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Here's the video of it running a full cycle. You can see where it bugs out and sends two locomotives to the unloading bay above the one the train we're following is in. I'm assuming it's a desync somewhere between the two clock signals but haven't dug into debugging the circuits too much because it's incredibly frustrating without anything approaching an oscilloscope in-game. https://www.youtube.com/watch?v=oe1bUSDDeKs corgski fucked around with this message at 23:49 on Feb 23, 2019 |
# ? Feb 23, 2019 23:45 |
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# ? May 25, 2024 06:55 |
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I'm glad someone else picked up on that, it was a pain in the arse to write. FUN TRAIN API FACTS: A stopped train has no idea which direction it moved in before stopping Each piece of rolling stock as a front and back, determined by its orientation on placement Each train has a front and back, determined (IIRC) by the orientation of the first piece of rolling stock placed The rules for deciding orientation of newly-coupled trains are deterministic but I have no loving idea what they are The API call to couple/uncouple a wagon entity takes direction as an argument If I recall correctly, I ended up working out which way the train was facing by getting the front and rear wagons and working out which was closer to the station I was also going to make a sensor to read the contents of the uncoupled wagons (as decoupling them means they're no longer associated with a station) but the frustration of making the coupler mod work in the first place killed my motivation. At least someone else has made one now.
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# ? Feb 24, 2019 02:24 |
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GotLag posted:The rules for deciding orientation of newly-coupled trains are deterministic but I have no loving idea what they are I would not be shocked if ordering of object ID was part of it.
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# ? Feb 24, 2019 02:41 |
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corgski posted:Here's the video of it running a full cycle. You can see where it bugs out and sends two locomotives to the unloading bay above the one the train we're following is in. I'm assuming it's a desync somewhere between the two clock signals but haven't dug into debugging the circuits too much because it's incredibly frustrating without anything approaching an oscilloscope in-game. This is one of the most impressive things I’ve ever seen done in Factorio. Seriously loving impressive.
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# ? Feb 24, 2019 03:26 |
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That is amazing.
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# ? Feb 24, 2019 19:38 |
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Cocoa Crispies posted:I would not be shocked if ordering of object ID was part of it.
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# ? Feb 26, 2019 04:19 |
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I was chatting with then in IRC while writing that mod. The train API is still a mess, it just wasn't intended to handle this kind of thing
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# ? Feb 26, 2019 06:46 |
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It's out. e: Patch notes: https://forums.factorio.com/viewtopic.php?f=3&t=65070
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# ? Feb 26, 2019 18:28 |
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What are some solid basic mods I should be using if I'm just getting started?
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# ? Feb 26, 2019 18:34 |
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Beer4TheBeerGod posted:What are some solid basic mods I should be using if I'm just getting started? Squeeze Through. You can thank me later.
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# ? Feb 26, 2019 18:42 |
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Beer4TheBeerGod posted:What are some solid basic mods I should be using if I'm just getting started? You don't need mods, the base game is already very solid. Well, there is one: Honk: https://mods.factorio.com/mods/GotLag/Honk Another good one is Bottleneck, which is very useful for beginners because it helps you identify problems in your factory: https://mods.factorio.com/mods/trold/Bottleneck
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# ? Feb 26, 2019 18:44 |
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0.17 is out. Listed under betas on the steam client.
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# ? Feb 26, 2019 18:45 |
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Roflex posted:It's out.
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# ? Feb 26, 2019 18:47 |
Beer4TheBeerGod posted:What are some solid basic mods I should be using if I'm just getting started? It’s generally best to play vanilla to get used to things and add mods as you find a need for them. That being said as some general early QOL improvements there are a few to consider. I don’t like having to walk up to things so I use the long reach mod. I like stockpiling resources so I use warehousing mod and Loader Redux. I love trains so I use FARL (Fully Automated Rail layer). And I use squeak through to make pathing a bit easier. Also Honk because it’s Honk, also trains.
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# ? Feb 26, 2019 19:03 |
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Excellent release time. I had already taken the day off work
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# ? Feb 26, 2019 19:19 |
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Minor changes I haven't seen mentioned anywhere. "Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode." "Warning icon for automated trains that are out of fuel." "Chests and wooden power poles are no longer usable as fuel." "Added belt immunity equipment." And finally "Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite." In the base game! I'm flipping out over that last one. Can't wait to get home and try this all out.
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# ? Feb 26, 2019 19:23 |
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Galvanik posted:"Chests and wooden power poles are no longer usable as fuel." Well... what useful thing am I meant to do with them that's not blowing them up.
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# ? Feb 26, 2019 19:26 |
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Galvanik posted:"Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode." Galvanik posted:"Chests and wooden power poles are no longer usable as fuel."
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# ? Feb 26, 2019 19:49 |
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Croccers posted:What the poo poo am I meant to do with all these lovely power poles then? Power pole art instalation I use my powerpoles to sign my name on my base. Like a lil Bob Ross painting, there are no mistakes, just happy accidents.
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# ? Feb 26, 2019 19:51 |
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Which beta branch should I use? 0.17 or the 0.17.x latest?
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# ? Feb 26, 2019 21:04 |
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Oxyclean posted:Which beta branch should I use? 0.17 or the 0.17.x latest? 0.17.x if you want bug fixes as they're released.
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# ? Feb 26, 2019 21:10 |
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The copy, paste, cut and redo functionality for blueprints is an amazing change. So many times I didn't want to make a blueprint because it's annoying. This way you just ctrl+c and instant blueprint.
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# ? Feb 26, 2019 21:37 |
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Any good guides on starting layouts? I'm comfortable with the progression, but I'm bad at planning my base. It's a nasty rabbit warren of belts at the end, and I want space.
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# ? Feb 26, 2019 21:48 |
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I saw something in the patch notes about "added upgrade planner" -- what does that mean, exactly?
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# ? Feb 26, 2019 21:51 |
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Tuxedo Catfish posted:I saw something in the patch notes about "added upgrade planner" -- what does that mean, exactly? You can have robots swap out yellow belts for red belts etc without having to deconstruct.
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# ? Feb 26, 2019 21:53 |
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Basically a blueprint type thing to e.g. replace yellow belts with red ones in a selected area. There were mods to do it already. efb
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# ? Feb 26, 2019 21:54 |
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How the hell do you overwrite a slot on the new hotbar? I've tried every combination of dragging and clicking the new item onto the old slot I can think of, all it does it just select the old shortcut.
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# ? Feb 26, 2019 22:36 |
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Seems like you can delete from the hotbar by middle mouse clicking, so you may need to clear before you can add the new icon?
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# ? Feb 26, 2019 22:37 |
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Middle click should clear the slot, then you can just write to it as normal. How do you get the bar to the side to keep deconstruction prints, etc?
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# ? Feb 26, 2019 22:38 |
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Unreal_One posted:Middle click should clear the slot, then you can just write to it as normal. Click the three dots to expand it and choose which options you want visible.
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# ? Feb 26, 2019 22:50 |
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Oodles posted:Any good guides on starting layouts? I'm comfortable with the progression, but I'm bad at planning my base. Watch the vanilla base build series by Nilaus on YouTube. It's long and based on 0.16, but it has some pretty good advice.
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# ? Feb 26, 2019 22:56 |
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0.17 changes boiler efficiency from 50% to 100% My Electric Furnaces mod was using this to effectively double the power consumption of electric versions of stone and steel furnaces versus the burner versions. Should I double their power usage now? Or some other factor?
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# ? Feb 26, 2019 23:03 |
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quote:Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts. Yay! I no longer have to maintain a fleet of 50k construction robots to ensure that the concreep mod doesn't starve me of service when I drop a blueprint down.
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# ? Feb 26, 2019 23:31 |
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Getting used to this new interface will take some doing, but I like most of the changes so far. Except I got used to my quickbar filling up automatically with new stuff when it entered my inventory, gonna have to get used to the new system...
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# ? Feb 26, 2019 23:37 |
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Speedball posted:Getting used to this new interface will take some doing, but I like most of the changes so far. Except I got used to my quickbar filling up automatically with new stuff when it entered my inventory, gonna have to get used to the new system... Yeah - this one threw me for a loop as well. I figure I'll just start a new game and immediately create filters to what I want where. Maybe there'll be a mod to save default setups like this on game start.
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# ? Feb 26, 2019 23:46 |
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GotLag posted:0.17 changes boiler efficiency from 50% to 100% The efficiency modifier is effectively gone but they said they were reducing energy values on fuel items. So
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# ? Feb 27, 2019 00:10 |
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The new biter/pollution formula really makes a difference. I started a rail world with otherwise default settings, got a nice desert seed (I hate trees and clearing to build so I go for deserts) and I very quickly had visitors. One nest plus a worm is still easily done with a machine gun and 20-30 clips so I cleaned my cloud out (the worm tracking is cool, if you don't zig zag you're going to eat goo) and got back to building. Barely half an hour later while laying out the first red + green lab area I had a whole bunch arrive. Checking the map the cloud had spread very quickly and multiple groups were sending packs just like the FFF said.
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# ? Feb 27, 2019 00:12 |
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TasogareNoKagi posted:The efficiency modifier is effectively gone but they said they were reducing energy values on fuel items. So The actual value of each fuel item does not matter. In a burner energy source like a furnace, fuel is converted to energy at 100% efficiency. In boilers, it used to be converted at 50% efficiency but is now 100%. So fuel used to do half the work in an electric furnace by virtue of being converted to electricity at 50% efficiency. This is no longer the case so there is no efficiency difference between the regular stone furnace and my electric version if I leave the power consumption the same.
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# ? Feb 27, 2019 00:15 |
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I've forgotten how annoying it is to queue up 3-hour-long music mixes every 5 minutes Edit: More seriously is there a way to delete keybindings ingame? It seems a bunch of keybinds were added that overlap mine (most annoyingly 'pick up from ground' and 'open/close inventory' were matched) and if there's a way to clear them I can't find it; in the mean time I'm binding everything to backspace I guess Evilreaver fucked around with this message at 00:49 on Feb 27, 2019 |
# ? Feb 27, 2019 00:43 |
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# ? May 25, 2024 06:55 |
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Well I softlocked the new tutorial in the most hilarious way possible.
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# ? Feb 27, 2019 01:51 |