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Factorio latest version no railroad
Factorio latest version no railroad










For example, printing all properties of the sulfur item prototype can be done like so: log(serpent.block(data.raw)) This, in combination with the serpent library, makes debugging in the data stage easier because it allows the inspection of entire prototype tables.

factorio latest version no railroad

Log() can print LocalisedStrings to the Factorio log file. Furthermore, two options were added: refcomment (true/false/maxlevel) and tablecomment (true/false/maxlevel), which allow to separately control the self-reference and table value output of the comment option. comments are turned off by default to avoid returning table addresses. The serpent library was modified for determinism, e.g.

factorio latest version no railroad

It can't pretty-print LuaObjects such as LuaEntity however. Its purpose is to allow for easy printing of Lua tables (using serpent.block() for example), which can be useful when debugging. Libraries įactorio provides the serpent library as a global variable named serpent for all mods to use. Furthermore, it modifies several functions to be deterministic, notably pairs() and math.random(). This way, there's one block for the extent of the station-when-in-use.Factorio adds several functions and libraries to the Lua environment that cannot be found in standard Lua 5.2.1. Instead, place a chain signal at the beginning of the station, behind the mine loading - the place where the rear of the train will sit while it's loading. I also suggest you remove the signal just below the crossing. That way, a train at the station will occupy a block consisting of all of the track that it's obstructing anyway. Instead, just move your signal that's to the right of the crossing to the left of the crossing. However, it is probably a better idea to not put any signals within the loop at all, because it really isn't long enough for multiple trains to usefully occupy. If you put a second signal on the vertical track, just above the crossing, then you will successfully split the track into two blocks: one containing the crossing and the other containing the rest of the loop. (You'd get the same flashing if you put exactly one signal on a single loop of track.)

factorio latest version no railroad

Your signal is flashing because the track ahead of it and the track behind it are forced to be the same block by the crossing - it is unable to do its job of splitting one block into two. In general, any place train tracks cross - and thus could cause trains to collide - is always one block.












Factorio latest version no railroad