Search found 230 matches: pre-signals
Searched query: pre-signals
- Thu Apr 04, 2024 11:44 am
- Forum: Combinator Creations
- Topic: Robots generating endlessly new "music"
- Replies: 19
- Views: 1102
Re: Robots generating endlessly new "music"
... i lack knowledge, and the little i have i'm having to learn how to express it in english, not only the langage but the way music is discussed. ... D4 is compared to C3. For the piano there are 48 notes available using signals from 1 to 48 whereas for the other instruments like plucked string ...
- Mon Mar 25, 2024 4:57 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16144
Re: Friday Facts #403 - Train stops 2.0
... ends within a "few" blocks. An option to place 2-way rails. signals, power-poles, radars, but gated by technology so its not to Over ... stations, before you start building your first rail. Essentially a pre-construction queue, before the current construction queue. The last thing ...
- Wed Jan 31, 2024 1:33 am
- Forum: Combinator Creations
- Topic: Fixed time round robin dispatcher (so you can mix belts without mixing items)
- Replies: 0
- Views: 338
Fixed time round robin dispatcher (so you can mix belts without mixing items)
... combinators and belts + inserters to implement the logic. As setting up signals for filters in constant combinator GUI is making my blood boil I've ... on a single belt just put two of those bad boys down (you'll have to pre-split) one for each side of the belt. I built this as a component of ...
- Tue Jan 30, 2024 1:34 pm
- Forum: Modding interface requests
- Topic: Provide SimpleCombinatorPrototype prototype
- Replies: 0
- Views: 174
Provide SimpleCombinatorPrototype prototype
... output_signal [RW]: Array[Signal] -- Similar to LuaControlBehaviour.signals_last_tick , but provides data for the next tick . Read: get pending ... I see a lot of combs with UIs not being closed on Esc or E, or having pre-1.1 (or even pre-1.0!) border styles nowadays. What I suggest is to provide ...
- Mon Dec 18, 2023 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting the max value for the dynamic train limit
- Replies: 14
- Views: 1487
Re: Allow setting the max value for the dynamic train limit
... one constant combinator), it's ok for me. Constants are ok for me to pre-calculate manually. I set them once when I build the station, then never ... by the way, is probably also a way to enable us to differ between item signals (ore, plates) and virtual signals (A, B, C), which is currently not ...
- Fri Nov 10, 2023 1:27 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 44365
Re: Friday Facts #384 - Combinators 2.0
... from biggest to smallest or vice versa). b) Output the count of input signals. c) Output a random signal from the inputs (with a custom update ... of a list of multiple inputs (bullets a, b, and c) Mode 2: Extract some pre-determined property of a single input (bullets d, e, and f) The "Mode ...
- Sat Sep 30, 2023 8:49 am
- Forum: Ideas and Suggestions
- Topic: Pre-Manufactured items from Blueprints
- Replies: 2
- Views: 458
Re: Pre-Manufactured items from Blueprints
Reminds me of "Empirion". I think you can make a blueprint reader block that will generate signals for a Circuit network at the output. These signals can be used for automatic production or loading into a transportation system.
- Tue Feb 28, 2023 8:05 am
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 11081
Re: Advanced circuit network conditions for train behavior in 1.1
... together also mixes the signal of the ore contents with the A/B/C/D signals. When the minimum signal part of the logic hits that average and ... this because outside of having another color of wire, I can't feasibly prevent this from happening, so it's just a limitation of Factorio. To be ...
- Sun Jan 22, 2023 11:20 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 7
- Views: 1722
Re: copy-paste by blueprint should trigger an event
I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. If the player uses "shift" and places the blueprint, ...
- Sun Sep 18, 2022 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Multiple items to one quickslot
- Replies: 4
- Views: 1252
Multiple items to one quickslot
... blueprints. In the case of trains, there are automatic orientations for signals based upon the rail's orientation. Also, splitter ghosts cannot be placed on pre-existing belts. I'm sure there are more. Here's an example of vanilla blueprint book ...
- Fri Sep 09, 2022 11:04 pm
- Forum: Gameplay Help
- Topic: Has anyone ever attempted no splitter no underground belt only burner challenge?
- Replies: 17
- Views: 2231
Re: Has anyone ever attempted no splitter no underground belt only burner challenge?
... would cost more, too. But more importantly, automobilism has the same pre-req techs, whereas in my head for some reason I was thinking it had more ... trains. :P That's what I thought you mend with trains. Rails, stops, signals, the whole shebang. Not just putting cargo wagons down as large / ...
- Fri Sep 09, 2022 9:55 pm
- Forum: Gameplay Help
- Topic: Has anyone ever attempted no splitter no underground belt only burner challenge?
- Replies: 17
- Views: 2231
Re: Has anyone ever attempted no splitter no underground belt only burner challenge?
... would cost more, too. But more importantly, automobilism has the same pre-req techs, whereas in my head for some reason I was thinking it had more ... trains. :P That's what I thought you mend with trains. Rails, stops, signals, the whole shebang. Not just putting cargo wagons down as large / ...
- Fri Sep 09, 2022 5:25 pm
- Forum: Gameplay Help
- Topic: Help needed: Requisition order via circuits
- Replies: 29
- Views: 3398
Re: Help needed: Requisition order via circuits
... is doing/why. I think i understand why you added back the check signals and what you did to sync the reset signal to the memory cell to match ... sub-part for "circuit creation" in case you feel like doing a presentation or explanations or maybe pictures of it when implemented :) ...
- Tue Jul 26, 2022 12:29 pm
- Forum: Releases
- Topic: Version 1.1.62
- Replies: 18
- Views: 15252
Version 1.1.62
Minor Features Added support for SRV records on Windows. Changes Integrated SDL_Mixer for audio mixing, which is now the default mixer. Bugfixes Fixed a desync when canceling deconstruction of cliffs when a robot has already thrown the explosive. (https://forums.factorio.com/102216) Fixed startup m...
- Sun Apr 24, 2022 12:18 am
- Forum: Ideas and Suggestions
- Topic: Yellow train signal cannot be closed with circuits
- Replies: 17
- Views: 3402
Re: [1.1.57] Yellow train signal cannot be closed with circuits
Very early versions (pre 0.17 some time), trains would drive past red signals if it did not have enough stopping distance when a circuit closed the signal, because they were completely ...
- Fri Apr 08, 2022 2:17 am
- Forum: Modding interface requests
- Topic: get_signal_last_tick() for all control behaviors
- Replies: 0
- Views: 620
get_signal_last_tick() for all control behaviors
I'm writing a tool to search all entities for their output signals, but the current API doesn't allow this. Going off the list of control ... don't support reading of arbitrary signals (e.g. inventory contents), only pre-specified signals. The exception to this is decider and arithmetic combinators, ...
- Sun Feb 20, 2022 12:35 am
- Forum: Mods
- Topic: [MOD 1.1] Construction Probes
- Replies: 1
- Views: 1525
[MOD 1.1] Construction Probes
... The construction probe mod is event-driven (mostly on_built-entity and on_pre_build). It temporarily uses on_tick to pulse out construction signals (and unregisters the event if it has nothing it pulse out). If the construction needs more types of items than the construction probe can signal ...
- Sat Oct 30, 2021 2:13 pm
- Forum: Logistic Train Network
- Topic: Pre-Loaded trains
- Replies: 8
- Views: 3041
Re: Pre-Loaded trains
... problem is the path finding in the vanilla game. To request trains for pre-loading and providing the loaded items requires 3 stations. One to request ... and then goes 10k back to where it wants to go. Even with all the signals over 10km it's still cheaper than crossing 3 stations. With single ...
- Mon Oct 25, 2021 11:46 pm
- Forum: Logistic Train Network
- Topic: Please add a Cargo-Train and Fluid-Train signals
- Replies: 8
- Views: 2547
Please add a Cargo-Train and Fluid-Train signals
... can order trains from LTN. I use this for example to generate trains pre-filled with ore so smeleters get deliveries faster. Another use case ... and request for example water. I tried providing and requesting virtual signals C for cargo and F for fluid. But LTN ignores those understandably. ...
- Sun Oct 03, 2021 1:57 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149216
Re: Digital Display, Yay!
... turns out the way I'd wired it you can feed in individual segment signals as well as the pre-defined character signals. So pie charts are just a decider and a constant to form, plus ...