Search found 47 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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!
- 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...
- 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 +...
- 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
- 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...
- 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...
- 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.
- 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.
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.
- 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?
- 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
if your trying to capture the player building something there is
defines.events.on_built_entity
defines.events.on_put_item
it does not list an event specifically for clicks./Factorio/doc-html/defines.html#defines.events
if your trying to capture the player building something there is
defines.events.on_built_entity
defines.events.on_put_item
- 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.
- 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.
I've seen this idea mentioned a few times but I wanted to create suggestion specifically for this one item.
- 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...