Great idea! As an approximation an averenge number of bots per chank can be used. Or just separating chunks to smaller units.
I.e. when a bot enters a chunk - increment counter on chunk. Than decrement robots' speed in that chunk by averenge of that counter.
Search found 148 matches
- Mon Jan 29, 2018 2:29 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372647
- Thu Jan 25, 2018 8:28 am
- Forum: Implemented mod requests
- Topic: localized_name -> plain string [seems very simple]
- Replies: 3
- Views: 1414
Re: localized_name -> plain string [seems very simple]
Well, I just want to get that string which is displayed to user, that's it. I don't need all of them.
My use case is quick search field in research queue mod.
I just want to filter technologies by part of it's current localized name.
My use case is quick search field in research queue mod.
I just want to filter technologies by part of it's current localized name.
- Thu Jan 25, 2018 7:15 am
- Forum: Implemented mod requests
- Topic: Please expose trains path length to Lua [seems simple]
- Replies: 4
- Views: 1475
Re: Please expose trains path length to Lua [seems simple]
I'm just saying there is a function, already implemented in C++ and well tested.
Exposing it for mods seems easy. So why not? If it's hard - don't do it.
Using beeline distances is an obvious workaround solution.
Exposing it for mods seems easy. So why not? If it's hard - don't do it.
Using beeline distances is an obvious workaround solution.
- Thu Jan 25, 2018 7:04 am
- Forum: Implemented mod requests
- Topic: localized_name -> plain string [seems very simple]
- Replies: 3
- Views: 1414
localized_name -> plain string [seems very simple]
Please if possible expose function for converting localized_name to plain string. I found no way to do it. (I was looking at API - http://lua-api.factorio.com/latest/Concepts.html#LocalisedString - there is no way to do it described stated there). The problem obvously isn't limited to non-english us...
- Thu Jan 25, 2018 6:59 am
- Forum: Implemented mod requests
- Topic: Please expose trains path length to Lua [seems simple]
- Replies: 4
- Views: 1475
Re: Please expose trains path length to Lua [seems simple]
Mods have no access to train path finding so even if they did know the lengths between stations and the train they can't tell a train to go to a specific one. Additionally that data is not stored anywhere - it's calculated on the fly as a train tries to path somewhere. That's exactly what I was thi...
- Wed Jan 24, 2018 9:12 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120398
Re: [MOD 0.12.12+] Research queue 1.2.6
Sorry for the bug. Here is new version... 1.6.4 - More fixes - Added quick search field. It's working only with internal names, not localized ones. (I haven't found a way to get localized name as string. It seems that auto Research mod have the same problem.) - Fixed wrong folder placement 1.6.3 - F...
- Wed Jan 24, 2018 2:57 pm
- Forum: Implemented mod requests
- Topic: Please expose trains path length to Lua [seems simple]
- Replies: 4
- Views: 1475
Please expose trains path length to Lua [seems simple]
When a train network have two stations with the same name and train is sent to that station name you know somehow which station is nearer. So, internally, you do calculate path length between train and station. Please expose this existing C++ function to lua. get_path_length(train_entity, station_en...
- Sun Jan 21, 2018 6:32 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120398
Re: [MOD 0.12.12+] Research queue 1.2.6
Fixed bugs, moved config to settings.
This solves some issues....
This solves some issues....
- Wed Jan 17, 2018 4:23 am
- Forum: Logistic Train Network
- Topic: [Discussion] use Provider-Requester distance
- Replies: 6
- Views: 3249
Re: [Discussion] use Provider-Requester distance
I've posted an implementation idea for distance calculation here:
viewtopic.php?f=214&t=56706#p335474
viewtopic.php?f=214&t=56706#p335474
- Wed Jan 17, 2018 4:18 am
- Forum: Logistic Train Network
- Topic: Distance - implementation idea
- Replies: 2
- Views: 1492
Distance - implementation idea
I also want distance between stations to be considered when scheduling. I've seen your post where you sad that it's too hard to know real distance between stations: the distance train needs to go instead of just decard coordinates calculation of distance between two points. So here is my the idea: Y...
- Mon Jan 15, 2018 2:07 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372647
Re: Friday Facts #225 - Bots versus belts (part 2)
That would be nice if all this splitter features could be controlled from circuit (settings filters, altering priority setting).
- Fri Jan 12, 2018 9:15 am
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30865
Re: We can not dig out landfill
I think there should be a way to dig and expand water areas. Also I think that from certain level of evolution all the biters should begin to be able to swim in vanilla. At later stages there should be flying biters. Also that would be interesting if at some point a "transporter" biter wou...
- Mon Jan 08, 2018 10:24 pm
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 7256
Re: Custom entity lua state handling in blueprints.
Lackily we now have an ability to save value in programmable speaker's alert message.
I just got this idea and tested if it's able to store 1 Mb string: yes It is!
And it's preserved in blueprints.
So now mods can really store any info in it.
I hope it wouldn't be limited in short while?
I just got this idea and tested if it's able to store 1 Mb string: yes It is!
And it's preserved in blueprints.
So now mods can really store any info in it.
I hope it wouldn't be limited in short while?
- Mon Jan 08, 2018 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 33613
Re: Remove or Miniaturize Circuit Networks
Mod implementation idea: "Combinator compiler" - Make an entity "Black box" 1x1 size. - When you enter it - go to different surface (alike Factorissimo) - Build there combinators in any way described in this thread, or just the usual way with unlimited space When you exit "B...
- Thu Jan 04, 2018 8:07 am
- Forum: Modding discussion
- Topic: Campaign mods - ideas
- Replies: 3
- Views: 1295
Re: Campaign mods - ideas
What do you mean by "not supported"? At least there is an option of creating many surfaces.
I suppose the main problem is to make a really good story to tell.
Implementing it won't be much problem
I suppose the main problem is to make a really good story to tell.
Implementing it won't be much problem
- Wed Jan 03, 2018 10:49 pm
- Forum: Modding discussion
- Topic: Campaign mods - ideas
- Replies: 3
- Views: 1295
Campaign mods - ideas
Hi everybody.
Recently I tried to find any campaign mods with good scenario, but I couldn't.
I really enjoy factorio and that would be great if it had other than official campaigns be made.
Is there any?
Maybe devs will publish some separate topic for this so modders could croud-source some?
Recently I tried to find any campaign mods with good scenario, but I couldn't.
I really enjoy factorio and that would be great if it had other than official campaigns be made.
Is there any?
Maybe devs will publish some separate topic for this so modders could croud-source some?
- Wed Jan 03, 2018 10:31 pm
- Forum: Modding help
- Topic: Many entities in one tile
- Replies: 2
- Views: 808
Many entities in one tile
Is it possible to create many custom-entities in one tile? For example take as base entity - lamp or constant combinator and create them with factorio API? I didn't succeed with my attempts to do it. Is it possible? How? Is it possible to make the whole set of entites blueprintable? ---- What for: I...
- Wed Jan 03, 2018 10:17 pm
- Forum: Modding discussion
- Topic: Anti-piracy for mods? No, community is more important
- Replies: 24
- Views: 28251
Re: Anti-piracy for mods? No, community is more important
Fighting piracy by hiding code to some private repository... I did bought Factorio (Proof:else I wouldn't have a nick on forum). Well... I live in Russia. Almost all who live here dont buy games at all. All this actions you discuss will most likely take a lot of your effort, but wouldn't bring any v...
- Mon Jan 01, 2018 12:45 pm
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 7256
Re: Custom entity lua state handling in blueprints.
Will this ever be implemented? I don't know what's really being asked for. There are several things here that conflict with each other in utility and some that just aren't feasible. It's all about It is easy to come up with a modded entity, that may have some lua information assotiated to it A lua ...
- Mon Jan 01, 2018 7:50 am
- Forum: Modding interface requests
- Topic: Poll for modding interfaces requests
- Replies: 3
- Views: 1141
Re: Poll for modding interfaces requests
Sure: 1. Interfaces for ghosts: getting/setting circuit connections, red bar for inventories for ghost chests/ 2. Ability to save arbitary data (lua-table) with entity - for sake of saving custom entites' state into blueprints (examples of use: any mods' additional properties) 3. Ability to save arb...