Search found 597 matches
- Fri Oct 28, 2022 8:34 pm
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 981
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 ...
- Fri Oct 21, 2022 9:23 pm
- Forum: Modding help
- Topic: Game "freezing" when deleting chunks [SE + K2]
- Replies: 5
- Views: 901
Re: Game "freezing" when deleting chunks [SE + K2]
How long have you let it wait? I'm assuming you've tried waiting several minutes. It could just take a really long time to process each individual chunk. Try this on a copy of the save. Can you delete the surface from SE instead of trim (probably not, if it's been built on)? Can you delete chunks or...
- Thu Oct 20, 2022 12:03 pm
- Forum: Implemented mod requests
- Topic: Localised string "if key is unknown use something else" (or equivalent)
- Replies: 14
- Views: 3885
Re: Locale operator to silence missing keys
+1
In Multiple Unit Train Control, I copy-and-modify locomotive entities procedurally, but have a hard-coded list of entities that have descriptions. This means information is lost if a mod has a description that I have not manually inspected yet.
In Multiple Unit Train Control, I copy-and-modify locomotive entities procedurally, but have a hard-coded list of entities that have descriptions. This means information is lost if a mod has a description that I have not manually inspected yet.
- Thu Oct 13, 2022 10:48 pm
- Forum: Not a bug
- Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
- Replies: 9
- Views: 1510
Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
The actual scenario where I observed this behavior has stops with a constant limits, but activation changing on available items/fluids. Now and then I saw trains standing around saying that their destination is full instead of going back to the open station. I need to resolve this manually. Trains ...
- Thu Oct 06, 2022 3:39 pm
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 8828
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Following a discussion at the Earendel/SE discord, I briefly looked through the two codebases and it's non-trivial but doesn't feel too difficult either. Harag and I had a longer productive discussion in the SE Discord closed-testing-chat channel that answers some of your questions, and Harag is te...
- Fri Sep 30, 2022 3:02 am
- Forum: Logistic Train Network
- Topic: How do I obtain the lenght signal from a train?
- Replies: 5
- Views: 1274
Re: How do I obtain the lenght signal from a train?
You want the "encoded position" signals produced by the constant combinator at the LTN stop. For example, the "Locomotive Encoded Position" signal. This is actually even better for your application, because it tells you exactly where in the train every locomotive is (as long as t...
- Fri Sep 23, 2022 9:44 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7450
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
I agreee with Tertius. Mrvn's explanation of how to use Limits and Stop Disable together simply shows that the Disable logic should be moved to the train instead. Disabling stops is now only a hack to enable conditional schedules. There are a thousand ways to imagine vanilla schedule branching worki...
- Fri Sep 16, 2022 3:49 pm
- Forum: Gameplay Help
- Topic: Single tick circuits
- Replies: 9
- Views: 2020
Re: Single tick circuits
If the question is how do you tell the difference between a single source outputting a constant 1, versus if one source on the same wire switches to 0 at the same tick that another source switches to 1, your original hypothesis is correct, they are completely indistinguishable. If you need more info...
- Fri Sep 16, 2022 12:58 pm
- Forum: Gameplay Help
- Topic: Single tick circuits
- Replies: 9
- Views: 2020
Re: Single tick circuits
Maybe this is covered by mmmPi's suggestions. When you have three pulse generators outputting to the same wire, you don't actually lose information when pulses coincide: you get a single tick of value 2 or 3 because the pulse add together. If you use more than a simple ">=1" decider to rea...
- Mon Sep 12, 2022 12:01 pm
- Forum: Gameplay Help
- Topic: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?
- Replies: 25
- Views: 3548
Re: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?
If you want to know the contents of a specific wagon, and not the whole train (if more than one wagon have the same fluid), you have to use the Inventory Sensor mod. It uses resources checking for something to read all the time but does what it says.
- Wed Sep 07, 2022 6:53 pm
- Forum: 1 / 0 magic
- Topic: [1.1.68] Desync problem without any mod
- Replies: 9
- Views: 2072
Re: [1.1.68] Desync problem without any mod
Do you get desyncs when playing on any other servers? With no mods installed the first thing to check is system reliability. Try disabling overclocking (on RAM in particular) and running MemTest to see if a problem is reported.
- Wed Sep 07, 2022 6:07 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1148
Re: Allow settings that present multiple input fields based on prototypes and other data
Desyncs are one of those "just don't do that" cases, yes, and the fact that they keep happening and frequently require developer help to debug should be a good reason to avoid adding new ones if at all possible. I was part of the push to fix the two-stage "sync mods and settings with ...
- Wed Sep 07, 2022 12:08 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1148
Re: Allow settings that present multiple input fields based on prototypes and other data
What is proposed is a procedural way to modify startup settings after the data stage is complete, to avoid executing any Lua code during a new init phase. I don't think this actually solves the sequencing issue, because the new init phase is still created, and it would just as well be a new phase wi...
- Tue Sep 06, 2022 11:17 pm
- Forum: Not a bug
- Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
- Replies: 5
- Views: 1967
Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
I agree it's not useful, an error message would be nice. The alternate placement mode to place ghosts routed around obatacles was added in 0.17.59. Using CTRL+Left click to activate it isn't very well known. Don't know if it would make sense to just always use that if you aren't holding shift.
- Mon Sep 05, 2022 8:45 pm
- Forum: Modding help
- Topic: Can I force certain values for other mods' startup settings?
- Replies: 3
- Views: 637
Re: Can I force certain values for other mods' startup settings?
Xorimuth is right. Specifically, you would make those changes in your own mod's settings, settings-updates, or settings-final-fixes code. It shouldn't matter which if you already have a dependency on the other mod, unless another mod is changing the same settings too.
- Mon Aug 29, 2022 4:22 am
- Forum: Modding help
- Topic: How do you create a common gui if possible ?
- Replies: 3
- Views: 917
Re: How do you create a common gui if possible ?
When you update all 40 guis, are you recreating all of them from scratch? Or can you just change the text in a preexisting element, for example? You can do this if you store a handle to a particular LuaGuiElement object within each player's gui. The other way to reduce lag is to not update every pla...
- Sat Aug 27, 2022 12:46 am
- Forum: Modding help
- Topic: Fetching mod runtime settings on save load
- Replies: 7
- Views: 1072
Re: Fetching mod runtime settings on save load
That's not really allowed, though. Code executing inside the game should never change its behavior based on when a game was saved and loaded, or it will lead to desyncs (every client loads the save at a different time when they join, and even their player-specific GUi elements need to exist the same...
- Thu Aug 25, 2022 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 3033
Re: Returning Auto Trash to main inventory
The original thread was started 4 years ago, and logistics behavior has changed a bit since then. The current behavior is that logistic bots will move items from trash to inventory if you have less than your request threshold (since they are both the highest priority provider and highest priority re...
- Sun Aug 21, 2022 12:19 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Poly Modding Framework
- Replies: 3
- Views: 1449
Re: Poly Modding Framework
On the surface, this looks similar to the gui framework provided in Factorio Library (FLIB), used by mods like Factory Planner, in a more compact style. It will be interesting to see the differences in implemtation and developer preference. Thank you for sharing!
- Tue Aug 16, 2022 6:05 pm
- Forum: Questions, reviews and ratings
- Topic: Mod list sharing for the purpose of reporting issues with a mod
- Replies: 10
- Views: 1920
Re: Mod list sharing for the purpose of reporting issues with a mod
It's possible for a mod to be missing any or all of data.lua, data-updates.lua, or data-final-fixes.lua. If the mod only has control.lua, it won't show up in the data stage at all but will show up in the control stage initialization (when loading a save).