interface requests
- Topic: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
- Replies: 2
- Views: 318
Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
I'd like to propose the following signature change to LuaEntity::get_signals() :
get_signals(wire_connector_id, extra_wire_connector_id?, if_modified_since?) β array[Signal]?, MapTick
Read all signals from the selected wire connector.
Parameters
wire_connector_id :: <as before>
extra_wire ...
get_signals(wire_connector_id, extra_wire_connector_id?, if_modified_since?) β array[Signal]?, MapTick
Read all signals from the selected wire connector.
Parameters
wire_connector_id :: <as before>
extra_wire ...
- Tue Apr 22, 2025 9:07 am
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
It seems like in your case at least, the current behavior is actually helpful, right? If an interrupt fired after it departed the temp rail stop and before it went to the temp provider stop, then after the interrupt finished it could go to a different provider than you intended.
Thought about ...
- Mon Apr 14, 2025 11:32 am
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
That's no good because the train will still travel all the way to the depot.
And interrupts will trigger once the depot is the only record in the schedule and its initial wait condition is satisfied.
Another problem is that Cybersyn can reuse trains right after a delivery so when a train keeps busy ...
And interrupts will trigger once the depot is the only record in the schedule and its initial wait condition is satisfied.
Another problem is that Cybersyn can reuse trains right after a delivery so when a train keeps busy ...
- Sun Apr 13, 2025 3:39 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
Not triggering from a temporary stop is useful, yes - and also not surprising, considering rail stops are no named stations and cannot connect to a circuit network.
But not triggering from a normal stop when heading to a temporary rail stop is surprising.
But not triggering from a normal stop when heading to a temporary rail stop is surprising.
- Sun Apr 13, 2025 3:24 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
How does the "Interrupt other interrupts" setting affect this behavior?
It does not. That was just a test to see if the train manager treats temporary rail stops as some kind of interrupt.
Is this a symptom of the logic assuming every temporary stop is an interrupt stop, instead of reading the ...
- Sun Apr 13, 2025 2:12 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1643
[Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
https://gist.github.com/user-attachments/assets/84c2653d-ed49-4e03-83a5-be903d857190
(the temporary rail stop is at the orange circle)
Starting the schedule at A, the train will visit A -> temp -> B -> (A -> C -> B)*
Further testing shows interrupts are completely ignored if
a rail stop is ...
(the temporary rail stop is at the orange circle)
Starting the schedule at A, the train will visit A -> temp -> B -> (A -> C -> B)*
Further testing shows interrupts are completely ignored if
a rail stop is ...
- Tue Apr 01, 2025 4:11 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 1324
Re: Routing trains to specific stops
Temporary rail stops directly in front of the actual target stops in order to achieve dynamic point-to-point deliveries have always been a workaround. With the additions the rail system has received over the years that workaround has accumulated a lot of drawbacks (for further discussion let's use ...
- Sat Nov 30, 2024 1:48 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 22
- Views: 14627
Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
To rephrase Sopel's "solution":
This system of passing around additional settings through tags probably took some effort to implement but it's been useless the whole time because there's a situation where nothing can be stored in them. Leaving the player with a broken blueprint because it lacks ...
This system of passing around additional settings through tags probably took some effort to implement but it's been useless the whole time because there's a situation where nothing can be stored in them. Leaving the player with a broken blueprint because it lacks ...
- Mon Apr 03, 2023 1:27 pm
- Forum: Not a bug
- Topic: [boskid] LuaBootstrap::raise_event silently fails for certain custom event data structures
- Replies: 14
- Views: 4240
Re: [boskid] LuaBootstrap::raise_event silently fails for certain custom event data structures
Anyway, my post was meant to be a reply to Harag's statement
What I meant with "debug" is the act of realizing that this is the problem. The engine gives no clue that it disrupted communication and both the sender and the receiver won't fail because neither recognizes that something is wrong ...
- Sun Apr 02, 2023 10:14 am
- Forum: Not a bug
- Topic: [boskid] LuaBootstrap::raise_event silently fails for certain custom event data structures
- Replies: 14
- Views: 4240
Re: [boskid] LuaBootstrap::raise_event silently fails for certain custom event data structures
It is quite hard to debug this situation. There is zero feedback that an event got dropped in transit.
And even checking all entity references before sending the event is no guarantee that all subscribers will receive the event. One of the subscribers might invalidate an entity in the event data ...
And even checking all entity references before sending the event is no guarantee that all subscribers will receive the event. One of the subscribers might invalidate an entity in the event data ...
- Sun Nov 06, 2022 2:26 am
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 11832
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
LTN has received the necessary changes and this is now available as a separate integration mod.
- Thu Oct 14, 2021 7:59 am
- Forum: Not a bug
- Topic: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
- Replies: 5
- Views: 2750
Re: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
I'm just trying to think of an interim solution I can suggest to the SE developers. The proper solution sounds like a larger effort.
EDIT: I played with this a little and getting the rolling stock next to the stop is doable. What's not exactly easy is to get only the tiles under it. Even in my ...
EDIT: I played with this a little and getting the rolling stock next to the stop is doable. What's not exactly easy is to get only the tiles under it. Even in my ...
- Thu Oct 14, 2021 7:31 am
- Forum: Not a bug
- Topic: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
- Replies: 5
- Views: 2750
Re: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
So a workaround could be to reorder source_positions to make sure the rolling stock of a train in state WAIT_STATION that is next to a train stop is cloned first? Would clone_brush get upset if source_positions contains duplicates? That would allow to go in two passes. First find the positions of ...
- Wed Oct 13, 2021 11:20 am
- Forum: Not a bug
- Topic: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
- Replies: 5
- Views: 2750
[1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
Issue
The train facing up in this layout is behind the train stop after it is cloned two times via LuaSurface::clone_brush resulting in "no path" after it is switched back to automatic mode. This is because each clone slightly moves the train upwards.
https://i.imgur.com/eiJmSwF.jpeg
How to ...
The train facing up in this layout is behind the train stop after it is cloned two times via LuaSurface::clone_brush resulting in "no path" after it is switched back to automatic mode. This is because each clone slightly moves the train upwards.
https://i.imgur.com/eiJmSwF.jpeg
How to ...
- Tue Apr 23, 2019 1:10 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 627852
Re: pY Raw Ores Discussion
I noticed that most of the <resource>-rock entities have map_grid=true . I think that's the setting that controls if the resource field is drawn with a checkered pattern on the map and which causes those rocks to sometimes be invisible. I'm not sure if using map_grid=false is the way to fix this ...
- Mon Apr 08, 2019 12:57 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 135675
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Error while running event LTN_Tracker::on_configuration_changed
__LTN_Tracker__/control.lua:164: attempt to index field '?' (a nil value)
stack traceback:
__LTN_Tracker__/control.lua:164: in function <__LTN_Tracker__/control.lua:106>
The elseif on that line should be nested under if data.mod ...
__LTN_Tracker__/control.lua:164: attempt to index field '?' (a nil value)
stack traceback:
__LTN_Tracker__/control.lua:164: in function <__LTN_Tracker__/control.lua:106>
The elseif on that line should be nested under if data.mod ...
- Thu Apr 04, 2019 8:06 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 627852
Re: pY Raw Ores Discussion
Factorio 0.17.25 breaks pyrawores because it now errors out on duplicate ingredients or results in recipies.
It only reports that iron-concentrate produces 2x dirty-water but once that is fixed it reports more.
It only reports that iron-concentrate produces 2x dirty-water but once that is fixed it reports more.