Search found 47 matches

by SilverB1rd
Wed Apr 26, 2017 3:03 pm
Forum: Ideas and Suggestions
Topic: Productivity Modules: Better bonus calculation
Replies: 4
Views: 1518

Productivity Modules: Better bonus calculation

TL;DR; Change the productivity bonus from 1x(outputs) to 1x(outputs-inputs) Details The introduction of the "Kovarex enrichment process" highlighted that the bonus calculation for productivity modules breaks when a recipe has the same item in both its inputs and outputs. Examples inputs: 4...
by SilverB1rd
Sun Apr 09, 2017 7:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Train.State not changing to wait_signal on curves
Replies: 3
Views: 1277

Re: [0.14.22] Train.State not changing to wait_signal on curves

i remember hearing about a bug with signals that are on the very end/beginning. try moving the signal one spot closer to the oncoming train. I have seen this problem with more then one signal and curve configuration. I found this problem when working on my train control mod. https://forums.factorio...
by SilverB1rd
Sat Apr 08, 2017 5:32 pm
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18985

Re: Is this intersection going to work?

... 2. Factorio hates roundabouts because of path recalculation bugs. Is that a fact? I tend to stick with roundabouts by virtue of a "why not?" mentallity, unless I specifically want to deny the trains the option, but I've never noticed/encountered any particular bugs. But this is a defi...
by SilverB1rd
Sat Apr 08, 2017 4:04 pm
Forum: Mods
Topic: [0.14.22] Bird's Train Control - Safe train stop and resume
Replies: 3
Views: 1161

Re: [0.14.22] Bird's Train Control - Safe train stop and resume

What do you mean with proper signaling at station? Why did you choose to stop if the trains are at station or signal and not immediately? You should have at least one train length of space after the exit of the station before the first rail signal. Stopping the train immediately can result in a car...
by SilverB1rd
Fri Apr 07, 2017 10:16 pm
Forum: Mods
Topic: [0.14.22] Bird's Train Control - Safe train stop and resume
Replies: 3
Views: 1161

[0.14.22] Bird's Train Control - Safe train stop and resume

Type: Mod Name: Bird's Train Control Description: Safely Stop all trains set to automatic, then have all those trains resume automatic. Plus a train/loco count. Version: 0.1.0 Release: 2017-04-07 Tested-With-Factorio-Version: 0.14.22 Category: Trains https://mods.factorio.com/mods/SilverB1rd/Birds_T...
by SilverB1rd
Fri Apr 07, 2017 5:33 pm
Forum: Ideas and Suggestions
Topic: [Multiplayer-Funktion] Matchmaking!
Replies: 7
Views: 3615

Re: [Multiplayer-Funktion] Matchmaking!

I'd say that matchmaking is not a good fit for factorio gameplay. Matchmaking can be great for games where there is 1) player ranking 2) short game length, less then an hour average 3) clear and definitive goals and win conditions Base Factorio does not fit any of those criteria. Finding people to p...
by SilverB1rd
Fri Apr 07, 2017 4:05 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 48961

Re: Friday Facts #185 - Progress report

Hi You mentioned the GPU Is there a way to offload some of the CPU work to the GPU? Or is it not practical/beneficial in Factorio? Thank you This falls into the same category as multi-threading, while it can provide benefits it introduces massive complexity, which is bad when trying to minimize bugs.
by SilverB1rd
Fri Apr 07, 2017 3:05 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 48961

Re: Friday Facts #185 - Progress report

Great Work! Its always fun and stressful time this close to a release date. Keep up the hard effort!
by SilverB1rd
Fri Apr 07, 2017 3:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Train.State not changing to wait_signal on curves
Replies: 3
Views: 1277

[0.14.22] Train.State not changing to wait_signal on curves

Trains approaching red signals on curved track sections never reach the stop point and stay in arrive_signal state. Screen shot from 0.14.22 with no mods. The middle left train is stuck in the arrive_signal state, while the middle right train is ?correctly? in the wait_signal state. http://i.imgur.c...
by SilverB1rd
Fri Apr 07, 2017 6:27 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] [WIP] Safe stop for trains - looking for feedback
Replies: 1
Views: 682

Re: [IDEA] [WIP] Safe stop for trains - looking for feedback

I have the basic mod working, will have an alpha release soon. I did find something strange, sometimes trains will not switch from defines.train_state.arrive_signal to defines.train_state.wait_signal when they are moving toward a red signal. the train speed would continue to get smaller, down past +...
by SilverB1rd
Thu Apr 06, 2017 7:32 pm
Forum: Multiplayer / Dedicated Server
Topic: Autolaunch for modless server/single player
Replies: 2
Views: 1637

Re: Autolaunch for modless server/single player

you can save a global variable by using the event.tick value to run your on_tick check

Code: Select all

local function on_tick(event) -- get event parameter
   if event.tick%60 == 0 then -- % is modulo, returns the remainder after dividing by a number, so %60 returns 0 through 59
   ...
   end
end
by SilverB1rd
Thu Apr 06, 2017 7:15 pm
Forum: Ideas and Suggestions
Topic: Train Station: Option to require stop
Replies: 7
Views: 3314

Re: Train Station: Option to require stop

Can you give an example of when the train takes the wrong path? The image in the OP shows a scenario where the trail will chose the path through the bypass station, because it is shorter, rather then the upper route which would be considered more desirable especially in more complex layouts. Curren...
by SilverB1rd
Thu Apr 06, 2017 4:21 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] [WIP] Safe stop for trains - looking for feedback
Replies: 1
Views: 682

[IDEA] [WIP] Safe stop for trains - looking for feedback

I'm working on a mod that gives the player the option to safely stop all trains via a gui. This works by switching trains to manual control only when the train is stopped at a signal or at a train station. This ensures the player can shut down large train networks without having trains stopping in u...
by SilverB1rd
Thu Mar 30, 2017 5:32 am
Forum: Modding help
Topic: Event for Train schedule change?
Replies: 0
Views: 446

Event for Train schedule change?

Is there an event for when a train schedule is modified. was testing on_train_changed_state and it seems to be triggered only when changing between manual and automatic.
by SilverB1rd
Tue Mar 28, 2017 7:40 pm
Forum: Modding interface requests
Topic: API doesn't provide a way to get front/back of trains in stations
Replies: 6
Views: 1534

Re: API doesn't provide a way to get front/back of trains in stations

Maybe..

If LuaTrain.Station is set, Calculate the distance between the front_movers{1}.position, back_movers{1}.position, and the station.position, the one with the shortest distance is the one at the station.
by SilverB1rd
Tue Mar 28, 2017 5:38 pm
Forum: Modding interface requests
Topic: API doesn't provide a way to get front/back of trains in stations
Replies: 6
Views: 1534

Re: API doesn't provide a way to get front/back trains

it might help to why this information is needed? what does this information allow a mod to do that it cannot do now?
by SilverB1rd
Fri Mar 24, 2017 9:50 pm
Forum: Modding help
Topic: click event
Replies: 7
Views: 2057

Re: click event

if you look in the factorio documentation for the defines.events
/Factorio/doc-html/defines.html#defines.events
it does not list an event specifically for clicks.

if your trying to capture the player building something there is

defines.events.on_built_entity
defines.events.on_put_item
by SilverB1rd
Thu Mar 23, 2017 6:27 pm
Forum: Ideas and Suggestions
Topic: Train Station: Option to require stop
Replies: 7
Views: 3314

Re: Train Station: Option to require stop

add missing "why" section.
by SilverB1rd
Thu Mar 23, 2017 6:08 pm
Forum: Ideas and Suggestions
Topic: Train Station: Option to require stop
Replies: 7
Views: 3314

Re: Train Station: Option to require stop

Another possible name for the option would be "Disable Passthrough"

I've seen this idea mentioned a few times but I wanted to create suggestion specifically for this one item.
by SilverB1rd
Thu Mar 23, 2017 5:04 pm
Forum: Ideas and Suggestions
Topic: Train Station: Option to require stop
Replies: 7
Views: 3314

Re: Train Station: Option to require stop

There is already some pathfinding penalty for pathing through stations now in 0.15, so this issue should hopefully be solved That is basically how I would see this option working. although having the checkbox gives better control to the player, since an arbitrary penalty may not be enough to achiev...

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