Search found 230 matches

by Jackalope_Gaming
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...
by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...

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