Search found 596 matches

by robot256
Mon Dec 26, 2022 6:56 pm
Forum: Outdated/Not implemented
Topic: Multiplayer settings should NOT modify global/local game settings
Replies: 2
Views: 865

Re: Multiplayer settings should NOT modify global/local game settings

I assume you mean the "Autosave interval" checkbox in this dialog: multiplayer-server-settings.jpg I agree it definitely does NOT seem like changing items in this dialog should change anything else. It would be expected that the next time you return to "Multiplayer server settings&quo...
by robot256
Sun Dec 25, 2022 7:12 pm
Forum: Technical Help
Topic: [1.1.74] [modded] Space Exploration error when turned on.
Replies: 3
Views: 1319

Re: [1.1.74] [modded] Space Exploration error when turned on.

You could try adjusting the Atlas Size in graphics settings, if you haven't already. And make sure you turn off high-res sprites.
by robot256
Sat Dec 24, 2022 9:04 pm
Forum: Questions, reviews and ratings
Topic: Space Elevator not working
Replies: 7
Views: 3531

Re: Space Elevator not working

The Space Elevator is essentially a hack to get around the fact that Factorio has no concept of a multi-surface train. It will never report a valid path to a stop on a different surface--the path only becomes valid after SE copies (technically it's not teleporting) the train to the other side of the...
by robot256
Sat Dec 24, 2022 5:32 am
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 2450

Re: "Perfect" solution for circuit network system

I already have, but need the timer function. Currently you'd have to build some ugly stuff like inserters and chests to get a timer circuit, that would become even more tricky if the delay should increase with a new start signal. I'm curious what kind of applications for timers you have? I have nev...
by robot256
Fri Dec 23, 2022 5:54 pm
Forum: Modding help
Topic: How can I use C++ code in Lua?
Replies: 3
Views: 573

Re: How can I use C++ code in Lua?

If you don't want to reinvent the wheel, take a look at some of the existing mod libraries, like Factorio Library . You can use any of them as a dependency for your mod, and use the functions they maintain.
by robot256
Fri Dec 23, 2022 12:38 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 2450

Re: "Perfect" solution for circuit network system

Nice list! ⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It's annoying to build extra poles just to connect rather close standing entities and it might cause failures because you don't see always very good if an wired entity is connect...
by robot256
Wed Dec 21, 2022 7:12 pm
Forum: Logistic Train Network
Topic: Barrels, priority & thresholds
Replies: 2
Views: 774

Re: Barrels, priority & thresholds

It might not exactly solve your problem, but you could try setting the priority to (barrels/300). That way stops with more barrels are a higher priority, and those with less than one trainload equal the barrel maker. Some screenshots of your stop signals would be helpful.
by robot256
Wed Dec 21, 2022 2:04 pm
Forum: Ideas and Requests For Mods
Topic: Map mode to highlight chests
Replies: 3
Views: 1544

Re: Map mode to highlight chests

A very simple mod could change the chest map color to something more visible.

Or you can check out the Factory Search mod, which will zoom to each chest if you know a certain item is there.
by robot256
Wed Dec 21, 2022 12:57 am
Forum: Modding help
Topic: [Solved] lua:15: unexpected symbol near 'for'
Replies: 2
Views: 547

Re: lua:15: unexpected symbol near 'for'

You...can't put for loops inside tables. Or if you sometimes can, you really shouldn't ever. Try creating the table as a local variable with all the constants, modify it with the for loop, and then return the table variable.
by robot256
Mon Dec 19, 2022 12:31 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.74] Locale fallback doesn't work inside template key
Replies: 1
Views: 1201

[Genhis] [1.1.74] Locale fallback doesn't work inside template key

I am trying to update Multiple Unit Train Control to use the new fallback groups with entity description keys. I created a locale structure in data-updates.lua: loco.localised_description = {"?", {'template.mu-description',{"entity-description."..name}}, {'template.mu-description...
by robot256
Sun Dec 18, 2022 12:21 am
Forum: Not a bug
Topic: [1.1.74] Pumps disconnect from fluid wagons when locomotive decoupled by script
Replies: 7
Views: 1295

Re: [1.1.74] Pumps not loading fluid wagons but inserters loading cargo wagons

When I was using Automatic Coupling, I always put a "Wait for 0s" condition on stops that were meant to couple or uncouple. That way it's guaranteed to be registered at the stop for one tick. Coupling stops with no condition at all had unpredictable behavior.
by robot256
Fri Dec 16, 2022 2:28 pm
Forum: Gameplay Help
Topic: Large/complex train setup issues
Replies: 7
Views: 1478

Re: Large/complex train setup issues

Nice description of your system and what is happening. That all sounds like the trains are following the game's rules correctly, so the question is how to use the rules to achieve what you want. My observation is that the following are two different tasks: 1. Queue enough trains nearby each unloader...
by robot256
Wed Dec 14, 2022 5:40 am
Forum: Gameplay Help
Topic: [SOLVED]Newbie question: does the logistics robot not pick items from the nearest chests?
Replies: 7
Views: 1123

Re: Newbie question: does the logistics robot not pick items from the nearest chests?

Yes, I have tried to use all purple chest[aka Active provider chest] to collect the Copper cables. You cannot store anything in active providers (purple chests). The robots will take anything in any active provider even if there is no requester chest (blue chest) requesting it, and put in an availa...
by robot256
Wed Nov 09, 2022 9:04 pm
Forum: Ideas and Suggestions
Topic: the game needs more of a walkthrough tutorial
Replies: 8
Views: 1365

Re: the game needs more of a walkthrough tutorial

Your entire question hinges on one idea, that you should automate the production of something simply because you researched it. Once you forget that, and learn to only build things when you need them, everything makes sense. Whether the player learns this by themselves or from a tutorial doesn't see...
by robot256
Tue Nov 08, 2022 11:52 pm
Forum: Questions, reviews and ratings
Topic: 3D Models?
Replies: 2
Views: 836

Re: 3D Models?

There is nothing in the game engine that does anything in three dimensions, so there is nothing to add to the API. It's all designed around 2D coordinates, 2D sprites, and transparency/draw order/collision layers. The sprites are rendered from 3D models before publication, but that's it (and sometim...
by robot256
Sun Oct 30, 2022 3:58 pm
Forum: Modding help
Topic: pipe connections
Replies: 6
Views: 831

Re: pipe connections

Can you post the rest of the prototype? What is your entity bounding box? Do your offsets land at exactly coordinates ending in 0.5?
by robot256
Sun Oct 30, 2022 3:16 pm
Forum: Modding help
Topic: pipe connections
Replies: 6
Views: 831

Re: pipe connections

The pipe connection offset is the X and Y distance from the *center of the entity* to the center of *the tile where a pipe can be placed to connect to it*. So if you have a 2x2 entity, a valid connection offset would be {1.5, 0.5}, placing the pipe on one half of the right side.
by robot256
Sat Oct 29, 2022 1:09 pm
Forum: Ideas and Suggestions
Topic: Server: automatically pause when a new player is joining
Replies: 13
Views: 4041

Re: Server: automatically pause when a new player is joining

a vote seems a bit complex. I'd just include the option (that is already available): "everyone can pause" so if you have this pause-on-join on, the everyone-can-pause option is automatically enabled or required. so if someone doesn't want to wait, they can just unpause. This is the best s...
by robot256
Fri Oct 28, 2022 9:50 pm
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 960

Re: Mining In a Line

I don't know for sure. It would be worth trying, the docs don't mention a limit but there might be one anyways.
by robot256
Fri Oct 28, 2022 8:34 pm
Forum: Modding help
Topic: Mining In a Line
Replies: 6
Views: 960

Re: Mining In a Line

If you really wanted, you could make invisible companion drills that your mod places next to the center drill automatically. The effective zone would be the sum of the squares then. The side drills could have their result item placement vectors set to output on the center drill's belt, and they all ...

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