Search found 301 matches
- Wed Apr 09, 2025 12:18 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1390
Re: Multiple Fluid Selector Circuitry
Simplifying a bit, I read the instructions as:
$1 := max(in_r1, in_r2)
out_1 := signal in_g1 value $1 if $1 < in_r3 else signal R value in_r3
I would like to have a single (decider) combinator
Impossible. While a decider combinator can evaluate arbitrary logic, it'll either produce all it's ...
- Tue Apr 08, 2025 8:09 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1390
Re: Multiple Fluid Selector Circuitry
I'm not saying that the arithmetic combinator is the mapping; it is not. As consequence, your attempt at interpretation went off the rails. I don't even know how that mapping is supposed to look like (mathematically), the description is quite vague.
From
For example map signals '1', '2' and '3 ...
From
For example map signals '1', '2' and '3 ...
- Tue Apr 08, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1390
Re: Multiple Fluid Selector Circuitry
Apparently I managed to miss the "mapping" in the part I quoted and focused on the "filtering" part...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...
- Tue Apr 08, 2025 7:22 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1390
Re: Multiple Fluid Selector Circuitry
Wube could add a mapping function to the selector combinator that filter's a signal type on red(green) channel that is given by input on the other channel. That'd be great. ...
In case you still need a solution for this, here's a hint: With 2.0 you can do this with a single decider combinator ...
- Mon Apr 07, 2025 7:05 am
- Forum: Gameplay Help
- Topic: Any idea why this condition is not completing?
- Replies: 5
- Views: 273
Re: Any idea why this condition is not completing?
04-06-2025, 12-56-06.png
It doesn't show anything in a mouse-over.
I will admit, my interrupt might be suspect, but that still doesn't explain the non-completion.
04-06-2025, 12-57-30.png
Your interrupt condition is "ANY request zero", which isn't tied to a specific planet but checks all ...
- Sat Mar 22, 2025 4:41 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1976
- Views: 709794
Re: Simple Questions and Short Answers
1. Can I move my game save to a self-hosted server?
Yes
2. Will the server pause the game when no one is logged in?
There's a setting for that
3. How saves are being handled on a server instance, can I still manually save?
The same as your single player world: Autosaves at regular ...
- Thu Mar 20, 2025 12:09 am
- Forum: Gameplay Help
- Topic: How can I get the distance travelled by space platform?
- Replies: 4
- Views: 1274
Re: How can I get the distance travelled by space platform?
My combinators:
Hub: read speed (in km/s) -> V
Distance: D + V -> D (loops back to it's own entry, so D is increased)
Distance (in km): D / 60 (because speed is read every tick but unit is km/s)
My problem:
When implementing this, I noticed, that my calculated travel distance is way lower ...
- Thu Mar 13, 2025 11:26 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 11
- Views: 1220
Re: Unbeatable anti-cheat.
I like to split cheats into two groups:
Resource based: Anything that gives you a resource benefit, regardless whether actual resources, unit health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is ...
Resource based: Anything that gives you a resource benefit, regardless whether actual resources, unit health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is ...
- Wed Mar 12, 2025 8:05 am
- Forum: Pending
- Topic: Science packs lost without reason
- Replies: 3
- Views: 219
Re: Science packs lost without reason
There's no research going on now, but that doesn't say anything about 7 minutes ago. On the production side there's also a matching bump for the same time, which I suspect is science. Hard to see due to the scale of the production graph.
I'd suspect there was a research started which either ...
I'd suspect there was a research started which either ...
- Tue Mar 11, 2025 9:26 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 42
- Views: 7781
Re: Combinator cookbook 2.0
Yes, the stack size will lag one tick behind. Unless the output signal changes, which will result in one tick without stack size signal. When controlling inserters and having somewhat stable inputs this probably isn't an issue since the combinators are usually done updating before the inserter is ...
- Tue Mar 11, 2025 8:56 am
- Forum: This Forum
- Topic: Pressing Ctrl+Enter while typing a post can sometimes lose it
- Replies: 4
- Views: 500
Re: Pressing Ctrl+Enter while typing a post can sometimes lose it
I tried decoding these base64 strings and didn't succeed.
Base64 with a leading 0 is factorios format for blueprint strings. Decoding it (or importing it ingame) produces a blueprint containing some combinators called "Raising front detector".
Did the copy blueprint button for this particular ...
- Sun Mar 09, 2025 4:10 am
- Forum: Modding help
- Topic: How to conditionally include space-age graphics
- Replies: 5
- Views: 453
Re: How to conditionally include space-age graphics
What kind of "use" are you talking about?
Are you only referencing the space age files and maybe do transformations within your mods code (e.g. applying tint)? Then a "if mods["space-age"]" test is fine. (Someone owning only base factorio won't have these graphics.)
Or have you edited the images and ...
Are you only referencing the space age files and maybe do transformations within your mods code (e.g. applying tint)? Then a "if mods["space-age"]" test is fine. (Someone owning only base factorio won't have these graphics.)
Or have you edited the images and ...
- Mon Mar 03, 2025 10:19 am
- Forum: General discussion
- Topic: Certain tech tree dependencies and trigger tech issues in Space Age
- Replies: 16
- Views: 2267
Re: Certain tech tree dependencies and trigger tech issues in Space Age
You'll need the eggs soon(tm), but this point has been resolved:
2.0.33 changelog wrote: Moved biter egg handling to be required by promethium science pack instead of quantum processors because that's when they are really needed.
- Fri Feb 28, 2025 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
- Replies: 6
- Views: 1018
Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
What is actually happening is that some squares are producing a message "Waterfill needed to fill Dull Red Vein" or "Waterfill is needed to fill Sanguine Lichen." So I can use Waterfill to fill those squares and get rid of the offending plants, but the squares then become red and can't be filled ...
- Thu Feb 20, 2025 1:06 pm
- Forum: Gameplay Help
- Topic: How to differentiate between different station types so that I can send the correct train to it
- Replies: 9
- Views: 1217
Re: How to differentiate between different station types so that I can send the correct train to it
I just need to multiply the different signal types with different factors of ten.
- Resources that uses long 8 trains multiply with one. 8-trains will trigger on signals that have the value 0>X>10
- Resources that uses long 4 trains multiply with 10. 4-trains will trigger on signals that have the ...
- Sat Feb 15, 2025 3:29 am
- Forum: Gameplay Help
- Topic: Decider combinator not working for equality check on signal with quality for "Each" comparator
- Replies: 2
- Views: 286
Re: [2.0.32] Decider combinator not working for equality check on signal with quality for "Each" comparator
Is this intended?
Yes. The conditions using Each don't select the signal chosen on the right hand side, but all signals with the same value. In the screenshot that's all signals with the value 2.
You can mouse over the signals displayed near the bottom to see how they're evaluated.
I do not ...
- Wed Feb 05, 2025 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 765
Re: Removal of the "Use filter" checkbox
[...] auto-switch the "Use Filers" setting to on. Except when he emptied the list of filtered items. In this case, auto-switch "Use Filters" to off. He can manually re-enable Use Filters to on if he wants, with an empty filter list, which makes no sense but might be a valid temporary setting while ...
- Wed Feb 05, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 765
Re: Removal of the "Use filter" checkbox
I use the 'use filter' checkbox on unfiltered inserters all the time as a speedy hey inserter STOP for a minute. Yes there are many other ways to do this, but this one is fast and not easy to mess up, and I don't have to flip through different tabs to click on say a deconstruction planner to tell ...
- Thu Jan 30, 2025 5:31 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1976
- Views: 709794
Re: Simple Questions and Short Answers
Looks good.
Have you researched any qualities above rare? Since you are obviously on or past Gleba, at least the epic research should be available.
- Thu Jan 30, 2025 11:08 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1976
- Views: 709794
Re: Simple Questions and Short Answers
Being unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.