Search found 1213 matches

by robot256
Tue Apr 22, 2025 4:00 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in
Replies: 4
Views: 1598

Re: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in



Thank you! This one bugged me, having to zoom out to change the schedule.


Note, the fix is to not show the hotkey tooltip when zoomed in since the controls specifically are setup to disable themselves when zoomed in.

Oh darn. I guess that's better than nothing. It would be really nice if ...
by robot256
Tue Apr 22, 2025 3:12 pm
Forum: Won't fix.
Topic: [2.0.14] Super force build over an underground belt can build the wrong underground
Replies: 2
Views: 572

Re: [2.0.14] Super force build over an underground belt can build the wrong underground

This a good case of ambiguous user intention. There are good reasons for the user to want either red or yellow undergrounds. The game should not try to guess which, and should instead try to make it obvious to the player what they need to fix manually. The current behavior does a decent job of it ...
by robot256
Mon Apr 21, 2025 7:55 pm
Forum: Ideas and Requests For Mods
Topic: IDEA oil on the water, enemies, guns
Replies: 8
Views: 4925

Re: IDEA oil on the water, enemies, guns


is it impossible?

https://mods.factorio.com/mod/cargo-ships

only would replace ships in tugs with platforms

https://www.anno-union.com/wp-content/uploads/2018/06/AnnoUnion_ShipVote_TugBoat.jpg


Cargo ship maintainers here, many things are possible if someone can help us with the sprite ...
by robot256
Sun Apr 20, 2025 1:42 pm
Forum: Resolved Requests
Topic: RecipePrototype::hide_from_signal_gui is missing a default value
Replies: 4
Views: 298

Re: RecipePrototype::hide_from_signal_gui is missing a default value

Maybe instead of "unset", is could say "nil (auto detect)"
by robot256
Sat Apr 19, 2025 8:00 pm
Forum: Gameplay Help
Topic: Circuit network: I don't understand
Replies: 7
Views: 879

Re: Circuit network: I don't understand

I got beaten to the punch but here's my response too.


I have copied this string from a Reddit post, but I don't understand what's going on.

The OP (fofz1776):
https://www.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/?rdt=54092


0eNrlW+FymzgQfhd ...
by robot256
Sat Apr 19, 2025 1:45 pm
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 703

Re: Check collisions on all layers when underground_collision_mask used


What I actually need is a user interface I can use in my mod to build compound objects, with collision checks and all this stuff. Maybe it already exists, and I just don't know about it?


You can always hand code placement visualizations that only appear when the players cursor stack is your ...
by robot256
Thu Apr 17, 2025 10:03 pm
Forum: Not a bug
Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
Replies: 5
Views: 377

Re: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects



There are other collision layer names that have special purposes and don't actually cause collisions to happen, like elevated_rail_support. It would be nice if these special cases were documented somewhere.

https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html#underground ...
by robot256
Thu Apr 17, 2025 9:25 pm
Forum: Not a bug
Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
Replies: 5
Views: 377

Re: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects

There are other collision layer names that have special purposes and don't actually cause collisions to happen, like elevated_rail_support. It would be nice if these special cases were documented somewhere.
by robot256
Wed Apr 16, 2025 9:02 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Renfe Train Sound
Replies: 4
Views: 497

Re: [Mod Request] Renfe Train Sound

In that case, definitely take a look at the source code for Honk! It has a good system for playing sounds and identifying train events. You could probably make it work for you by cutting out all the options and changing the coordinates where the sound is played.
by robot256
Wed Apr 16, 2025 2:17 am
Forum: General discussion
Topic: Unbeatable anti-cheat.
Replies: 24
Views: 7464

Re: Unbeatable anti-cheat.


Because it's deterministic, though, you should be able to predict what inputs will be processed in what order. Or even barring that, a machine could guarantee that its input went first or last in the processing order if there's sub-tick timing involved by just spoofing its input timestamp.


I ...
by robot256
Tue Apr 15, 2025 11:38 pm
Forum: General discussion
Topic: Unbeatable anti-cheat.
Replies: 24
Views: 7464

Re: Unbeatable anti-cheat.


As long as recoil and spread is deterministic, it can be defeated by perfect input. And again, hiding gamestate is a fundamental departure from deterministic lockstep that Factorio uses.


That brings up another interesting point. Factorio is deterministic *for a given time sequence of user ...
by robot256
Tue Apr 15, 2025 4:21 pm
Forum: Mods
Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
Replies: 1
Views: 348

Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)

You are getting the error on line 42 because it is trying to read the ingredients tables that you added on line 31. You added them with "type" as a named field in the table, but name and amount are given positionally so they are actually [1] and [2] respectively. You need to specify them as "name ...
by robot256
Mon Apr 14, 2025 3:18 pm
Forum: Not a bug
Topic: [2.0.43] Interrupt not activating when condition is meet
Replies: 2
Views: 299

Re: [2.0.43] Interrupt not activating when condition is meet

Interrupts only trigger after the wait conditions of the current stop are satisfied and the platform/train needs to decide where to go next. You will need to add an extra condition to your Aquilo stop that says "OR fuel cells < 10" so that it will leave Aquilo at that time. At which point it will ...
by robot256
Mon Apr 14, 2025 3:15 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.44] Spidertrons can still move if they have no fuel
Replies: 11
Views: 2531

Re: [2.0.44] Spidertrons can still move if they have no fuel

Does it happen when driving it normally in game? I see your screenshots are in editor mode, which makes some things go wonky sometimes.
by robot256
Mon Apr 14, 2025 12:25 am
Forum: Not a bug
Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 14
Views: 1241

Re: [2.0.43] Interrupts don't trigger before temporary rail stops

I understand now, thanks. So the workaround might be to put the Depot in the permanent schedule twice so that the fuel interrupt runs in between them.
by robot256
Sun Apr 13, 2025 10:49 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Renfe Train Sound
Replies: 4
Views: 497

Re: [Mod Request] Renfe Train Sound

You don't even need to download and modify Honk. You can make a helper mod that has Honk as a dependency and changes the sound files. There's even an API to change the sound only for certain types of locomotive. I'm happy to help if you have a specific idea for when it should play.
by robot256
Sun Apr 13, 2025 3:34 pm
Forum: Not a bug
Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 14
Views: 1241

Re: [2.0.43] Interrupts don't trigger before temporary rail stops

Ah, I missed that part of your post, sorry.

It seems like in your case at least, the current behavior is actually helpful, right? If an interrupt fired after it departed the temp rail stop and before it went to the temp provider stop, then after the interrupt finished it could go to a different ...
by robot256
Sun Apr 13, 2025 3:01 pm
Forum: Not a bug
Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 14
Views: 1241

Re: [2.0.43] Interrupts don't trigger before temporary rail stops

How does the "Interrupt other interrupts" setting affect this behavior? Is this a symptom of the logic assuming every temporary stop is an interrupt stop, instead of reading the "created_by_interrupt" flag?

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