Oh I'm sure you could. Like I said, this is my first project with combinators, I am by no means an expert!XKnight wrote:Hmmmm....
I think it is possible to make 10x10 snake in 40-70 combinators, and definitely with 20-30 changes per second.
Search found 20 matches
- Wed Apr 06, 2016 11:13 pm
- Forum: Show your Creations
- Topic: Snake in Factorio - Combinator Contraptions
- Replies: 8
- Views: 5012
Re: Snake in Factorio - Combinator Contraptions
- Wed Apr 06, 2016 9:21 pm
- Forum: Show your Creations
- Topic: Snake in Factorio - Combinator Contraptions
- Replies: 8
- Views: 5012
Re: Snake in Factorio - Combinator Contraptions
I am wondering, how many combinators have you used to make this snake? Because I see about 150 comb only on your screen, and for some reasons I think this is not the whole system. It ended up being about 500 combinators. What you are seeing in the picture is just the screen controller and a bit of ...
- Wed Apr 06, 2016 7:25 am
- Forum: Show your Creations
- Topic: Snake in Factorio - Combinator Contraptions
- Replies: 8
- Views: 5012
Re: Snake in Factorio - Combinator Contraptions
Oh man, that is awesome! I most definitely did not search enough! Thanks for the link!
- Wed Apr 06, 2016 3:33 am
- Forum: Show your Creations
- Topic: Snake in Factorio - Combinator Contraptions
- Replies: 8
- Views: 5012
Snake in Factorio - Combinator Contraptions
I noticed that there are not many people creating cool stuff with the combinators in factorio. They are infinitely more powerful than redstone in minecraft, yet the coolest thing I could find on the web was your scrolling sign or the christmas light show. I spent the last 10 hours or so making snake...
- Sun Dec 13, 2015 12:21 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
This mod would solve all of my problems, bring all of my hopes and dreams to life and give hope to my great idea of a self expanding base, if... it were for my version of the game. Please update it to the newer versions of factorio. Hey Zimmie! Thanks for showing interest in my mod! I actually have...
- Sat Nov 14, 2015 12:22 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
if you take a bp of the deployer with a bp in it you wont get a repeating setup it will do like 3 copys good find. This is actually intentional. when a blueprint has a deployer in it, if that deployer has no blueprint, the blueprint deployer that gets placed by the deployer will inherit the bluepri...
- Fri Nov 13, 2015 8:45 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
thanks for this grate mod i have had so much fun making marching turrets,mines that lay themselves and pack them self away when all the ore is removed i think im going to have to grab the smarter circuitry mod to get more ways to trigger things keep up the grate work i think this is one of the best...
- Sun Nov 08, 2015 6:35 pm
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
Its there, unless I put it in the wrong spot. Mind helping me out?RepairMan wrote:Good Job, gonna try it out now.
Dont wanna be the bad guy, but don't you need to include the original license in the mod?
- Sun Nov 08, 2015 7:15 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
Version 1.0.0 is released! Try it out and give me feedback!
Here is a video showing what the mod can do: https://youtu.be/YZa1hStfKn4
-ZachAttackary
Here is a video showing what the mod can do: https://youtu.be/YZa1hStfKn4
-ZachAttackary
- Sat Nov 07, 2015 11:49 pm
- Forum: Modding help
- Topic: Hide Items from the signal screen
- Replies: 0
- Views: 3065
Hide Items from the signal screen
The mod I am currently developing has items and corresponding entities that are never directly accessible by the player. I would like to hide these from the player on the signal screen(in a combinator/smart inserter/lamp etc). Is this possible?
Thanks in advance,
ZachAttackary
Thanks in advance,
ZachAttackary
- Fri Nov 06, 2015 2:06 am
- Forum: Modding help
- Topic: create_entity Error - Solved
- Replies: 7
- Views: 7512
Re: create_entity Error
Either the on_robot_pre_mined or the on_preplayer_mined_item to access the entity it would be event.entity.
so in your case I think you are going to want event.entity.name == "bf_bio_farm" then
so in your case I think you are going to want event.entity.name == "bf_bio_farm" then
- Thu Nov 05, 2015 6:09 am
- Forum: Modding help
- Topic: create_entity Error - Solved
- Replies: 7
- Views: 7512
Re: create_entity Error
I may be just dense, but where are you declaring entity?TheSAguy wrote: event.surface.create_entity{name = "bf_bio_farm_light", position = entity.position, force = entity.force}
- Thu Nov 05, 2015 3:42 am
- Forum: Modding help
- Topic: Creating Dummy Players
- Replies: 1
- Views: 2802
Creating Dummy Players
From my understanding, everytime a player logs on with a new name, a new player gets added to the game.players table. Is there any other way to make a Lua/Player?
- Sun Nov 01, 2015 10:40 pm
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
Re: Blueprint Deployer Sneakpeak
Fixed! Thanks for the heads up. First time posting, new to this whole thing.ssilk wrote:I recommend to add correct subject (see forum rules) otherwise I'll reject it then.
- Sat Oct 31, 2015 1:14 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 21816
Re: Automated Blueprint Deployer - Proof of Concept w/ video
I'm not sure if anyone is still interested in this mod, but here is my spin on it. Will upload download link when I've ironed out all of the bugs.
https://forums.factorio.com/forum/vie ... 97&t=17428
-ZachAttackary
https://forums.factorio.com/forum/vie ... 97&t=17428
-ZachAttackary
- Sat Oct 31, 2015 12:44 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29312
[MOD 0.12.10] Blueprint Deployer 1.0.0
Blueprint Deployer 1.0.0 Info: Never place a blueprint manually again! Blueprint Deployer: A machine that places a blueprint when activated via the circuit network. Deconstructor: A machine that, when activated by the circuit network, deconstructs an area similar to a deconstruction planner. Name: ...
- Fri Oct 23, 2015 9:01 pm
- Forum: Modding help
- Topic: Blueprinting Custom Buildings
- Replies: 6
- Views: 7691
Re: Blueprinting Custom Buildings
This doesn't appear to stop blueprints from seeing the entity. are you positive this flag does what you think it does? I looked online and I can't seem to find any information on it.DaveMcW wrote:flags = {"not-on-map"}
- Fri Oct 23, 2015 5:57 pm
- Forum: Modding help
- Topic: Blueprinting Custom Buildings
- Replies: 6
- Views: 7691
Re: Blueprinting Custom Buildings
Dave! You are a genius! I've spent some time thinking through this solution and I totally can use it! Way cool! Thanks for the help!!!
- Fri Oct 23, 2015 5:05 pm
- Forum: Modding help
- Topic: Blueprinting Custom Buildings
- Replies: 6
- Views: 7691
Re: Blueprinting Custom Buildings
Oh interesting. I'm struggling to see how you could use this for data transfer. if when you place the item it replaces the item with another item, how would you capture the data from the constant-combinator? If there was a way to leave the constant-cominator there, but hidden, so I could still acces...
- Fri Oct 23, 2015 12:00 am
- Forum: Modding help
- Topic: Blueprinting Custom Buildings
- Replies: 6
- Views: 7691
Blueprinting Custom Buildings
Hello Everyone! I am getting into modding for the first time after playing this game for quite some time. I have a decent programming background, so I get the basics. I am making a custom building that needs to save some data with it. This is all fine and dandy until I make a blueprint of said build...