Hello,
as i try to do some modding i have a few questions (asking them before trying in vain, because it don't is possible)
* can a inserter generated, with a hard wired filter ?
* can belts be made using/giving electricity ?
* is it possible to have a secund rail-system (i have seen a categroy rail in the main-data, but did not find anything relating to trains?)
So if anyone knows something on this topics .....
some questions for the modder here
- eradicator
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Re: some questions for the modder here
@inserter filter:
No, but could be done with heavy scripting.
@belts:
No. Use forum search. Some people spam invisible electric poles, but that's known to be bad for performance.
@rails:
No. Use forum search. Moddability removed in 0.15 or 0.16.
No, but could be done with heavy scripting.
@belts:
No. Use forum search. Some people spam invisible electric poles, but that's known to be bad for performance.
@rails:
No. Use forum search. Moddability removed in 0.15 or 0.16.
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Re: some questions for the modder here
thanks for the fast answer..
Unfortunately an outcome which i feared
as i want to generate elecric-power maybe :
Is it possible to make a steam-engine or a steam-turbine to output (like in these both cases water)
Unfortunately an outcome which i feared
as i want to generate elecric-power maybe :
Is it possible to make a steam-engine or a steam-turbine to output (like in these both cases water)
- eradicator
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Re: some questions for the modder here
Nope. There was a recent thread about just that too.
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- bobingabout
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Re: some questions for the modder here
the ability to change the energy_source of locomotives was removed in a recent previous version, maybe 0.15 (fairly sure it was the same update that introduced nuclear), it was buggy before that anyway, and didn't actually work.
Looking at it from a source code perspective, the main issue is that the locomotive has to move, and if the entity moves, it might not be in a pole's area anymore, so it needs to re scan. This scanning is "CPU Expensive", so is only done when it needs to be, usually when you place the entity, or when you place/remove a pole near it.
Alternate sugestions have been that the rail itself could carry the power, but again, from the source perspective, that would introduce too much "overhead" because you then have to carry more information in the rail itself, and the devs believe that would be too much infromation.
The final alternative we're left with is faking it with scripts. it is possible to make some kind of locomotive that can't actually accept fuel items, but then a fake item can give it energy (not actually used as an item, just set the "currently burning"), and increase that in your locomotive as some "Electric energy interface" removes it from your electric grid. Basically, wireless power, via scripting. though you could be creative and have it linked to the rails somehow.
Either way, Scripting in this way is slow and can reduce performance in the game unless you do it right, but, the whole "Entity monitoring scripts" is one of the things bob's mods doesn't do, which is why I haven't done it myself.
Looking at it from a source code perspective, the main issue is that the locomotive has to move, and if the entity moves, it might not be in a pole's area anymore, so it needs to re scan. This scanning is "CPU Expensive", so is only done when it needs to be, usually when you place the entity, or when you place/remove a pole near it.
Alternate sugestions have been that the rail itself could carry the power, but again, from the source perspective, that would introduce too much "overhead" because you then have to carry more information in the rail itself, and the devs believe that would be too much infromation.
The final alternative we're left with is faking it with scripts. it is possible to make some kind of locomotive that can't actually accept fuel items, but then a fake item can give it energy (not actually used as an item, just set the "currently burning"), and increase that in your locomotive as some "Electric energy interface" removes it from your electric grid. Basically, wireless power, via scripting. though you could be creative and have it linked to the rails somehow.
Either way, Scripting in this way is slow and can reduce performance in the game unless you do it right, but, the whole "Entity monitoring scripts" is one of the things bob's mods doesn't do, which is why I haven't done it myself.
- eradicator
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Re: some questions for the modder here
Did you accidentially post in the wrong topic? OP here asked about rail-category, not energy_source. Though while you're here...does that mean trains are incompatible with the new "void/null" energy? :/bobingabout wrote: ↑Thu Nov 22, 2018 9:47 amthe ability to change the energy_source of locomotives was removed in a recent previous version, maybe 0.15 (fairly sure it was the same update that introduced nuclear), it was buggy before that anyway, and didn't actually work.
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Re: some questions for the modder here
No. They accept burner/void, same as cars and some other things I'm too lazy to look up right now.eradicator wrote: ↑Thu Nov 22, 2018 11:43 amdoes that mean trains are incompatible with the new "void/null" energy? :/
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Re: some questions for the modder here
Good to know. As long as everything is voidable i'm fine with it :DBilka wrote: ↑Thu Nov 22, 2018 11:46 amNo. They accept burner/void, same as cars and some other things I'm too lazy to look up right now.eradicator wrote: ↑Thu Nov 22, 2018 11:43 amdoes that mean trains are incompatible with the new "void/null" energy? :/
Back to topic...
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- bobingabout
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Re: some questions for the modder here
eradicator wrote: ↑Thu Nov 22, 2018 11:43 amDid you accidentially post in the wrong topic? OP here asked about rail-category, not energy_source. Though while you're here...does that mean trains are incompatible with the new "void/null" energy? :/bobingabout wrote: ↑Thu Nov 22, 2018 9:47 amthe ability to change the energy_source of locomotives was removed in a recent previous version, maybe 0.15 (fairly sure it was the same update that introduced nuclear), it was buggy before that anyway, and didn't actually work.
Not wrong topic.
Also, I wasn't thinking about void, I was looking at it from a 0.16 perspective where void doesn't exist yet.