Search found 60 matches
- Wed Nov 12, 2014 11:32 pm
- Forum: Duplicates
- Topic: [0.11.1] Win x64 Regression - Missing Application Icon
- Replies: 2
- Views: 2797
[0.11.1] Win x64 Regression - Missing Application Icon
Well it seems that we have once more had a regression in that the windows x64 zip build of factorio is missing the embedded application icon again. :? I'm not sure about if it occures if one uses the installer or updater as I have only used the zip version but it is a feature regression in some way ...
- Sat Nov 01, 2014 2:27 pm
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19354
Re: Train control / rail signals
Yay, seems 0.11 has the right event for proper train-control: ontrainchangedstate: passes the train or is that not useful? Lua API for reading backer names of entities (and writing station-names). I haven't had a chance to play around in 0.11 as of yet, but the ontrainchangedstate does show promise...
- Mon Aug 25, 2014 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][slpwnd] Crash when driving trains in reverse
- Replies: 9
- Views: 4870
Re: [0.10.6+][slpwnd] Crash when driving trains in reverse
Great to hear, it is always positive when extra little bugs get fixed as part of a related bug.
Oh and the consistent behavior for the trains is nice as well.
Oh and the consistent behavior for the trains is nice as well.
- Mon Aug 18, 2014 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][slpwnd] Crash when driving trains in reverse
- Replies: 9
- Views: 4870
Re: [0.10.6] Crash when driving trains in reverse
Ok so I just got around to testing this again in 0.10.8 and it is still occurring. I used the same steps to reproduce and also check to make sure that if a train is heading backwards and the car that the train object indicates is the lead (carriages[1]) is destroyed by another moving entity such as ...
- Mon Aug 11, 2014 8:02 pm
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19354
Re: Train control / rail signals
I guess that would work fine as long as the script could be alerted when the train arrives, so it can put it into manual mode immediately instead of requiring larger in-station wait time. Being able to start and stop the trains is relatively simple, a mod just keeps track of any entities of type &q...
- Mon Aug 11, 2014 6:27 pm
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19354
Re: Train control / rail signals
I seek far simpler solution. A way how to make a train depart / inhibit it's departure on a circuit network signal Well if smart inserters had the ability to check the status of a circuit condition to see if it was in the pass or fail condition, I guess that one could mod one so that it would put a...
- Mon Aug 11, 2014 2:30 pm
- Forum: Implemented mod requests
- Topic: Train control / rail signals
- Replies: 10
- Views: 19354
Re: Train control / rail signals
As far as I have seen from my own attempts at making self routing trains, there is one thing that is not exposed by the LUA API that in my opinion is needed for a mod to be capable of directing trains to where the are needed, and four other API interfaces that although they could be "hacked&quo...
- Fri Aug 08, 2014 4:09 pm
- Forum: Duplicates
- Topic: [Spawn] Started on an island, can't go anywhere.
- Replies: 10
- Views: 10040
Re: [Spawn] Started on an island, can't go anywhere.
The paragliding solution really does sound rather intresting, and not only does it beat spawning on a 2x2 island, but it first the game's theme, giving credence to the the whole you are landing on a foreign planet, as instead of the player joining the game after they are on the planet your get a bit...
- Thu Aug 07, 2014 4:11 pm
- Forum: Mods
- Topic: [MOD WIP 10.X] Extended Inserters v1b
- Replies: 7
- Views: 18139
Re: [MOD WIP 10.X] Extended Inserters v1b
As Vitduo noted, the description text for Long Pickup Inserters and Long Placement Inserters are the same at the momeent, though I think I can tell which one does which based on the name alone. aren't all of these already a module in the dytech mod? Dytech has similar/identical inserters for all but...
- Thu Aug 07, 2014 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] toolbar filter removed but image stays
- Replies: 4
- Views: 3398
Re: [0.10.6] toolbar filter removed but image not cleared
I have seen this happen once, but only once on 10.3 with a modded item, but it has never happened again, and come to think of it I have never tried to set a modded item filter on the toolbar and clear it since then. [Edit] Ok I think I figured out what caused it in my case. It seems that if you have...
- Tue Aug 05, 2014 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][slpwnd] Crash when driving trains in reverse
- Replies: 9
- Views: 4870
Re: [0.10.6 Win x64] Crash when driving trains in reverse
Anyone tried / willing to test whether this cannot be extended to other cases when the "head" carriage gets destroyed? (Like.. If I set it's HP to 5 and drive a buggy into it?) Or that + the train has to be moving? Or really only this "self-inflicted" scenario, while the train l...
- Tue Aug 05, 2014 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][slpwnd] Crash when driving trains in reverse
- Replies: 9
- Views: 4870
Re: [0.10.6 Win x64] Crash when driving trains in reverse
One question: Do I get it right, that it doesn't crash when the train speed is positive? (Did you know wagons can be attached to the front of the locomotive too?) Yeah when the train does not crash when the speed is positive, and yes I know that you can place cars in from of the locomotive but my o...
- Mon Aug 04, 2014 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][slpwnd] Crash when driving trains in reverse
- Replies: 9
- Views: 4870
[0.10.6+][slpwnd] Crash when driving trains in reverse
The game currently crashes when you are manually driving a train backwards and you reach a dead end in the track and the first carriage in the train is destroyed. From what I have been able to discover this seems to be a fringe case as it can only happen if there are only two carriages in the train,...
- Mon Aug 04, 2014 3:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287358
Re: [MOD 0.10.x] Landfill (2.0)
The moved dirt has to go somewhere. (that's actually the desired result :P it prevents exactly what you where trying to do but allows people to make water holes for "Water anywhere" on demand) If you don't like it there's a config option at the top of the control.lua file. You know I took...
- Sun Aug 03, 2014 5:35 am
- Forum: Implemented mod requests
- Topic: Make building custom names accessible
- Replies: 0
- Views: 2917
Make building custom names accessible
Buildings such as the radar, sience lab, and particularly the train stop all have custom name, but they don't seem to be accessible via lua. Although the main thing that I see getting the custom names from entities being used for is to get the list of train stops, for dynamic train routing I am sure...
- Sun Aug 03, 2014 5:21 am
- Forum: Modding help
- Topic: Getting custom entity names
- Replies: 2
- Views: 1162
Re: Getting custom entity names
Yeah they don't have much use outside of railroad automation. As you probably know train routes use them name of train stop for their pathing, but at the moment the only way to find valid train stop name, as far as I have found at the moment, is to have a train with the train stop added and then que...
- Sun Aug 03, 2014 2:35 am
- Forum: Modding help
- Topic: Getting custom entity names
- Replies: 2
- Views: 1162
Getting custom entity names
Am I missing something or is just not possible with the current api to get the custom names that entities like the Train stops, radars and science labs use? So far I have not been able to figure out anything and maybe this is something that should be under modding api requests, but I have been known...
- Fri Jul 25, 2014 5:53 pm
- Forum: Implemented Suggestions
- Topic: Add easier way to set filters
- Replies: 10
- Views: 5287
Re: Add easier way to set filters
@Sandro. Yes, we can set filter in wagons. @ssilk. It's not the same. Filters in chest is not main part of my suggestion. My proposal is about setting filter in slots. Look at that video from minecraft https://www.youtube.com/watch?v=vma8T8Q4BW0#t=1m32s Instead of putting 1 item in each slot like M...
- Fri Jul 25, 2014 4:16 pm
- Forum: Already exists
- Topic: Elements/prototypes should be enumerable
- Replies: 3
- Views: 3642
Re: Elements/prototypes should be enumerable
Not exactly the same thing, but try game.player.print(game.player.help()) The help() method should work for any rich lua object. I'll have to give that a try as soon as I get home. With it not being mentioned on the wiki, any I doubt that searching for "help" on the forums would ever give...
- Thu Jul 24, 2014 4:27 pm
- Forum: Already exists
- Topic: Elements/prototypes should be enumerable
- Replies: 3
- Views: 3642
Re: Elements/prototypes should be enumerable
This would be one of the most useful things out there for working with the API as it stands. At the moment most if you try using pairs to find out about an entity or object in the game, all you get back is __self with a data type of userdata which tells you nothing about the structure of the object ...