Search found 96 matches
- Mon Mar 18, 2019 8:09 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 7664
Re: There's a bug in the train's parking
It isn't so much "Trains are prioritized by ID number" as much "There is no natural prioritization of trains and all trains are evaluated in a deterministic order." Presumably, Factorio does not track when a train arrives in a station or maintain any sort of queue. This is not a ...
- Mon Mar 18, 2019 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
- Replies: 2
- Views: 2142
Re: [0.17.14] Blueprinted trains in blueprint library causes error on all future loads of any save and corrupts the libr
Addendum: I've noticed that there's a notable delay when moving blueprints into the library, which did not used to be noticeable in 0.16.x. Since I only opened the save for the the purpose of exporting the blueprint, the fact that I immediately loaded into the other save after the export (before it ...
- Mon Mar 18, 2019 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
- Replies: 2
- Views: 2142
[kovarex] [0.17.14] Trains in blueprint library causes error on all future loads of any save and corrupts the library
I built a handy personal train station in one save, including a lot of complicated wagon filters. I figured I could export it to the blueprint library to dump into another save to avoid needing to tediously reconfigure of all the buffer chests and wagon filters, but my attempts at doing so seem to r...
- Mon Mar 11, 2019 3:39 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails
- Replies: 1
- Views: 1840
[kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails
When blueprinting a train on a diagonal rail, train wagons may not appear in the correct locations if the placed blueprint is near the original (or likely near other rails.)
Example video.
Example video.
- Thu Mar 07, 2019 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 13642
[0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
This was mentioned on the Discord earlier, so I tested it. A test map for fluid wagon unloading speed (full fluid wagon to pump directly to storage tank, with the storage tanks being voided via pump to infinity pipe after the train leaves) yielded the following results in 0.17.7: 380 ticks for a tra...
- Fri Mar 01, 2019 11:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview too wide
- Replies: 9
- Views: 5378
Re: [0.17.x] Map preview too wide
1920x1080 *is* a 16:9 aspect ratio. So is 2560x1440.theamazingrando wrote: βFri Mar 01, 2019 4:51 amSeems like its non-16:9 aspect ratios that have the issue.
- Fri Mar 01, 2019 3:06 am
- Forum: Modding interface requests
- Topic: Access to blueprint information in the shortcut bar.
- Replies: 3
- Views: 952
Access to blueprint information in the shortcut bar.
Related bug report: see here While the modding API can query and set filters on the quickbar (LuaPlayer::get_quick_bar_slot and LuaPlayer::set_quick_bar_slot), it has a few major limitations: If an item in the quickbar is a blueprint/book/decon planner/item-with-tags, a mod cannot determine which bl...
- Fri Mar 01, 2019 12:44 am
- Forum: Not a bug
- Topic: [0.17.3] Passive / Storage chests unlocked before research.
- Replies: 2
- Views: 638
Re: [0.17.3] Passive / Storage chests unlocked before research.
tehfreek is correct. The intent, presumably, is to ensure that you don't have access to passive/storage chests until the moment you have something that uses them.
- Thu Feb 28, 2019 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview too wide
- Replies: 9
- Views: 5378
Re: [0.17.x] Map preview too wide
Also affects me, and was fine in 0.17.2
- Thu Feb 28, 2019 10:00 pm
- Forum: Not a bug
- Topic: [0.17.2] Missing science icons in blueprints created pre 0.17
- Replies: 7
- Views: 1860
Re: [0.17.2] Missing science icons in blueprints created pre 0.17
Is there a mechanism for applying migrations to the blueprint library? If not, I can see how this might have happened with the prototype names changing.
- Thu Feb 28, 2019 9:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Inconsistent behavior with blueprints in the shortcut bar (and no mod access to blueprint data)
- Replies: 2
- Views: 2415
[0.17.3] Inconsistent behavior with blueprints in the shortcut bar (and no mod access to blueprint data)
If a blueprint created in-game as an item (not the library) is placed in a quickbar slot, but is then moved into a chest, the blueprint is no longer placeable . If the blueprint is then destroyed, it is removed from the quickbar. If a blueprint is moved from the library directly onto the quickbar, i...
- Wed Feb 27, 2019 11:44 pm
- Forum: Implemented Suggestions
- Topic: Add a way to see/set what ghost is in a player's hand and appropriate events.
- Replies: 2
- Views: 962
Add a way to see/set what ghost is in a player's hand and appropriate events.
Factorio 0.17 has a nice feature where you can (optionally) have items selected from the quickbar or via pipette create a placeable ghost if you lack the actual item. However, there does not appear to be a way to query (or change) what this ghost is -- it is not an item in player.cursor_stack and do...
- Wed Feb 27, 2019 12:48 am
- Forum: Implemented mod requests
- Topic: LuaPlayer::get_hand_index / LuaPlayer::set_hand_index or similar
- Replies: 5
- Views: 3148
LuaPlayer::get_hand_index / LuaPlayer::set_hand_index or similar
Currently, there is no mechanism for a mod to select an item in the player's inventory using the exact same logic as a player clicking it. The current 'cleanest' method appears to be some variation upon: stack = player.get_inventory(defines.inventory.inventory_main)[index] if player.clean_cursor() t...
- Sun Nov 25, 2018 9:20 pm
- Forum: Won't fix.
- Topic: Gates over railroads do not recognize newly-placed trains
- Replies: 2
- Views: 1093
Re: Gates over railroads do not recognize newly-placed trains
They do collide the moment the train attempts to move.. and it is contrary to normal behavior of gates opening when a train is in proximity. To clarify, collide as in doing collision damage to the gate and/or wagon, not overlapping collision boxes. IMHO the correct behavior is for the gate to open w...
- Wed Nov 21, 2018 11:11 pm
- Forum: Won't fix.
- Topic: Gates over railroads do not recognize newly-placed trains
- Replies: 2
- Views: 1093
Gates over railroads do not recognize newly-placed trains
When placing train wagons, it is possible to build it along a railway that has gates going between wagons on the train. When doing so, the gates will not recognize the presence of the train and remain closed. When the train begins to move, it immediately collides with the gates. If the player walks ...
- Sun Nov 04, 2018 7:32 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::create_local_flying_text speed and create_entity's render_player_index
- Replies: 14
- Views: 6630
Re: LuaPlayer::create_local_flying_text speed and create_entity's render_player_index
We discussed this some on the Discord yesterday, so I wanted to summarize and update this some: a) create_local_flying_text with no return value is entirely worthless for my intended use, as it has no return value that can be used to destroy the text later. Thus, render_player_index on flying-text a...
- Sun Nov 04, 2018 5:44 am
- Forum: Resolved Problems and Bugs
- Topic: Invalid chain signals show with wrong LuaEntity::chain_signal_state, and no equivalent for regular signals
- Replies: 2
- Views: 930
Invalid chain signals show with wrong LuaEntity::chain_signal_state, and no equivalent for regular signals
The API docs for chain signal states show: defines.chain_signal_state.none Invalid, blinking. defines.chain_signal_state.all_open Green. defines.chain_signal_state.partially_open Blue. defines.chain_signal_state.none_open Red. However, an invalid chain signal shows as "all_open" rather tha...
- Sun Nov 04, 2018 5:30 am
- Forum: Modding interface requests
- Topic: LuaEntity::get_rail_signals // LuaEntity::get_rail_signal_positions
- Replies: 1
- Views: 608
LuaEntity::get_rail_signals // LuaEntity::get_rail_signal_positions
I'm working on a mod for rail signal placement and have run into my latest dose of pain, namely this: https://i.imgur.com/xTpRuDl.png I've managed to work out logic for how to walk along railways and -- with an excessive amount of hard-coding -- where signals might be for any given chunk of rail. Si...
- Fri Nov 02, 2018 8:12 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::create_local_flying_text speed and create_entity's render_player_index
- Replies: 14
- Views: 6630
LuaPlayer::create_local_flying_text speed and create_entity's render_player_index
So, I've found (with Bilka's help) the LuaPlayer::create_local_flying_text method in 0.17. It's occasionally useful to be able to create stationary text. A few existing mods do this with flying-text prototypes with 0 speed. So, it would be handy to be able to either a) Choose an entity name (that mu...
- Mon Oct 29, 2018 10:45 pm
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 4873
Re: Ability to create out-of-world LuaItemStacks.
This alone is not sufficient for a lot of cases, like if the item in question is a blueprint (book).TelemakFactorio wrote: βMon Oct 29, 2018 10:40 pmAn itemstack is basically an array of size 2 containing a prototype name and a quantity.
So that you can create itemstacks everywhere anytime.
Maybe I have not understood the request ?