https://mods.factorio.com/mod/TrainSpeedLimit-016
Thank you
![Smile :)](./images/smilies/icon_e_smile.gif)
Ok, I need this now. I don't know if it is possible to implement, but if it is, it is too cool to not be implemented.Grejt_cz wrote: Fri Feb 01, 2019 6:28 pm What if copy/paste supported system clipboard? You could just copy a blueprint from web and paste it into Factorio and vice versa. Only problem may be, that you would fill your clipboard with base64 "nonsence" that you would occaisionally paste into a textfield.
I think this would be the ideal default for temporary stops:Muche wrote: Sun Feb 03, 2019 12:07 am So the solution could be to add "Passenger not present" wait condition if there is a passenger in the train at the time of temporary station creation, otherwise add something like "Passenger present OR 60s passed".
I agree that it would be cool if certain mod buttons could be added to a GUI like that. 2 of the ones added by my mods (Bodies and Inserter config) would fit great down there.MaxUser01 wrote: Wed Feb 06, 2019 1:21 am
I like mods (thanks a lot to the mod community!!!). I sometimes play with several mods at the same time, but I find those icons/buttons in the top left of screen ugly, because there is no pattern between them, they are misaligned, with very different sizes, like this:
I think that this proposal can help to improve the pattern of mod buttons, decrease the (ugly) mess on the screen, and not overload the new toolbar with many buttons/items.
I believe that these proposals contribute to game value.
I would like the proposals to be evaluated/considered by the community (and perhaps by devs!?). I also had a hard time working on them ...![]()
Thank you!
You have to allow the player to set that, otherwise every modder will put theirs first and then the order will be the same.bobingabout wrote: Mon Feb 11, 2019 9:04 am On that note I still think it would be cool if a button could be inserted to the begining of a GUI, so I can "force" my clock into the top left most corner. it can look kind of dumb if the clock is half way across the top bar there.
I agree it is something that could be abused, but it's silly when the clock is in the middle of the bar. If I force my clock to the left, then someone else forces there clock to the left, well, that's fine, 2 clocks at the far left.5thHorseman wrote: Mon Feb 11, 2019 10:20 amYou have to allow the player to set that, otherwise every modder will put theirs first and then the order will be the same.bobingabout wrote: Mon Feb 11, 2019 9:04 am On that note I still think it would be cool if a button could be inserted to the begining of a GUI, so I can "force" my clock into the top left most corner. it can look kind of dumb if the clock is half way across the top bar there.
Sometimes the shortest way is straight through your base and then all trains are stuck at some cross roads. Then you can set a way point so trains take a longer but less congested way avoiding the traffic jam.micromario wrote: Fri Feb 01, 2019 5:38 pm What is the use case for waypoints? I've never felt like I needed to build one.
Things might get messy if a train blows through a waypoint and the next station is suddenly closed. Trains also reserve the tracks ahead of them so if there is no track in front then they will panic and begin to stop.Will it stop at the station or blast through it and then break to a stop in the middle of the rail network?
Normally a train wit waypoint will have multiple stations in it's list. And if a station suddenly closes it will skip to the next. Nothing really new. But what if the train has only 2 stations, the waypoint and a closed one. Will it drive around in a circle just like the example in the FFF? That would be my expectation.bobucles wrote: Mon Feb 11, 2019 6:56 pmThings might get messy if a train blows through a waypoint and the next station is suddenly closed.Will it stop at the station or blast through it and then break to a stop in the middle of the rail network?
Maybe "dead end" doesn't invoke the right image. The end might still be a good way away from the stop (although hopefully not too much). Something likebobucles wrote: Mon Feb 11, 2019 6:56 pm Trains also reserve the tracks ahead of them so if there is no track in front then they will panic and begin to stop.
The train would need special behavior to not stop after it sees a "dead end".
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Not sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
I am not exactly sure why is this trolling....steinio wrote: Wed Feb 13, 2019 2:42 pmNot sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
Because you are at least the second person which asks for this and it's right there in the FFF (Passengers present):HammerPiano wrote: Wed Feb 13, 2019 7:53 pmI am not exactly sure why is this trolling....steinio wrote: Wed Feb 13, 2019 2:42 pmNot sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
My reasoning behind this idea, is that I don't want that my train that I called to run away.
Do you have a better idea?
The train stops at the stop because it cant path to the next stop after it. That is the current train behaviour and i see no reason why it should change. Whether the train would normally pause on the station or not should make no difference other from deciding when to start decellerating.mrvn wrote: Tue Feb 12, 2019 2:05 pm There is still some way after the waypoint stop. But no path. But let's ask that question too: What happens if the train tracks end right after the stop?
LOL. Not sure if trolling or serious too. But should get into trolling if not. Would definitely be a successful troll catching a lot of fish.steinio wrote: Wed Feb 13, 2019 10:40 pmBecause you are at least the second person which asks for this and it's right there in the FFF (Passengers present):HammerPiano wrote: Wed Feb 13, 2019 7:53 pmI am not exactly sure why is this trolling....steinio wrote: Wed Feb 13, 2019 2:42 pmNot sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
My reasoning behind this idea, is that I don't want that my train that I called to run away.
Do you have a better idea?
But when will it make that decision. Normally trains slow down and come to rest at the stop before deciding the next one isn't reachable. With waypoints that isn't the case.Oktokolo wrote: Thu Feb 14, 2019 12:54 amThe train stops at the stop because it cant path to the next stop after it. That is the current train behaviour and i see no reason why it should change. Whether the train would normally pause on the station or not should make no difference other from deciding when to start decellerating.mrvn wrote: Tue Feb 12, 2019 2:05 pm There is still some way after the waypoint stop. But no path. But let's ask that question too: What happens if the train tracks end right after the stop?
The "Passenger present" might be in the FFF but not in combination with temporary stops. I guess he is asking for "Passenger present" to be added automatically to temporary stops.Oktokolo wrote: Thu Feb 14, 2019 12:54 amLOL. Not sure if trolling or serious too. But should get into trolling if not. Would definitely be a successful troll catching a lot of fish.steinio wrote: Wed Feb 13, 2019 10:40 pmBecause you are at least the second person which asks for this and it's right there in the FFF (Passengers present):HammerPiano wrote: Wed Feb 13, 2019 7:53 pmI am not exactly sure why is this trolling....steinio wrote: Wed Feb 13, 2019 2:42 pmNot sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
My reasoning behind this idea, is that I don't want that my train that I called to run away.
Do you have a better idea?
Adding a temporary stop is kind of the opposite of programming a new stop with its own condition. It's not trolling.steinio wrote: Wed Feb 13, 2019 10:40 pmBecause you are at least the second person which asks for this and it's right there in the FFF (Passengers present):HammerPiano wrote: Wed Feb 13, 2019 7:53 pmI am not exactly sure why is this trolling....steinio wrote: Wed Feb 13, 2019 2:42 pmNot sure if just trolling or just need glasses.HammerPiano wrote: Wed Feb 13, 2019 6:45 am I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
My reasoning behind this idea, is that I don't want that my train that I called to run away.
Do you have a better idea?
That's what I am asking for.mrvn wrote: Thu Feb 14, 2019 10:16 am
The "Passenger present" might be in the FFF but not in combination with temporary stops. I guess he is asking for "Passenger present" to be added automatically to temporary stops.