Search found 96 matches

by dewiniaid
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 ...
by dewiniaid
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 ...
by dewiniaid
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...
by dewiniaid
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.
by dewiniaid
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...
by dewiniaid
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

theamazingrando wrote: ↑
Fri Mar 01, 2019 4:51 am
Seems like its non-16:9 aspect ratios that have the issue.
1920x1080 *is* a 16:9 aspect ratio. So is 2560x1440.
by dewiniaid
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...
by dewiniaid
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.
by dewiniaid
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
by dewiniaid
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.
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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 ...
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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...
by dewiniaid
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.

TelemakFactorio wrote: ↑
Mon Oct 29, 2018 10:40 pm
An 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 ?
This alone is not sufficient for a lot of cases, like if the item in question is a blueprint (book).

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