Comments (7)
Third the events look like they are using the name and not the type. if that is the case this wouldn't work for mod added trains.
from factorio-stdlib.
@Nexela I moved the train registry to global and updated the events to filter on the locomotive
type rather than diesel-locomotive
entity name.
I think a bit more robust logic for surfaces is needed beyond what you've proposed, as surfaces could be created (or destroyed) mid-game. I need to look into this further.
However at a minimum, the critical issues should be resolved, if you want to test with the latest codebase.
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I wouldn't spend too much time on this until .15
It has recently been confirmed base game will have more train related events
https://forums.factorio.com/viewtopic.php?f=28&t=44280&p=255850&hilit=train+event#p255850
from factorio-stdlib.
I think a bit more robust logic for surfaces is needed beyond what you've proposed, as surfaces could be created (or destroyed) mid-game. I need to look into this further.
That part is fine, factorio handles cleanup as long as .valid is checked before doing anything. The train will cease to exists if the surface does. Of course storing per surface would also add the overhead that now you might as well store per force, and open up a whole nother can of worms.
from factorio-stdlib.
global._registry seems too ambiguous As no other modules seem to use this global._trains would be a better choice
from factorio-stdlib.
@Nexela Fair point about the naming.
from factorio-stdlib.
I updated stdlib to register trains on any surfaces. I think that covers everything you've raised - if you find more, open another issue.
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Related Issues (20)
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