Search found 301 matches

by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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

Twisted_Code wrote: Mon Mar 03, 2025 5:19 am Biter Egg Handling->Quantum Processor
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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

trancexpress wrote: Thu Jan 30, 2025 11:58 am +24.8% quality, -20% speed.
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.
by Nidan
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

trancexpress wrote: Thu Jan 30, 2025 9:14 am
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.

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