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vehicle-wagon's Issues

Max speed is 372,6 km/h

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.

Request

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

Possible Incompatibility With Logistics Train Network

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.

Vehicle Wagon 1.1.3 crashes on unloading if vehicle loaded in previous version

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.

Train Coupling

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
,
,

Crash on winch loading with Induction charging 1.3.3

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

Error, when loading vehicle with coal generator in grid

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.

Angel's vehicle burner generator loses inventory

I really love this mod, but I found an edge case -- this guy:
image
...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

for i = 1, #equipment do
items.grid[i] = {}
items.grid[i].name = equipment[i].name
items.grid[i].position = equipment[i].position
items.grid[i].energy = equipment[i].energy
end

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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