Simple Questions and Short Answers

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mmmPI
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Re: Simple Questions and Short Answers

Post by mmmPI »

RickJS wrote: Sun Dec 01, 2019 7:07 pm My latest mod additions are Orbital Ion Cannon, The Fat Controller, Air Filtering, Noxy's Waterfill, Dectorio, Bio Industries, and Robot Army. Are any of these known to be problematic?
I would try those in this order Orbital Ion Cannon, The Fat Controller,, Fat Controller has a remote view options it says to leave this mode with your character before removing the mod. Orbital Ion Cannon, i would look at the custom mod hotkeys, maybe an overide on the default hotkey, there are 2 different to zoom in while in map view.
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Re: Simple Questions and Short Answers

Post by RickJS »

mmmPI wrote: Sun Dec 01, 2019 8:19 pm
RickJS wrote: Sun Dec 01, 2019 7:07 pm My latest mod additions are Orbital Ion Cannon, The Fat Controller, Air Filtering, Noxy's Waterfill, Dectorio, Bio Industries, and Robot Army. Are any of these known to be problematic?
I would try those in this order Orbital Ion Cannon, The Fat Controller,, Fat Controller has a remote view options it says to leave this mode with your character before removing the mod. Orbital Ion Cannon, i would look at the custom mod hotkeys, maybe an overide on the default hotkey, there are 2 different to zoom in while in map view.
Ah, that was a pilot error. I forgot there was a separate command for zoom into world, in a separate section of the controls. I had forgotten to bind a key for that.
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Re: Simple Questions and Short Answers

Post by mmmPI »

RickJS wrote: Sun Dec 01, 2019 8:23 pm Ah, that was a pilot error. I forgot there was a separate command for zoom into world, in a separate section of the controls. I had forgotten to bind a key for that.
you can bind both to mouse3 and use the wheel in world view and map view i think i set up long time ago.

When you don't use qwerty keyboard your custom binding can be messed up by a mod new hotkey that was my explanation at the time it happened to me that it stopped working one day.
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Re: Simple Questions and Short Answers

Post by RickJS »

Thanks for your assistance. The alerts issue no longer looks like a simple issue, and I posted it to Gameplay Help, with more data.
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Re: Simple Questions and Short Answers

Post by JakubW »

Ghoulish wrote: Tue Aug 06, 2019 8:15 am The Linux version of Factorio can fork the game save process and do it in the background whilst you play on. Does this also happen with Linux headless? I assume it would, but wanted to check.
Yes, it can, but you have to enable it in server-settings.json file.
It's called "non_blocking_saving" and you have to set it to true
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Re: Simple Questions and Short Answers

Post by RoadWarrior_AA »

See picture. Does anyone have any idea why neither train is using the bypass lane? I've been playing for quite a while but I normally don't use a single track with double headed trains. Just trying to move small-ish amounts of product across my intermediate fab area without hooking into the main lines. Thanks for the help!
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Train Signaling Issue.png
Train Signaling Issue.png (589.5 KiB) Viewed 6480 times
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Re: Simple Questions and Short Answers

Post by Premu »

As far as I understand trains prefer the shortest route if possible. They might divert if a train is already in a section they'd like to pass as this gives a penalty on their own distance calculation. But this is not the case here - your trains are both outside of this area, and there is no rule which says which of the both trains should actually take the pass-by. So both try to drive straight, but the chain signals stop them.
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valneq
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Re: Simple Questions and Short Answers

Post by valneq »

Consider this: Both trains try to calculate the best path, assuming the other train stays exactly where it is. Under that assumption, the bypass is longer without bypassing the other train where it stands right now.

You could adjust some of the chain signals to be normal rail signals. I think the one closest to the player could be a good candidate: it is for the train direction left-to-right and is after a merge with another rail. I always try to keep signals that go out of a merging junction to be normal signals, only the ingoing signals should be chain signals.
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Re: Simple Questions and Short Answers

Post by RoadWarrior_AA »

Thanks. I’ll give that a try next time I’m in game. I know they prefer shortest path but in a situation where they are blocked, I figured it would look for alt routes. If it is going to cause frequent bottlenecks I might just try and squeeze a second line in.
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Re: Simple Questions and Short Answers

Post by mmmPI »

RoadWarrior_AA wrote: Mon Dec 09, 2019 3:28 am Thanks. I’ll give that a try next time I’m in game. I know they prefer shortest path but in a situation where they are blocked, I figured it would look for alt routes. If it is going to cause frequent bottlenecks I might just try and squeeze a second line in.
proposed.jpg
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You can also replace the circled chain signal by regular signal. A bit different than what valneq suggest but same idea and same reasons as what was answered already.

The purple train would wait on the purple area, giving it additionnal lengh cost for the train pathfinding. (see : https://wiki.factorio.com/Railway/Train_path_finding )

In this case the green train will use the bypass lane.
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Re: Simple Questions and Short Answers

Post by Pi-C »

Suppose you're driving your car and you collide with a wall. Both entities will take damage, and therefore, the event on_entity_damaged will be called twice and have these parameters, among others:
    • event.entity.type = "wall"
    • event.cause.type = "car"
    • event.entity.type = "car"
    • event.cause.type = "car"
Will this always be the order in which the events are processed, or is it possible that on_entity_damaged will be triggered for event.entity.type = "car" before event.entity.type ="wall"?
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: Simple Questions and Short Answers

Post by Honktown »

Pi-C wrote: Fri Dec 20, 2019 7:20 pm Suppose you're driving your car and you collide with a wall. Both entities will take damage, and therefore, the event on_entity_damaged will be called twice and have these parameters, among others:
    • event.entity.type = "wall"
    • event.cause.type = "car"
    • event.entity.type = "car"
    • event.cause.type = "car"
Will this always be the order in which the events are processed, or is it possible that on_entity_damaged will be triggered for event.entity.type = "car" before event.entity.type ="wall"?
Have you tested this? "cause" is an optional field, and the api uses "attacking" to describe the cause and force. I wouldn't expect a collision to count as an attack (at least for yourself).
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Re: Simple Questions and Short Answers

Post by Pi-C »

Honktown wrote: Sat Dec 21, 2019 6:57 am
Pi-C wrote: Fri Dec 20, 2019 7:20 pm Will this always be the order in which the events are processed, or is it possible that on_entity_damaged will be triggered for event.entity.type = "car" before event.entity.type ="wall"?
Have you tested this? "cause" is an optional field, and the api uses "attacking" to describe the cause and force. I wouldn't expect a collision to count as an attack (at least for yourself).
Yes, I've tested it:

Code: Select all


5177.367 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5177.367 Script @__autodrive__/control.lua:1337: entity.name: stone-wall
5177.367 Script @__autodrive__/control.lua:1338: cause.name: car
5177.367 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5177.367 Script @__autodrive__/control.lua:1337: entity.name: car
5177.367 Script @__autodrive__/control.lua:1338: cause.name: car
5181.733 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5181.734 Script @__autodrive__/control.lua:1337: entity.name: stone-wall
5181.734 Script @__autodrive__/control.lua:1338: cause.name: car
5181.734 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5181.734 Script @__autodrive__/control.lua:1337: entity.name: car
5181.734 Script @__autodrive__/control.lua:1338: cause.name: car
5184.616 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5184.617 Script @__autodrive__/control.lua:1337: entity.name: gate
5184.617 Script @__autodrive__/control.lua:1338: cause.name: car
5184.617 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5184.617 Script @__autodrive__/control.lua:1337: entity.name: car
5184.617 Script @__autodrive__/control.lua:1338: cause.name: car
5398.433 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5398.433 Script @__autodrive__/control.lua:1337: entity.name: rock-huge
5398.433 Script @__autodrive__/control.lua:1338: cause.name: car
5398.433 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5398.433 Script @__autodrive__/control.lua:1337: entity.name: car
5398.433 Script @__autodrive__/control.lua:1338: cause.name: car
5468.033 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5468.033 Script @__autodrive__/control.lua:1337: entity.name: tree-02-red
5468.033 Script @__autodrive__/control.lua:1338: cause.name: car
5468.034 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5468.034 Script @__autodrive__/control.lua:1337: entity.name: car
5468.034 Script @__autodrive__/control.lua:1338: cause.name: car
So far, I've only seen that the event is processed first for the "attacked" entity and then for the "attacking" car -- and my sample has been much bigger than the snippet above! Still, I'd like to confirm that this behavior really follows a rule, and it's not just random luck that so far all events have been processed in this order. :-D
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: Simple Questions and Short Answers

Post by Honktown »

Pi-C wrote: Sat Dec 21, 2019 8:42 am
Honktown wrote: Sat Dec 21, 2019 6:57 am
Pi-C wrote: Fri Dec 20, 2019 7:20 pm Will this always be the order in which the events are processed, or is it possible that on_entity_damaged will be triggered for event.entity.type = "car" before event.entity.type ="wall"?
Have you tested this? "cause" is an optional field, and the api uses "attacking" to describe the cause and force. I wouldn't expect a collision to count as an attack (at least for yourself).
Yes, I've tested it:

Code: Select all


5177.367 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5177.367 Script @__autodrive__/control.lua:1337: entity.name: stone-wall
5177.367 Script @__autodrive__/control.lua:1338: cause.name: car
5177.367 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5177.367 Script @__autodrive__/control.lua:1337: entity.name: car
5177.367 Script @__autodrive__/control.lua:1338: cause.name: car
5181.733 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5181.734 Script @__autodrive__/control.lua:1337: entity.name: stone-wall
5181.734 Script @__autodrive__/control.lua:1338: cause.name: car
5181.734 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5181.734 Script @__autodrive__/control.lua:1337: entity.name: car
5181.734 Script @__autodrive__/control.lua:1338: cause.name: car
5184.616 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5184.617 Script @__autodrive__/control.lua:1337: entity.name: gate
5184.617 Script @__autodrive__/control.lua:1338: cause.name: car
5184.617 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5184.617 Script @__autodrive__/control.lua:1337: entity.name: car
5184.617 Script @__autodrive__/control.lua:1338: cause.name: car
5398.433 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5398.433 Script @__autodrive__/control.lua:1337: entity.name: rock-huge
5398.433 Script @__autodrive__/control.lua:1338: cause.name: car
5398.433 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5398.433 Script @__autodrive__/control.lua:1337: entity.name: car
5398.433 Script @__autodrive__/control.lua:1338: cause.name: car
5468.033 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5468.033 Script @__autodrive__/control.lua:1337: entity.name: tree-02-red
5468.033 Script @__autodrive__/control.lua:1338: cause.name: car
5468.034 Script @__autodrive__/control.lua:1336: Entered on_entity_damaged
5468.034 Script @__autodrive__/control.lua:1337: entity.name: car
5468.034 Script @__autodrive__/control.lua:1338: cause.name: car
So far, I've only seen that the event is processed first for the "attacked" entity and then for the "attacking" car -- and my sample has been much bigger than the snippet above! Still, I'd like to confirm that this behavior really follows a rule, and it's not just random luck that so far all events have been processed in this order. :-D
Fascinating. Was just checking.
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Controlled Inserter vs Transport Belt

Post by dgnuff »

The following blueprint demonstrates the problem:

Code: Select all

0eNrVltuO2jAQQP9lnhMpdiBApH5JtYqcZNodNbEj22xLUf69NpGABQN23/YF5EuOx3OciY/QDnucNEkL9RGoU9JA/f0Ihn5KMfg+e5gQaiCLI2QgxehbVgtpJqVt3uJgYc6AZI9/oGbzWwYoLVnChXRqHBq5H1vUbsIjRgaTMu4xJf2qDpWXGRzc32qeszsMj8ewJ5gyGsOfUFZnCkmD2rq+h7spXa560tgtY+5Rl3Or1dC0+C4+SGn/QEe625Nt3Fh/pvwgbWzzwgxpJfNpEBa9Fe/TCi+X+cY4CS2sXwK+wbyMyyUU44nM/2jsr8WRa7FifvPT1QdqTT02Dtr9cqH8Ra/8PiPrz/F072ieGOYO3QodRlXJpsuQo00yhocw2wjV/CubLhNN76JM84vopEACC7Ii5m1bFiw+K6i+hILV1ab/SwljCfWI3ZzSEI+n1uwiKO5SbEfsaT/mOLhlNXX5pAa8hxVnh5GZ291mrrjp2D46U6vk6sCCnHUqJ5ypKr7KxPjbJH7lwkFtU09BsICyXSommGleJO4pTGGJlOCWOE/52oWvM2X8K1u+Ns4v5/m3Uj2+qMvhkNbRh/AuIncHPBXK+up6mYGrX+Y0YVMWbFdxVm6qef4Ht/OIkA==
To set this up, fill the lower left chest with iron plates. Wait until it stabilizes with the upper left chest holding one stack of plates. Then place a single plate in the lower right chest, and watch. The upper right chest is controlling the three wired inserters. Can someone ELI5 why the two controlled inserters that are removing from chests each move a single iron plate, while the controlled inserter taking them from the belt does nothing?
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Re: Controlled Inserter vs Transport Belt

Post by Honktown »

dgnuff wrote: Sun Dec 29, 2019 1:07 am The following blueprint demonstrates the problem:

Code: Select all

0eNrVltuO2jAQQP9lnhMpdiBApH5JtYqcZNodNbEj22xLUf69NpGABQN23/YF5EuOx3OciY/QDnucNEkL9RGoU9JA/f0Ihn5KMfg+e5gQaiCLI2QgxehbVgtpJqVt3uJgYc6AZI9/oGbzWwYoLVnChXRqHBq5H1vUbsIjRgaTMu4xJf2qDpWXGRzc32qeszsMj8ewJ5gyGsOfUFZnCkmD2rq+h7spXa560tgtY+5Rl3Or1dC0+C4+SGn/QEe625Nt3Fh/pvwgbWzzwgxpJfNpEBa9Fe/TCi+X+cY4CS2sXwK+wbyMyyUU44nM/2jsr8WRa7FifvPT1QdqTT02Dtr9cqH8Ra/8PiPrz/F072ieGOYO3QodRlXJpsuQo00yhocw2wjV/CubLhNN76JM84vopEACC7Ii5m1bFiw+K6i+hILV1ab/SwljCfWI3ZzSEI+n1uwiKO5SbEfsaT/mOLhlNXX5pAa8hxVnh5GZ291mrrjp2D46U6vk6sCCnHUqJ5ypKr7KxPjbJH7lwkFtU09BsICyXSommGleJO4pTGGJlOCWOE/52oWvM2X8K1u+Ns4v5/m3Uj2+qMvhkNbRh/AuIncHPBXK+up6mYGrX+Y0YVMWbFdxVm6qef4Ht/OIkA==
To set this up, fill the lower left chest with iron plates. Wait until it stabilizes with the upper left chest holding one stack of plates. Then place a single plate in the lower right chest, and watch. The upper right chest is controlling the three wired inserters. Can someone ELI5 why the two controlled inserters that are removing from chests each move a single iron plate, while the controlled inserter taking them from the belt does nothing?
There might be a technicality here? I saw mine twitch: it was hunting, but the inserter taking from the upper-right box took the plate from the box instantly (same with upper left). The inserter for the belt might "stop" because it didn't grab something in time (which is odd, that it didn't grab something instantly, and that it stopped even though it was "enabled").

Nevermind, half right: played with it some more. The one for the upper left box grabs a plate to refill the box, leaving a one-space gap on the belt. The one in the middle doesn't grab one in time.
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Re: Simple Questions and Short Answers

Post by TehCube2 »

Hello, I am new to Factorio (50 hours according to steam. 25 according to my save). I just unlocked builder drones. I think around the time this happened I saw a tutorial pop up for "ghost rails" or something but I clicked away. I tried to look for it in the tutorial menu but could not find it. I think this tutorial will explain how to use construction drones which I can't seem to figure out on my own.
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Re: Simple Questions and Short Answers

Post by Greybeard_LXI »

TehCube2 wrote: Sat Jan 04, 2020 1:48 pm Hello, I am new to Factorio (50 hours according to steam. 25 according to my save). I just unlocked builder drones. I think around the time this happened I saw a tutorial pop up for "ghost rails" or something but I clicked away. I tried to look for it in the tutorial menu but could not find it. I think this tutorial will explain how to use construction drones which I can't seem to figure out on my own.
I just ran a test and found that the ghost rail planner tutorial showed up after I completed all three rail tutorials and the construction robots tutorial (which was available after I completed the basic logistic system tutorial.
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Re: Simple Questions and Short Answers

Post by TehCube2 »

Greybeard_LXI wrote: Sat Jan 04, 2020 5:37 pm I just ran a test and found that the ghost rail planner tutorial showed up after I completed all three rail tutorials and the construction robots tutorial (which was available after I completed the basic logistic system tutorial.
https://i.imgur.com/mbqnoNk.png My research
https://i.imgur.com/6gKmYhM.jpg My tutorials

Do I need to perhaps research "Logistic System" before I am able to use the tutorial? It is a shame because I wanted to take advantage of construction bots before Yellow Tech as I prefer building in map mode.

Edit: I just got it after researching: "Character logistic slots 1"
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Re: Simple Questions and Short Answers

Post by Snowise »

I've just built my first train and I wanted to use a double headed train to just "bounce" between my main base and a little base that makes plastic.

I have laid a line of track which has a station at of each end. I have put a two trains on the track linked with a cargo wagon. < train - wagon - train >

If I click on the train and click to add station one of the stations is saying "The station is not accessible from the current position".

Do I need signals to get it working?

Thanks
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