Search found 373 matches: waypoints

Searched query: +waypoints

by reduke
Thu Apr 09, 2026 3:05 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 549

Re: [2.0.76] Trains randomly pausing at waypoint stations

I have tried twice to add the save - each time the preview window shows it properly added but it doesn't show up in the post...

None of the waypoints have any conditions - if they did then they would not be waypoints.
by reduke
Thu Apr 09, 2026 1:45 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 549

[2.0.76] Trains randomly pausing at waypoint stations

... the next 4 trains to arrive will always pause, the 5th one will not pause, and the 6th one will pause.

These trains all have shared orders, the waypoints are all copy-pasted from each other, each lane has the same signalling, etc...

Something strange seems to be going on.

Location of holding area ...
by ILLISIS
Fri May 23, 2025 2:15 am
Forum: Modding interface requests
Topic: Spidertron autopilot destination changes
Replies: 0
Views: 545

Spidertron autopilot destination changes

Hi

We have;

add_autopilot_destination
autopilot_destination

and more to the point; autopilot_destinations
But why is autopilot_destinations not Read|Write array ?

Seems like a logical change that would allow for ad-hoc changes to the waypoints already set.

Cheers
by eugenekay
Thu May 01, 2025 3:28 pm
Forum: Modding interface requests
Topic: A way to stop Spidertron destination overshoot
Replies: 10
Views: 1746

Re: A way to stop Spidertron destination overshoot

... seems like a waste of effort and invites more bugs. I like the effect of a Spider with too many Exoskeletons rapidly “skidding to a stop”, both manually driven and when using Mods which add Spider Waypoints (as in the Title Post). I would be first in line to file a Bug Report if such change was made!
by boskid
Fri Mar 28, 2025 10:22 am
Forum: Not a bug
Topic: [2.0.41] Train priority overrides enable/disable and train limit 0
Replies: 1
Views: 1730

Re: [2.0.41] Train priority overrides enable/disable and train limit 0

... stop have lower pathfinder cost regardless of priorities and the behavior would still happen. Problem in your setup is that you are using Exit waypoints which the train reaches while still being in the Enter train stop block. There is a feature to prevent rail stackers from being overfilled, which ...
by PennyJim
Wed Jan 29, 2025 1:31 am
Forum: Resolved Requests
Topic: SoundAccent::audible_distance_modifier not in documentation
Replies: 3
Views: 812

SoundAccent::audible_distance_modifier not in documentation

I was looking at how the foundry did the sound waypoints I remember hearing in a FFF. Just to see if I could somehow piggyback off that system to do smoke (doesn't look possible).

I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing ...
by Kyralessa
Mon Nov 11, 2024 6:29 pm
Forum: Minor issues
Topic: [2.0.11] Train pathfinding takes much longer path
Replies: 28
Views: 7134

Re: [2.0.11] Train pathfinding takes much longer path

... schedules here, but about temporary train stops.


Trains in Factorio have never worked this way. They don't add stations themselves as waypoints, and they don't spontaneously reverse direction.

However, you can add the station to the train schedule yourself with no leaving conditions, and ...
by asher_sky
Sun Oct 27, 2024 7:24 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
Replies: 4
Views: 2429

[Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value

In Factorio 1.1 when overwriting the cutscene controller with new waypoints, if the first waypoint had `zoom = nil` then the zoom value from the previous waypoint would be used. In 2.0.11 this behavior has changed, so if the first waypoint has no zoom the camera will go way in.
I assume (and hope ...
by Penguin_Spy
Tue Oct 22, 2024 7:28 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.8] Crash accessing opened field of character in cutscene
Replies: 1
Views: 1642

[Genhis][2.0.8] Crash accessing opened field of character in cutscene

... entity
/c character = game.player.character
-- start a 7 second cutscene
/c game.player.set_controller{type=defines.controllers.cutscene, waypoints={{position={0,-10},transition_time=300,time_to_wait=120}}}
-- access the character's opened field (using game.print so parses as valid Lua)
/c ...
by jpm
Sun Oct 20, 2024 11:53 am
Forum: Modding help
Topic: Automating the Engineer / Factorio Client
Replies: 5
Views: 5782

Re: Automating the Engineer / Factorio Client

... call it "FHack", since DFHack is seeming like the correct architecture to follow. "Compilatron Therapist" would be the utility that lets you edit waypoints or a to-do list for the automated client. If these applications have a REST API or web interface, then that would be a great dividing line ...
by cliff_build
Fri Jun 21, 2024 9:18 pm
Forum: Pending
Topic: [1.1.107] Biter group stuck after pathing near water
Replies: 2
Views: 1438

Re: [1.1.107] Biter group stuck after pathing near water

I can reproduce the same error message by waiting for the code to run (including choosing waypoints), and then use /editor to add a bunch of water on/near the waypoint.

Here is a save that will reproduce the issue (game.print is called with the coordinates of the stuck unit group when it happens).
by cliff_build
Thu Jun 20, 2024 5:05 am
Forum: Pending
Topic: [1.1.107] Biter group stuck after pathing near water
Replies: 2
Views: 1438

[1.1.107] Biter group stuck after pathing near water

... suggestions/feedback about how I could make progress (if there is more debugging info that would be helpful). Perhaps our algorithm for choosing waypoints could try harder to find a location farther away from water, for instance.

I guess maybe an option would be to destroy the unit group, and just ...
by cliff_build
Wed Jun 19, 2024 11:08 pm
Forum: Modding help
Topic: Unit Group pathing failures
Replies: 3
Views: 1075

Unit Group pathing failures

... suggestions/feedback about how I could make progress (if there is more debugging info that would be helpful). Perhaps our algorithm for choosing waypoints could try harder to find a location farther away from water, for instance.

I guess maybe an option would be to destroy the unit group, and just ...
by Tooster
Fri May 24, 2024 11:17 am
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 27126

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

... for the most :P

First, a shameless plugs: https://forums.factorio.com/viewtopic.php?t=104721 and https://t3st3ro.github.io/stuff/factorio-waypoints.html
and requests directly related to that:
Could you add some API for registering a bunch of actions as a single entry on the undo stack ...
by Deruwyn
Sat May 04, 2024 10:06 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 123986

Re: Friday Facts #374 - Smarter robots

... one object to another. If you store it as a hash table where the key is the endpoint and the value is the estimated time to make the trip (and waypoints along the trip if necessary, like if it's too far to get there without charging). Only add entries when the hashtable does not already contain ...
by charonme
Sun Apr 07, 2024 8:27 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 4524

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

when I set a new waypoint right around the time an autosave is triggered. The already set waypoints get discarded after the autosave finishes. If I quit the game and load the autosave the waypoints are still there
by Loewchen
Sun Apr 07, 2024 10:52 am
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 4524

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave


This is constantly happening to me too. Steps to reproduce: shift click to enqueue/chain waypoints for a spidertron on a map and when the autosave is triggered around the moment a next waypoint is being created the entire chain gets cancelled after the autosave finishes

Are you saying it is ...
by charonme
Sun Apr 07, 2024 10:31 am
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 4524

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

This is constantly happening to me too. Steps to reproduce: shift click to enqueue/chain waypoints for a spidertron on a map and when the autosave is triggered around the moment a next waypoint is being created the entire chain gets cancelled after the autosave finishes
by n3ss
Thu Feb 01, 2024 1:55 pm
Forum: Gameplay Help
Topic: Is this expected/documented behavior for Spidertrons?
Replies: 2
Views: 1302

Is this expected/documented behavior for Spidertrons?

... I have a red spidertron with the white and green spidertrons set to follow red. I grab the remote for the green spidertron and send it to several waypoints, holding shift the entire time. After it reaches the last waypoint it returns to following the red spidertron. I grab the remote for the white ...
by mmmPI
Tue Dec 12, 2023 11:36 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 84
Views: 39944

Re: Maximum throughput of a rail line

... I check whether the path end rail has changed since the previous tick. If it has, that's because the braking point passed a scheduled stop. I use waypoints so the trains don't brake, they just go right by, which means the recorded distance is as close as the train got before its braking point passed ...

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