Search found 596 matches

by robot256
Mon Jan 30, 2023 3:56 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 12287

Re: Remove Expensive Mode

I regret replying to this thread without reading the developers' responses from three months ago (https://forums.factorio.com/viewtopic.php?p=577204#p577204). They stated very clearly that they agree with changing the API (without changing the player experience) for the expansion, and no, there is n...
by robot256
Thu Jan 26, 2023 3:19 am
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 1276

Re: Automatically split rail blocks when rails are too close together to insert signals

Another option might be use a more permissive system for rail signal placement - switch from a colliding entity occupying a 1x1 tile adjacent to a track to a non-colliding entity anchored to the track, and allow them to be freely attached to any rail segment that does not join or intersect another ...
by robot256
Wed Jan 25, 2023 12:58 pm
Forum: Modding help
Topic: [SOLVED][Help] Lock item
Replies: 7
Views: 1175

Re: [Help] Lock item

Hornwitser is right, that should work. Data.raw is shared between all the mods, so as long as the other mod has added their prototypes first, your mod can change them. Post your code that produced the error so we can help find where the issue is.
by robot256
Sun Jan 22, 2023 11:05 pm
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 1276

Re: Automatically split rail blocks when rails are too close together to insert signals

In my idea, the game would recognize when a block could only be entered by path signals, and color it red-yellow hatched for example. Then it would behave as though every joint between rail entities (curved or straight) had bidirectional chain signals at it. This would be bad for performance, and mi...
by robot256
Sun Jan 22, 2023 5:51 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 12287

Re: Remove Expensive Mode

Generic vs normal vs expensive was always an overdefined interface. It should have been like standard and high-res textures, where--awkward though it may be--the standard sprites are in the same place regardless of whether high res sprites are defined. I believe expensive mode was originally intende...
by robot256
Sun Jan 22, 2023 5:19 pm
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 1276

Re: Automatically split rail blocks when rails are too close together to insert signals

This is basically how OpenTTD "path signals" work too. You place a path signal, and every tile up to the next normal signal is basically considered its own block. Factorio train signaling was inspired by OpenTTD, but that feature has not been replicated yet. Using a path signal entity to t...
by robot256
Fri Jan 20, 2023 5:37 pm
Forum: Questions, reviews and ratings
Topic: Inventory management - one request for each item
Replies: 2
Views: 637

Re: Inventory management - one request for each item

Auto Trash https://mods.factorio.com/mod/AutoTrash is another logiatics manager mod that is supposed to help trash unwanted items.
by robot256
Thu Jan 19, 2023 1:46 pm
Forum: Mod portal Discussion
Topic: Mod Portal Spam - Button to Report Mods
Replies: 18
Views: 2778

Re: Mod Portal Spam - Button to Report Mods

If they're marked as deprecated, I believe Factorio will refuse to download them, even when syncing a multiplayer game. The purpose of the deprecated flag is specifically to allow existing games to sync them but not advertise to new users in searches. We use it for mods that still technically work ...
by robot256
Thu Jan 19, 2023 5:09 am
Forum: Bug Reports
Topic: [1.1.74] Desync on private server
Replies: 3
Views: 872

Re: [1.1.74] Desync on private server

There have been a number of issues involving desyncs and blueprint books, not all solved. Particularly if it is very large, or contains books within a book, or if is stored in My Blueprints (on the player's computer) and has to be copied to all the other players in the game when he opens it. Where d...
by robot256
Wed Jan 18, 2023 2:05 am
Forum: Modding interface requests
Topic: a filter on roboport robot type
Replies: 3
Views: 861

Re: a filter on roboport robot type

It's not an exact answer to your question, but I have dealt with this problem using vanilla before. The root of the problem is normally that logistics bots continuously move ammo and repair packs to the border wall, and never have any reason to fly back to the main base. We can correct this problem ...
by robot256
Mon Jan 16, 2023 10:33 pm
Forum: Gameplay Help
Topic: Splitter Filter Stops Working
Replies: 3
Views: 941

Re: Splitter Filter Stops Working

The obvious cause I can think of is if the red belt lane got contaminated with some other items. Those items would end up on the left lane of the unfiltered output. If those items back up to the point that a non-red-cicuit item is held in the splitter's buffer for the left lane, then it will stop ac...
by robot256
Mon Jan 16, 2023 10:46 am
Forum: Ideas and Suggestions
Topic: Spidertron Train
Replies: 8
Views: 3359

Re: Spidertron Train

i would love to see a traincart which only houses a single Spidertron that you could walk into with the Spidertron and have the Spidertron sitdown and dock into, letting it be transported via trains! You should check out Vehicle Wagons . I haven't tried it with spidertrons yet, but according to the...
by robot256
Sun Jan 15, 2023 8:11 pm
Forum: Gameplay Help
Topic: How to create a Dynamic Train station
Replies: 4
Views: 1092

Re: How to create a Dynamic Train station

LTN station setting signals are received from the Lamp component of the stop (the same place you send items available/requested). Also double check the mod settings in case I forgot about something there.
by robot256
Fri Jan 13, 2023 3:22 pm
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 6434

Re: What to do with entities after uninstall

Anything that can be done by a JSON script can also be done by a Lua script and "uninstall" setting, if the mod author is careful. I can see a lot of problems running uninstall JSON files if you multiple mods still installed--what if it tries to set them back to a vanilla entity that doesn...
by robot256
Thu Jan 12, 2023 4:22 am
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 13120

Re: Version 1.1.75

Another thing not on the changelog: Mining drills marked for deconstruction before ejecting an item will return that item when they are deconstructed instead of destroying the item. Thank you!
by robot256
Thu Jan 12, 2023 12:16 am
Forum: Ideas and Suggestions
Topic: No minable resources filter in deconstruction planner
Replies: 5
Views: 1078

Re: No minable resources filter in deconstruction planner

If all you need is a way to visually see which drills to manually deconstruct, the game has it already. The activity indicator light on the drill is red when there are no resources left (or no power). This works for electric drills at least.
by robot256
Wed Jan 11, 2023 7:56 pm
Forum: Gameplay Help
Topic: How to create a Dynamic Train station
Replies: 4
Views: 1092

Re: How to create a Dynamic Train station

The solution to the inserters problem is to use the LTN "locked slots" feature, so that LTN intentionally underfills each wagon. The LTN stop combinator should output a signal for the requested item. Wire that to filter inserters to load the train, each configured to set filters by the cir...
by robot256
Wed Jan 11, 2023 1:41 pm
Forum: Duplicates
Topic: [1.1.74] Bug with 2 recipes that have the same end result
Replies: 4
Views: 775

Re: [1.1.74] Bug with 2 recipes that have the same end result

This is a known behavior. For example, https://forums.factorio.com/viewtopic.php?p=487038#p487038 Handcrafting algorithm is "dumb" and only picks one option to use for intermediate products. You can always click the other recipe to make the intermediates manually, then craft the final item...
by robot256
Wed Jan 11, 2023 1:09 pm
Forum: Gameplay Help
Topic: Train path isn't switching fast enough
Replies: 6
Views: 993

Re: Train path isn't switching fast enough

If you're designing some kind of railway grid with 2 parallel unidirectional tracks, one back and one forth, and add tracks to all 4 sides, you have the dilemma that you cannot overlay the tracks with the next tiled section. Geometrically speaking, there is no problem with a unidirectional rail gri...
by robot256
Wed Jan 11, 2023 6:27 am
Forum: Gameplay Help
Topic: Train path isn't switching fast enough
Replies: 6
Views: 993

Re: Train path isn't switching fast enough

While redesigning the system would result in far fewer problems, rhe immediate cause of repathing being slow is the train stop you put on a mainline bidirectional track. Train stops that the train is not stopping at penalize a path by 2000 tiles. The penalty for another train stopped and blocking a ...

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