Search found 640 matches
- Sat Mar 30, 2019 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
- Replies: 4
- Views: 4657
[kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
I have seen this on the in-game pages for "Bob's Logistics", "LTN - Logistic Train Network" and "Train & Fuel Overhaul". It looks like the scroll bar and "Delete Mod" button get cut off on the right. These both look normal for other mods. For example: mod_...
- Sat Mar 30, 2019 3:22 am
- Forum: Modding help
- Topic: dynamic localized names
- Replies: 4
- Views: 1760
Re: dynamic localized names
I was searching for info on manipulating other mods locale strings myself, and came across this gem of a thread. Apparently, there are many places the game can get the localised name of an item, and item-name.blah is not guaranteed to exist. https://forums.factorio.com/viewtopic.php?f=28&t=62107...
- Thu Mar 28, 2019 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 3428
Re: Rail Research Re-Work
I like the idea of including Train Stops with the first trains research, and separating rail and chain signals. If there is anything that should be tiered for the same of new player confusion, it is those two. It seems like most people either ignore chain signals at first, or use them interchangeabl...
- Thu Mar 28, 2019 5:03 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1044
Re: How to find item_request_proxy targeting an entity?
Thank you, this is just what I need! I was hoping there was a simpler way than searching every time (seems like a hole in the API), but using find_filtered_entities makes it pretty clean.
- Thu Mar 28, 2019 4:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1044
Re: How to find item_request_proxy targeting an entity?
I thought that was the answer too, but it appears not. Entity.item_requests is a property of the ghost and item_request_proxy entites, but not built entities. The game crashes if you try to access it on the locomotive itself after it has been revived from a ghost even if it was valid on the ghost.
- Thu Mar 28, 2019 2:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1044
How to find item_request_proxy targeting an entity?
I have question about item_request_proxy entities, specifically the following scenario: 1. Player creates a blueprint with locomotive containing fuel item stacks. 2. Player places the blueprint, creating locomotive ghost with item_request property. 3. Construction bot places locomotive, creating loc...
- Thu Mar 28, 2019 1:10 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10188
Re: Temporary Stations = Manual train mode
What if the train returned to manual mode only if it was manual before you set the temporary stop? is exactly what Zavian suggested above! Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily switches to ...
- Thu Mar 28, 2019 1:06 am
- Forum: Ideas and Suggestions
- Topic: [0.17.21] Copy and Paste does not seem to work logically
- Replies: 2
- Views: 1608
Re: [0.17.21] Copy and Paste does not seem to work logically
Here's my vote for a shift-click settings clipboard. It would also be super helpful for times when you deconstruct the source entity before pasting, like if you were rearranging combinators and deconstructed one before placing it back (or did so by accident). Copy/paste/undo certainly help, but shif...
- Wed Mar 27, 2019 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 24
- Views: 10188
Re: Temporary Stations = Manual train mode
You mean make the *default* wait condition at temporary stations configurable? That would be nice but I don't know where in the GUI it would go. The compromise sounds much more feasible and intuitive. Fun thing though, you can change the temporary conditions all you want, even queue multiple tempora...
- Wed Mar 27, 2019 4:10 pm
- Forum: Modding help
- Topic: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)
- Replies: 5
- Views: 1860
Re: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help?
2) it definitely won't run differently in game, since once it finishes loading all the big files are in memory, and once you start the game so are all the little files too. 1) Haven't compared loading speed, but I can't imagine it making much difference. PNG graphics don't really compress much in a ...
- Sat Mar 23, 2019 3:03 pm
- Forum: Mods
- Topic: [MOD 0.17] Multiple Unit Train Control
- Replies: 5
- Views: 3334
Re: [MOD 0.17] Multiple Unit Train Control
I made a rail yard as a stress test for Automatic Coupling System and Multiple Unit Train Control!
https://youtu.be/BIac31j_snU
https://youtu.be/BIac31j_snU
- Fri Mar 22, 2019 9:11 pm
- Forum: Railway Setups
- Topic: [modded] rail yard with "real shunting action!"
- Replies: 2
- Views: 2931
Re: [modded] rail yard with "real shunting action!"
This is pretty great! How did you do the schedules for the yard engines? Is there a different engine to do pick up and drop off at the unloading station, or are they both in the same schedule?
Now I have to stop procrastinating and post a video of the classification yard I've been working on.
Now I have to stop procrastinating and post a video of the classification yard I've been working on.
- Tue Mar 19, 2019 1:44 am
- Forum: Duplicates
- Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
- Replies: 8
- Views: 3266
Re: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
AFAIK, multiple inserters unloading one assembler have never had any defined behavior other than an arbitrary deterministic one. They don't round robin at all, and the only way to make sure they all get some is by balancing the demand to the production. It's interesting that you exposed some of how ...
- Mon Mar 18, 2019 10:18 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8715
Re: There's a bug in the train's parking
This has the drawback of extending travel time for a train that it wouldn't otherwise need when the queue is empty, and takes more space. You might be able to make one long track with multiple "bypass" points that open up if there are not many trains in it. Similar to how airport security...
- Mon Mar 18, 2019 4:50 pm
- Forum: Questions, reviews and ratings
- Topic: MOD - Stop Assembly Machine from working
- Replies: 4
- Views: 2350
Re: MOD - Stop Assembly Machine from working
Normally I use the "connect to logistics network" function on the output inserters to tell it when to stop putting them in a provider chest. This doesn't require wires, and makes sure there are at least a certain number available in the network. Sounds like you might have a different need ...
- Mon Mar 18, 2019 3:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Multiple Unit Train Control
- Replies: 5
- Views: 3334
Re: [MOD 0.17] Multiple Unit Train Control
Sounds like I need to stick an express loco on the front of my nuclear long-haul trains to act as a wind breaker!Nuclear locomotives are even 1m ahead when pushing wagons.
- Sun Mar 17, 2019 8:41 pm
- Forum: Mods
- Topic: [MOD 0.17] Multiple Unit Train Control
- Replies: 5
- Views: 3334
Re: [MOD 0.17] Multiple Unit Train Control
Yup, Radio Controlled MUs is the next feature to add, and I know how to do it now. Wasn't sure if I could do it when I started the project 4 days ago.
- Sun Mar 17, 2019 5:45 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 75750
- Sun Mar 17, 2019 5:33 pm
- Forum: Mods
- Topic: [MOD 0.17] Multiple Unit Train Control
- Replies: 5
- Views: 3334
[MOD 0.17] Multiple Unit Train Control
Type: Mod Name: Multiple Unit Train Control Description: Lets locomotives provide backwards force in automatic if they are in a bidirectional pair. License: MIT Source: GitHub Download: mods.factorio.com Version: 0.1.4 Release: 2019-03-27 Tested-With-Factorio-Version: 0.17.17 Category: Helper, Train...
- Sun Mar 17, 2019 2:11 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 75750
Re: [MOD 0.16] Inventory Sensor 1.6.6
(this is kerboom, on my new non-throwaway account that won't let me PM yet.) Hey Optera, I made a mod to replace Multidirectional Trains! I'm going to post it soon, but I used your "copyPrototype.lua" file for my first hack-job and won't include that without getting your permission. Would ...