Sounds like either both locomotives or both train stops are facing the same direction. Signals are not required on a simple straight track with just one train.Snowise wrote: ↑Wed Jan 15, 2020 2:28 pm 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
Simple Questions and Short Answers
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Re: Simple Questions and Short Answers
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Re: Simple Questions and Short Answers
I've used game.check_prototype_translations() in on_init() to check whether there is a translation for all the keys I use in my mod. Now I want to do the reverse: prune the locale file by finding all localizations that are never referenced. Is that possible somehow?
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Re: Simple Questions and Short Answers
Localised strings can be generated at runtime, possibly with random input. Thus it's impossible to know if a string in any locale.cfg is ever used or not.Pi-C wrote: ↑Thu Jan 30, 2020 10:32 am I've used game.check_prototype_translations() in on_init() to check whether there is a translation for all the keys I use in my mod. Now I want to do the reverse: prune the locale file by finding all localizations that are never referenced. Is that possible somehow?
If you just want a rough hint, i guess you could write an external script that compares locale.cfg's with a dump of all recipe/item/entity/etc names. Has to be external becaues the API doesn't have game.all_localised_strings or anything like that.
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Re: Simple Questions and Short Answers
I'll probably do that, thanks!eradicator wrote: ↑Thu Jan 30, 2020 11:44 am If you just want a rough hint, i guess you could write an external script that compares locale.cfg's with a dump of all recipe/item/entity/etc names. Has to be external becaues the API doesn't have game.all_localised_strings or anything like that.
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Re: Simple Questions and Short Answers
Hi! Please tell me why the railway station does not send train id to the network? What am I doing wrong?
Re: Simple Questions and Short Answers
Train has to be stopped at Train Stop due to its schedule execution. It does not work in Manual modeMasquerade wrote: ↑Fri Jan 31, 2020 5:29 pm Hi! Please tell me why the railway station does not send train id to the network? What am I doing wrong?
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Oh thank you very much! Really works.boskid wrote: ↑Fri Jan 31, 2020 5:33 pmTrain has to be stopped at Train Stop due to its schedule execution. It does not work in Manual modeMasquerade wrote: ↑Fri Jan 31, 2020 5:29 pm Hi! Please tell me why the railway station does not send train id to the network? What am I doing wrong?
Re: Simple Questions and Short Answers
Hi everyone.
First time i started mass production, ups began to drop.
So, I learned all info i could get about it. Seems like no need to replace belts with underground after the patch, right?
And one more question, are bots still more ups-friendly than belts or belts became better than bots?
First time i started mass production, ups began to drop.
So, I learned all info i could get about it. Seems like no need to replace belts with underground after the patch, right?
And one more question, are bots still more ups-friendly than belts or belts became better than bots?
Re: Simple Questions and Short Answers
By default f5 shows debug info for what's taking time but there's some overlap with other text, F4, under the "debug" tab, can show you less.kitters wrote: ↑Wed Feb 12, 2020 5:08 pm Hi everyone.
First time i started mass production, ups began to drop.
So, I learned all info i could get about it. Seems like no need to replace belts with underground after the patch, right?
And one more question, are bots still more ups-friendly than belts or belts became better than bots?
It probably matters how your base is set up, and if you're using mods (increase belt/inserter speed, loaders, bots carry more/go faster/more battery/faster recharge). I can't be more helpful than that, I don't megabase.
I have mods! I guess!
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Re: Simple Questions and Short Answers
Yes. Underground belts are not inheritely cheaper anymore since like what... 0.15?
The largest 60 UPS base that i know of is belt based. But if you don't plan to get into an extreme level of micro optimization and learn all the tricks then bots are probably still easier.
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Re: Simple Questions and Short Answers
The only note I'd add is, you can still carry a lot more length with uggies, even the yellow ones.eradicator wrote: ↑Wed Feb 12, 2020 9:37 pm Yes. Underground belts are not inheritely cheaper anymore since like what... 0.15?
Re: Simple Questions and Short Answers
Hello!
What does "Protect empty teams" mean? (Create multiplayer server -> PvP configuration -> "Game Settings" tab -> "Protect empty teams" check box).
What does "Protect empty teams" mean? (Create multiplayer server -> PvP configuration -> "Game Settings" tab -> "Protect empty teams" check box).
Re: Simple Questions and Short Answers
This setting will make the base of a team to be protected when no players from that team are online. I am not sure about the exact dynamics though, whether it will prevent other teams from entering, or whether it prevents other teams from damaging. There should be additional helping text upon hovering over that option.
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I’m looking for a way calling a waiting train from a stacker as soon as there is enough material at the loading, unload an then send him back to his waiting position.
Re: Simple Questions and Short Answers
Try the Train Supply Manager modbrunzenstein wrote: ↑Sat Feb 22, 2020 2:22 pm I’m looking for a way calling a waiting train from a stacker as soon as there is enough material at the loading, unload an then send him back to his waiting position.
https://mods.factorio.com/mod/train-pubsub
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Thank you. But:Actually I want to use and learn how to build such a solution with a combinator setup.Serenity wrote: ↑Sat Feb 22, 2020 2:26 pmTry the Train Supply Manager modbrunzenstein wrote: ↑Sat Feb 22, 2020 2:22 pm I’m looking for a way calling a waiting train from a stacker as soon as there is enough material at the loading, unload an then send him back to his waiting position.
https://mods.factorio.com/mod/train-pubsub
Re: Simple Questions and Short Answers
In this case, I recommend this YouTue-series by avaak. Episode 5 or 6 is where he starts on the train network. It's a bit dated (for Factorio 0.16), but combinator setup hasn't changed much since.brunzenstein wrote: ↑Sat Feb 22, 2020 2:31 pm Thank you. But:Actually I want to use and learn how to build such a solution with a combinator setup.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Thanks for the recommendationPi-C wrote: ↑Sat Feb 22, 2020 3:01 pmIn this case, I recommend this YouTue-series by avaak. Episode 5 or 6 is where he starts on the train network. It's a bit dated (for Factorio 0.16), but combinator setup hasn't changed much since.brunzenstein wrote: ↑Sat Feb 22, 2020 2:31 pm Thank you. But:Actually I want to use and learn how to build such a solution with a combinator setup.
Re: Simple Questions and Short Answers
This one is more recent, and another way to manage trains in vanilla.
https://www.youtube.com/watch?v=KstIlP92Vis
https://www.youtube.com/watch?v=KstIlP92Vis
Re: Simple Questions and Short Answers
I've an entity based on the flamethrower. I want it to be able to use one of two possible fluids (exchanging fluids works once the fluidbox has been emptied). To make things both complicated: the two fluids look differently (so I've recolored the stream graphics for one of them) and do different damage. Is it possible to set different streams in the prototype, so that the one matching fluid A will be used if the turret contains fluid A, and the other one if it contains fluid B?
I guess I could do some trickery in the control stage (replacing entities depending on its contents), but it would be much cheaper if I could do everything with just one prototype.
I guess I could do some trickery in the control stage (replacing entities depending on its contents), but it would be much cheaper if I could do everything with just one prototype.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!