Search found 230 matches: pre-signals

Searched query: pre-signals

by mmmPI
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 ...
by Theisen
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 ...
by TBC_x
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 ...
by Hares
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 ...
by Tertius
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 ...
by Somtuk
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 ...
by H_Sage
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.
by KoblerMan
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 ...
by BinarySpike
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, ...
by Kaipakta
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 ...
by FuryoftheStars
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 / ...
by mrvn
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 / ...
by mmmPI
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 :) ...
by FactorioBot
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...
by robot256
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 ...
by Xorimuth
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, ...
by Eketek
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 ...
by mrvn
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 ...
by mrvn
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. ...
by SuicideJunkie
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 ...

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