Search found 30 matches
- Thu Sep 10, 2015 11:43 am
- Forum: Modding help
- Topic: train signal control
- Replies: 9
- Views: 6219
Re: train signal control
Yes, I think that controlling the schedules would be the best thing to do for my case. I downloaded a mod which enables LUA combinators, I can use them to control the schedules. Otherwhise, I thought about creating a new type of "special" stations, with an additionnal GUI. The GUI could co...
- Wed Sep 02, 2015 12:33 pm
- Forum: Modding help
- Topic: train signal control
- Replies: 9
- Views: 6219
Re: train signal control
Still nothing... does anyone konw how to do that / if that's possible ?
- Mon Aug 31, 2015 7:01 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
Ah, OK, good to know
- Mon Aug 31, 2015 11:17 am
- Forum: Modding help
- Topic: train signal control
- Replies: 9
- Views: 6219
Re: train signal control
Yup, found this too while looking through the wiki. That's sad
I'll try something else, but I first have to find how to open a GUI when left clicking an entity which does not have a default GUI.
I still did not get any info about how to do this on the wiki/forums.
I'll try something else, but I first have to find how to open a GUI when left clicking an entity which does not have a default GUI.
I still did not get any info about how to do this on the wiki/forums.
- Mon Aug 31, 2015 11:16 am
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
Yesh, thanks for you mod vzybilly I had a look at the code, that's smart
However, why is there no function associated to the event on_save of the game ? The maps are not to be saved with the game ?
However, why is there no function associated to the event on_save of the game ? The maps are not to be saved with the game ?
- Sun Aug 30, 2015 11:58 am
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
Nice! Hope to see how you did that ASAP
- Sat Aug 29, 2015 10:14 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
vzybilly : the number I show you is the one I got by typing a command to get the energy roperty of a train which was running. If the train is stopped (no coal inside), the value is 0. It is possible to get/change the values in game, by using the selection. I get inside the train, run it, the zoom at...
- Sat Aug 29, 2015 1:06 pm
- Forum: Modding help
- Topic: train signal control
- Replies: 9
- Views: 6219
train signal control
Hi,
I wish to create some kind of rail signal, but which could be controlled by some signal (as it is the case for lamps, etc...)
Is there a method/member of rail signal entity types to control the said signal state ?
Thanks for your answers and help
I wish to create some kind of rail signal, but which could be controlled by some signal (as it is the case for lamps, etc...)
Is there a method/member of rail signal entity types to control the said signal state ?
Thanks for your answers and help
- Sat Aug 29, 2015 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][Twinsen] - combinator madness
- Replies: 4
- Views: 4508
Re: [0.12.4][Twinsen] - combinator madness
Glad to have been able to bring my modest contribution
- Sat Aug 29, 2015 12:57 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
OK, so I had a look and confirm that the game crashes if the train does not have any fuel_inventory_size parameter set. (I changed energy_source to electric type) Also, I guess that the train says it is not plugged to the electrical network because it is not placed on the map, but on a rail segment....
- Fri Aug 21, 2015 7:17 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
Yes, indeed, solar trains may be an easier solution... This doesn't seem realistic in any way, due to the power required by an electric locomotive. But if I don't find a way, then I'll turn to this, definitely.
- Thu Aug 20, 2015 10:14 am
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
If I understand your code, it makes all trains in the game work with unlimited energy. Nice workaround, but I do not like the fact that it is free energy. You don't have to provide electri energy, charge traines, etc... Did not have time to dig further for now, I'll tell you when I have something do...
- Mon Aug 17, 2015 11:19 am
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
Re: electric trains
Thanks for your answers ! Adil => I removed the whole "energy_source" tag before creating the electric one, so yes I guess that the fuel_inventory_size tag has been removed with. I'll have a look @ the log when coming back home. Vzyvily => Parhaps I can make an item which makes the train c...
- Sun Aug 16, 2015 2:51 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 13854
electric trains
Hi, I am trying to create a mod so one can use electric locomotives instead of "diesel" ones. As it is not easy to make electrifiable rails, I planned to do a locomotive which could "store" energy with batteries (same behavior than the roboport) when in stations, and then use it ...
- Sun Aug 16, 2015 12:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][Twinsen] - combinator madness
- Replies: 4
- Views: 4508
Re: [0.12.4] - combinator madness
I get it ! So the signal restored is the lone signal, and the other one increase without any reset. This indeed correspond to the behavior I get.
So this really is a bug I guess that there is no valid reason for #1 to have its input lost for one cycle.
So this really is a bug I guess that there is no valid reason for #1 to have its input lost for one cycle.
- Sat Aug 15, 2015 1:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][Twinsen] - combinator madness
- Replies: 4
- Views: 4508
[0.12.4][Twinsen] - combinator madness
Hi, I updated to 0.12.4 today and experienced a strange combinator behavior... With a single image it is a bit hard to explain, so I updated a video showing the bug you can see here : https://www.youtube.com/watch?v=_D1kUhnfFb8 Here are the repro steps I found : first, setup a 3 combinators loop whi...
- Sat Aug 15, 2015 1:02 pm
- Forum: Combinator Creations
- Topic: [0.12] - tank contents display
- Replies: 7
- Views: 15869
Re: [0.12] - tank contents display
Thanks TuckJohn
I'm currently working on it to do some changes in the behavior (blinks when %age is under 15) and to optimize the number of used combinators.
I'm currently working on it to do some changes in the behavior (blinks when %age is under 15) and to optimize the number of used combinators.
- Sat Aug 15, 2015 12:58 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [0.12] micro machines
- Replies: 6
- Views: 17516
Re: [0.12] micro machines
Ooooh yeah really nice idea TuckJohn !!!
- Fri Aug 14, 2015 8:47 pm
- Forum: Show your Creations
- Topic: Seven Segment Display 0-9 w/bstring
- Replies: 4
- Views: 10661
Re: Seven Segment Display 0-9 w/bstring
Yes, his design is really clever (although the manner it is presented in this topic does not really please me, whatever) So I was right in my guess of how you used the combinators, this is the first thing I wanted to do too, but I was stuck due to the fact I was troubled by the fact the signals foll...
- Fri Aug 14, 2015 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] terrain lighting issue
- Replies: 1
- Views: 3750
[0.12.3] terrain lighting issue
Hi, while working on my seven-segment display connected to the tanks (so I get a large number of lights close to each other), I noticed this graphical issue : http://img11.hostingpics.net/pics/902812lightbug.png As you can see, a seperation is clearly visible between 2 portions of the terrain. Of co...