Thanks. Miniloaders already has code to snap to adjacent belts which I can trigger during on_configuration_changed as a workaround if Wube decides not to change this behavior.darkfrei wrote: ↑Fri Jan 24, 2020 6:23 amYou can use adaptive automatic rotation loader's code from https://mods.factorio.com/mod/LoadersAutorotation
Search found 470 matches
- Mon Jan 27, 2020 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
- Replies: 14
- Views: 6508
Re: [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
- Fri Jan 24, 2020 9:18 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62689
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Out of curiosity, did you evaluate a 4-way d-ary heap? In practice it's usually faster for A-star searches due to better alignment with cache behavior.boskid wrote:After a quick prototyping phase, I decided to implement a binary heap with min-property over array.
- Thu Jan 23, 2020 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
- Replies: 14
- Views: 6508
[posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
As in the title. Observe the cluster of miniloaders on the left. Each one is in "input" mode, with the belt on the outside of the cluster. Above the Load Game dialogue you can see the actual state after loading into 0.18.1: the loaders are now in "output" mode, with the same dire...
- Sun Dec 15, 2019 6:27 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156553
Re: [MOD 0.16] Miniloader
when i rotate miniloader that have item on it bc it went wrong way i get that error. only i can do is remove it then rebuild it ...but cant rotate it when stuff is in miniloader ( sorry about my english hope you do understand what i m explaining.)is there a fix? https://i.imgur.com/9FafsxA.png What...
- Fri Dec 06, 2019 7:13 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 44961
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Third, a question to rseding, if you can describe in a nutshell what the difference is between the event-subscriber pattern and the targeter pattern. It sounds like the same, just inverted. Instead of the subscription, the pointer to the target is deleted. Or is this the main difference? I believe ...
- Tue Dec 03, 2019 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon
- Replies: 2
- Views: 2565
[Rseding91] [0.17.79] Incorrect inserter highlighting on large cargo wagon
badselecthighlight.png Experienced with https://mods.factorio.com/mod/chonky-trains . Above is when the wagon is selected, showing only the center 8 inserters on each side as being able to interact with the wagon. Below is selecting one of the inserters, which shows it is able to insert to the wago...
- Wed Nov 13, 2019 6:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293840
Re: [MOD 0.17] Xander Mod v3.1.0
repofme1, I thought you may find this interesting, a shot of the map view of my 16.51 xander game. I was trying to get everything train supplied and i stopped about the time my brain melted ;) http://prntscr.com/pr8z3h edit: somewhere around 250 hours of gametime I believe (some of that is AFK time...
- Tue Nov 05, 2019 9:29 pm
- Forum: Modding help
- Topic: Non-square non-1x1 inserter giving constant error
- Replies: 12
- Views: 2786
Re: Non-square non-1x1 inserter giving constant error
Seems like having certain prototypes completely unrelated to the inserter (e.g. data.raw.item-entity) with incorrect collision boxes also cause this error. Weird. Not that weird. As discussed: So taking "s" as the size of the "item-on-ground" entity (plus a floating-point roundi...
- Sat Nov 02, 2019 5:47 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357036
Re: [MOD 0.17] Industrial Revolution
Suggestion: make Utility Science Pack research depend on Automation 3. This isn't captured by the automatic generation, and I didn't notice that I needed Laser Assemblers for the Optical Controllers. Never mind, I’m actually an idiot. Utility science needs Optical Processors , not Controllers, and ...
- Fri Nov 01, 2019 12:24 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357036
Re: [MOD 0.17] Industrial Revolution
Suggestion: make Utility Science Pack research depend on Automation 3. This isn't captured by the automatic generation, and I didn't notice that I needed Laser Assemblers for the Optical Controllers. I would also like to second the idea that Utility Science Pack should consume High Capacity Batterie...
- Mon Oct 21, 2019 9:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293840
Re: [MOD 0.17] Xander Mod v3.0.0
I'm finally back, Glad to see you back! I've been putting a lot of time into educating myself on various industrial processes with the idea of continuing to extend XM2, but the uncertainty of knowing if/when you'd be back and turn the world upside-down again has been a real drain on my motivation. ...
- Thu Sep 12, 2019 9:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156553
Re: [MOD 0.16] Miniloader
hi! I ran into the uneven loading bug again. This time with a red miniloader that loads a chest from a full blue belt. Rotating the red miniloader twice makes it load at different speeds from the two lanes. This time I checked to have the latest version of miniloader (1.8.3). When trying to trigger...
- Sat Aug 24, 2019 2:57 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156553
Re: Unexpected behavior/bug: backlogging although same speed
Are you running the latest version (1.8.3)?
- Fri Aug 23, 2019 5:58 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111362
Re: Friday Facts #309 - Controversial opinions
Pipes should work like electricity For those who would like to experiment with instant transport pipe networks, there is https://mods.factorio.com/mod/pipelayer. The main reason we're not doing this is that bot movement logic is currently written such that calculations are needed only when somethin...
- Tue Aug 13, 2019 5:53 pm
- Forum: Implemented mod requests
- Topic: Add the ability to unset sprites on GUI elements
- Replies: 2
- Views: 2180
Re: Add the ability to unset sprites on GUI elements
As a note, writing nil to a sprite or sprite-button gives an error. Writing empty string to a sprite clears the element, but writing empty string to a sprite-button does nothing.
- Fri Aug 09, 2019 9:57 pm
- Forum: Implemented mod requests
- Topic: Prototype property to stop inserters from "chasing" items
- Replies: 17
- Views: 9265
Re: Prototype property to stop inserters from "chasing" items
I see, then turning off inserter lane switching and chasing would really help you both implement these features without resorting to performance killing per line scripting. Yes, precisely! It would be an enormous help. Created a new thread to track this, since it seems separate from whatever Bilka ...
- Fri Aug 09, 2019 9:56 pm
- Forum: Modding interface requests
- Topic: Prototype property to restrict inserters to pick up from a single lane
- Replies: 5
- Views: 2569
Prototype property to restrict inserters to pick up from a single lane
Broken off from https://forums.factorio.com/61354 . Here's a strawman proposal for a "single lane only" inserter, set on a per-prototype basis. 1) Add new optional prototype property to inserters: pickup_position_only. Default value is false, and preserves current inserter behavior. To sum...
- Fri Aug 09, 2019 9:52 pm
- Forum: Won't implement
- Topic: Fluid box index on assembling machines
- Replies: 9
- Views: 2595
Re: Fluid box index on assembling machines
This sounds like you should just be creating your own recipe, copied from the base game recipe as appropriate, with the fluidbox index as what you want it to be.
- Mon Jul 29, 2019 8:19 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279856
Re: Friday Facts #305 - The Oil Changes
Most people with a problem solving mind, and a mind for how recipes works, as they should have after 10 minutes in the game, will quite easily understand that if the refinery can't push out it's light and heavy oil, it'll stop producing. This should take about 10 seconds of looking at the recipe - ...
- Mon Jul 29, 2019 8:02 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279856
Re: Friday Facts #305 - The Oil Changes
PG + Light means the only reason you need AOP is Lubricant - that's a really weak non-high-tech motivator. ... Light only again makes AOP mandatory only because of seemingly low-tech lubricant, and require single-step cracking at the start. I’d like to point out that there’s nothing in game that su...