Search found 60 matches

by JLBShecky
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 ...
by JLBShecky
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...
by JLBShecky
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. :D
by JLBShecky
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 ...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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,...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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...
by JLBShecky
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 ...

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