Search found 230 matches
- Fri Apr 15, 2016 11:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.2 (Updated '16-04-12)
Kind of surprised no one has asked this, but is it possible to add support for 5dim's trains? I've done some tests on it and while I could technically do it, it's ugly as hell because it's impossible for me to line up the graphics properly unless I redid the spritesheet positioning itself. 5dim com...
- Thu Apr 14, 2016 10:12 pm
- Forum: Modding help
- Topic: Is there a way to force connection_distance update?
- Replies: 2
- Views: 1034
Re: Is there a way to force connection_distance update?
Destroying the trains and respawning them might be a nuclear option. The big issue with that is going to be the items inside the trains getting destroyed, meaning locos won't have fuel and wagons would lose potentially very valuable items. Would using a data-updates.lua file work? I'd have to learn ...
- Tue Apr 12, 2016 9:34 pm
- Forum: Modding help
- Topic: Is there a way to force connection_distance update?
- Replies: 2
- Views: 1034
Is there a way to force connection_distance update?
I have made a mod ( The 8L Train Project ) that changes the connection_distance and joint_distance of train entities. The main problem with this is when it's loaded into a game that already has trains placed down, those values do not update until the entity is picked up and placed down again. The co...
- Tue Apr 12, 2016 8:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)
Don't worry about the screenshot, at least not yet. I'm adding support for Factorio Extended right now. I'm also contemplating whether there might be a command that forces reloading of all train entities but nothing else and whether that might be much simpler than requiring the player to replace all...
- Mon Apr 11, 2016 9:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)
hi, since the update i had the same length problems that had been reported before. But even after rebuilding a train i see some glitches when the train changes direction. The cargo seems to jump some centimeter then and almost SIT in the loc. Using the Factorio extended trains - might that cause th...
- Sun Apr 10, 2016 5:21 am
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)
The good news is Wube is on track (pun intended) to get trains have full tile lengths both when horizontal and vertical. As for the loader, they're planning on a "heavy inserter" instead that lets the inserter benefit from the stack size bonus when placing on belts. I'm curious how it'll go.
- Sat Apr 09, 2016 8:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)
Yeah, the train replacement is a pain but I'm not sure how to get it to fix itself. By the way, Arumba, when did you first start using this mod? Meppi, thank you for testing these numbers and fixing the inserter issue! I've redone v1.2.1 so now it has included the fix for the inserter problem. Also ...
- Sat Apr 09, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-08)
The problem with adding that extra joint distance is it then makes locomotives 8.1 tiles long. This means trains with several locomotives at the start might need to have different station setups. Granted, I don't expect anyone to seriously use 4 or more locomotives in front, but I won't be changing ...
- Fri Apr 08, 2016 10:56 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73547
Re: Friday Facts #133 - The train struggle
I'm curious to see how the heavy inserter behaves when picking items off the belt. Is it going to wait until it has the maximum items, or a period of time? Will it be able to do an AoE grab, per se? It's nice that it'll grab a bunch of items and put them down real nice and fast like. That's cool. Y...
- Fri Apr 08, 2016 8:59 pm
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 60754
Re: Supression of the size shift of electric furnaces
The size difference has its tradeoffs, and these tradeoffs are meaningful and interesting. Sure an electric furnace takes up more area, but given how it can have modules used with it in addition to being affected by beacons, it seems quite reasonable to have it be larger. How about showing the furna...
- Fri Apr 08, 2016 8:26 pm
- Forum: Modding help
- Topic: Looking for the way train stops are handled
- Replies: 3
- Views: 1490
Re: Looking for the way train stops are handled
An update for anyone else that's curious about this:
According to the post at viewtopic.php?f=91&t=19458&start=30#p146196 it seems locomotives stop when their front joint_distance is .5 tiles behind the center of the train stop.
According to the post at viewtopic.php?f=91&t=19458&start=30#p146196 it seems locomotives stop when their front joint_distance is .5 tiles behind the center of the train stop.
- Fri Apr 08, 2016 8:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.2.0 (Updated '16-03-26)
I was wondering about that interaction at https://forums.factorio.com/viewtopic.php?f=25&t=20670. I'm glad to see there is more information known now. Meppi, I will add your changes. Thanks! Alas, this still doesn't fix the issue of inserters not being able to input on the last tile of a wagon i...
- Wed Mar 30, 2016 2:01 am
- Forum: Mods
- Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
- Replies: 9
- Views: 6126
Re: Longer Trains 0.0.1 [12.26+]
Yes, it is possible to change the weight of wagons. However, wagons also have brakes on them so the breaking_force entry would need to be increased.
- Sat Mar 26, 2016 10:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.1.0
I have updated the mod to 1.2.0. The programming has once again been revamped, and support for Color Coding has been added. This is likely to be the final version for this mod due to not finding other train mods I can support and the upcoming 0.13 train fixes in the official Factorio release that wi...
- Fri Mar 25, 2016 6:01 pm
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 56510
Re: Friday Facts #131 - Roadmap shuffle
As the primary author of The 8L Train Project, I am practically jumping for joy at how you guys will be making similar changes to the base game, and more! Thank you so much for continuing to improve the game. One question though: Will Wube Software be making a guide to better enable graphics mods? F...
- Fri Mar 25, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.1.0
Good news everyon! In the latest Friday Facts the devs wrote this: These are to be finished: ... * Redo of the train graphics and fixing the train distances, so they are whole tiles and vertical and horizontal distances are the same. This will make my mod obsolete, which was actually one of my goals...
- Fri Mar 25, 2016 5:20 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Longer Trains 0.0.1 [12.26+]
- Replies: 9
- Views: 6126
Re: Longer Trains 0.0.1 [12.26+]
A tiny change to connection_distance would make this compatible with Train position and length fix Besides that, I love me some long trains. It's nice not having to need multiple locomotives to achieve that. My mod is fully compatible with Longer Trains now. If Ambulatory changes the mod to have a ...
- Thu Mar 24, 2016 4:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
- Replies: 71
- Views: 68463
Re: [MOD 0.12.x] The 8L Train Project v1.1.0
Doesnt quite work right in .29 it seems. The third cargo wagon wont start loading from its last spot until a 4th wagon is added. This is a problem with the base game too. To test this in the base game set down one locomotive, then seven cargo wagons. The seventh one can't load at the end unless the...
- Mon Mar 21, 2016 10:26 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 561587
Re: Yuoki Industries - Informations, Suggestions, Questions
But it is possible to scale the graphics a bit within the game itself. The pictures.shift = { , } code is in the game data, but there's also pictures.scale = 1.04 or some other needed number. Having a whole number for the length ensures that no matter where you place it, if every other rail entity h...
- Mon Mar 21, 2016 4:17 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 561587
Re: Yuoki Industries - Informations, Suggestions, Questions
I got looking through the Railways portion of Yuoki Industries to see what lengths the entities are. Why do none of the entities seem to have whole number lengths? The total length is a combination of the lines connection_distance and joint_distance. For example, the "y_wagon_closed" entit...