suprcheese / vehicle-wagon Goto Github PK
View Code? Open in Web Editor NEWA deprecated mod for Factorio: https://forums.factorio.com/viewtopic.php?f=93&t=31489
License: MIT License
A deprecated mod for Factorio: https://forums.factorio.com/viewtopic.php?f=93&t=31489
License: MIT License
Could this be raised somehow?
No matter how many locos I have with a single vehicle wagon, the speed won't exceed 372,6 km/h.
I hope it's not a problem with just my game.
Is there a way to Load/Unload Vehicles with a CoreStation? I dont like the wrench and like to collaborate with you, to design this type of building. The Train Station behavior in general, Placement + maybe possible Network conditions, for controlled unloading or just when the train stops there. The Image Animation would be easiest if the actual Train Sprite sinks into the ground so that the vehicle becomes free and attached fixings while transport become free.
I hope you understand what i mean
User 'tanuki_san' reports in Vehicle Wagon and LTN discussion posts (https://mods.factorio.com/mods/Supercheese/Vehicle%20Wagon/discussion/22754 and https://mods.factorio.com/mods/Optera/LogisticTrainNetwork/discussion/22753) that Vehicle Wagon is causing Logistic-Train-Network (by @Yousei9 ) train stops to not accept input nor output information.
As tested with Vehicle Wagon 1.2.0 and LTN 1.6.1 (alongside a host of other mods), I cannot reproduce this issue as shown: https://gfycat.com/GroundedDecimalHorsechestnutleafminer
Waiting for more input (map download, blueprint, etc) from original user before investigating further.
Bug reported on forums: https://forums.factorio.com/viewtopic.php?p=366639#p366639
Thought I had fixed this, but perhaps not...
Hey,
Lately I'm getting the following error when trying to unload a vehicle:
64.909 Error MainLoop.cpp:940: Exception at tick 30763215: Error while running event Vehicle Wagon::on_tick (ID 0)
__Vehicle Wagon__/control.lua:89: bad argument #1 to '__newindex' (number expected, got nil)
64.909 Error ServerMultiplayerManager.cpp:94: MultiplayerManager failed: "Error while running event Vehicle Wagon::on_tick (ID 0)
__Vehicle Wagon__/control.lua:89: bad argument #1 to '__newindex' (number expected, got nil)"
I'm guessing that this is caused by loading the vehicle into the train before upgrading to version 1.1.2
Thus the energy is not saved and can't be restored. The issue could be resolved by simply adding a null-check to control.lua:89
Thanks a lot for providing this awesome mod and thanks for hopefully fixing this bug.
Bug reported on forums: https://forums.factorio.com/viewtopic.php?p=365534#p365534
Vehicle was reported as Angel's Crawler.
There is currently no way to connect wagons via script, but fixing it by hand is simple: just hop into the wagon or locomotive and press the "Connect train" hotkey (G by default).
Does i understand it in the false way? Do you mean especially to fix it? Because there is a Nifty Maniac who inveted it.
https://github.com/NiftyManiac/factorio-train-coupler
,
,
i was happy to test out the change you made to allow vehicles to keep there charge
but on winching the car on i get a crash, i just realised i dont know where the crash reports are saved but i'm sure i can figure it out if it would be helpful
See: https://mods.factorio.com/mod/Vehicle%20Wagon/discussion/5aa594c225d003000d0dea77
Need to investigate potential new API methods, blueprint strings, etc.
Bug reported on forums: https://forums.factorio.com/viewtopic.php?p=364181#p364181
Need to try to reproduce.
Is this mod still being maintained?
In Factorio 0.17, I believe it is now possible to set Std Lib as a required dependency and #include its code, rather than having to bundle it all in with this mod.
Game version: 0.16.51
Mod version: 1.2.5
Other mods:
Vehicle grid1.0.0
Equipment+: Portable Engine 0.1.1
Error message:
Error while running event Vehicle Wagon::on_tick (ID 0)
LuaInventory API call when LuaInventory was invalid.
stack traceback:
Vehicle Wagon/control.lua:56: in function 'getItemsIn'
Vehicle Wagon/control.lua:184: in function <Vehicle Wagon/control.lua:138>
How to reproduce:
Place rails, vehicle wagon. Place tank, place Portable Engine into tanks grid, use winch to load prepared tank into wagon.
I really love this mod, but I found an edge case -- this guy:
...has a three-slot inventory that you access by right-clicking it. The equipment itself (the generator) was persisted as expected upon unloading from the train, but the internal inventory wasn't.
I've taken a brief look around the mod and found
Lines 46 to 51 in 25473cb
I'm pretty sure persisting equipment[i].burner
is what we need to do, most likely by saving its inventory
, burnt_result_inventory
, currently_burning
and remaining_burning_fuel
and re-applying them on unload (basically the same way the rest of the stuff is saved).
I'll work up a PR tonight if I have time (unless you or someone else gets to it first).
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