Search found 31 matches

by JAetherwing
Fri Nov 10, 2023 4:39 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 45510

Re: Friday Facts #384 - Combinators 2.0

For me as a combinator enthusiast, this is by far the best FFF in a while (and all of them on Factorio 2.0 have been phenomenal so far). I cannot wait! The documentation feature is such a good quality of life addition! I have one remaining question about the selector combinator and that is how the s...
by JAetherwing
Sat Jan 30, 2021 4:44 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16 - 1.0] Realistic Electric Trains

Hello everyone! I'm happy to see that there is apparently someone who found the time to update my mod to the latest version. However, I'd actually prefer if one of those authors (or multiple) took over my project and continued developing under the same name rather than creating 3(!) individual forks...
by JAetherwing
Sat Sep 26, 2020 9:55 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16 - 1.0] Realistic Electric Trains

With the release of 1.0 I've decided to retire this project. After the update to 1.0, this mod is now no longer under active development. That last update included a pretty crude 3D model, by the way. If you don't like that, you can just not update, there were no other changes. I've decided to stop ...
by JAetherwing
Sun Aug 25, 2019 8:56 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Part of the idea of this mod was, to not remove the difficulty of setting up a fuel supply, but to replace it with another challenge of setting up a power supply. A simple fix for the dead spot problem would be to have a locomotive on either side of the train, but facing the same direction. If one o...
by JAetherwing
Sat Aug 03, 2019 12:18 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Thanks for restoring the thread.
by JAetherwing
Wed Jun 19, 2019 12:09 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I have no idea what you want to tell me with that picture; just download the mod from the mod portal or through the ingame mod menu.
by JAetherwing
Tue May 21, 2019 5:21 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Congratulations, you just guessed the topmost item of my todo list for this mod.
Unfortunately, I really don't have a lot of time at the moment, but I'll try to come back to this as soon as possible.
by JAetherwing
Tue Apr 23, 2019 10:45 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I'd love to do that, but unfortunately, signals are hardcoded to be on a render layer below trains. Thus, unless everyone wants terrible graphical glitches, this won't work.
by JAetherwing
Fri Apr 12, 2019 5:32 pm
Forum: Ideas and Suggestions
Topic: Make the changelog parser more lenient, please!
Replies: 30
Views: 8036

Re: Make the changelog parser more lenient, please!

So, I read all of the posts so far here. I agree the error(s) should be more explicit about what is incorrect. I don't agree that any of them should be made more lenient. Factorio doesn't do "it's close, so I'll fix it" logic - the thing is either correct or incorrect - and in the case of...
by JAetherwing
Sat Mar 23, 2019 10:13 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Hey guys, I've released another update! I managed to get rid of the energy buffer in the poles, they'll now consume a tiny amount of power before they become activated and power locomotives. Furthermore, this update adds the modular locomotive, an end-game variant that can be upgraded with modules t...
by JAetherwing
Mon Mar 11, 2019 3:55 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles If I understood the code of that mod correctly then no, it uses a hidden buffer as well: There is a "shadow" entity always teleported to the player's position that buffers energy...
by JAetherwing
Mon Mar 11, 2019 6:09 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Changing the buffer size with research is unfortunately impossible, because it is fixed in the entity prototypes when the game starts. Honestly, if it was possible I'd get rid of the buffer too, but I can't due to how the electric system works. And I'm pretty sure I won't remove the initial charge f...
by JAetherwing
Thu Mar 07, 2019 9:10 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Sorry to crush your dreams, but the trains are not actually energy free. As I said, the poles have an energy buffer, currently set to almost 20MJ. This is required for the planned higher-tier locomotives that have a much higher energy output. Yes, you can drive an Advanced Electric Locomotive for fr...
by JAetherwing
Thu Mar 07, 2019 8:52 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Oh, I see. Yes, that's intended too: The poles have a relatively large buffer which is filled automatically when building them to avoid draining the power grid. Try driving a little longer, eventually it'll run out of power. I know it's somewhat unrealistic, but I think it's better than having a bro...
by JAetherwing
Thu Mar 07, 2019 8:34 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I guess you mean the single unpowered section in the curve? It is more or less inevitable that the train is powered there too: In order to detect curved rails, I need to check in a small radius around the locomotive and in a situation like this, it just picks the next powered rail. Not really intend...
by JAetherwing
Thu Mar 07, 2019 12:30 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16] Realistic Electric Trains

Hey guys,
between my exams I found some time to update the mod to 0.17.
I did some testing, but most likely not exhaust all possible control flows, so there might be some bugs left. Please, as always, report them on github or the mod portal (Preferably Github though).
Have fun!
by JAetherwing
Sun Mar 03, 2019 12:41 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16] Realistic Electric Trains

Of course.
It just takes a while as I currently don't have a lot of time to spare.
by JAetherwing
Mon Feb 25, 2019 9:01 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16] Realistic Electric Trains

Good news: A new version is out!
0.2.1 fixes several bugs, especially with blueprints and introduces the new Mk2 locomotive!
Have fun with it!
by JAetherwing
Thu Feb 21, 2019 9:56 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16] Realistic Electric Trains

Maybe I can put several different models into the mod? I think, these two look really awesome!
by JAetherwing
Wed Feb 20, 2019 6:55 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50247

Re: [MOD 0.16] Realistic Electric Trains

I thought so too, but then I apparently was extremely lucky to not get desynced for a few dozen times. Are local variables included in the crc check though? And if so, where should I cache the prototypes instead? I can't access the game object in the on_load event for instance. I can (and probably w...

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