Search found 988 matches

by siggboy
Wed Mar 29, 2017 4:14 am
Forum: Ideas and Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 36
Views: 7333

Re: Change UI paradigm from Toolbelt to Toolbar

Since some people in this thread are already overthinking the issue: The current "tool belt" is not a good idea, and it never has been. It is not about if "value" is added to the game or not, or if a change of the current interface would be "a lot of work", or any philosophical reasoning about one w...
by siggboy
Sat Feb 18, 2017 4:05 am
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 19313

Re: Discuss: Power Switch should not "Blink"

Your diagram doesn't read very well. I can't tell where the green wire's supposed to go. In your expanded diagram it looks like the constant is hooked to both the arithmetic and decider. Are you able to clarify this? The green wire needs to go to both inputs (the "U" and "D" values from the constan...
by siggboy
Sun Feb 12, 2017 10:28 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 257956

Re: Combinators 101

DaveMcW wrote:This is wrong in Factorio 0.13 and higher. Decider combinators can't rename signals anymore.
They still can, but only if you use the "Each" virtual signal in the input condition. In my opinion that is a bug/oversight, but I guess it should be mentioned.
by siggboy
Fri Dec 02, 2016 9:27 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 687
Views: 194220

Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

wasnt there a wireless power transmission mod somewhere? i am fairly certain that i've seen a description which said something like "items wont need power poles anymore". The "super power pole" from the mod has a very large coverage, so you can power entire sub-factories with a single power pole. E...
by siggboy
Wed Nov 30, 2016 9:05 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181219

Re: [MOD 0.14] SmartTrains 1.1.7

do you have any/know of any tutorials on how the station mapping works? still trying to wrap my mind around it lol There's nothing complex about it. It's just a way to "renumber" the stations. Let's say you have #1 Iron 1 #2 Coal 1 #3 Smelting #4 Iron 2 and now you make a mapping for station #3 (Sm...
by siggboy
Wed Nov 30, 2016 3:01 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1255
Views: 168999

Re: Simple Questions and Short Answers

What's the correct way to signal one track spilting into two station tracks? I've got a chain signal before the split and normal signals on the 2 stations tracks, in 0.13.18 it worked 99% of the time but now in 0.14.21, if both stations are full and a train is waitying at the chain signal when one ...
by siggboy
Tue Nov 29, 2016 7:52 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 113234

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

Chain signal should be used before switches of stackers or stations so trains don't block switches and in case of multi track stations/stacker can pick the next free track if all are currently taken. Yes, but I don't see how this is related to the case where the train recalculates its path AFTER it...
by siggboy
Tue Nov 29, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181219

Re: [MOD 0.14] SmartTrains 1.1.7

I think the only situation where it would be a problem is with a Train station that gets visited by 2 different lines, one with mapping and one without AND where this station has a combinator setup that uses the destination signal for both these lines (AND it would have to use the actual value and ...
by siggboy
Tue Nov 29, 2016 5:36 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 687
Views: 194220

Re: [MOD 0.14.13+] Creative Mode 0.2.3 - Super robots

Now we need Surface cheats, Create map markers for resources on map :) Not sure what it is, would you mind to elaborate? :mrgreen: I'm pretty sure he just wants to be able to put notes on the map. I'd agree that it would be very useful, but you might consider it out of scope because it's more displ...
by siggboy
Tue Nov 29, 2016 5:30 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181219

Re: [MOD 0.14] SmartTrains 1.1.6

I got a pullrequest that changes the Destination # signal to output the number that is setup in the mapping if the train at the station is set to use the mapping (and a mapping for that station exists). Is anybody using this feature at all and how bad will this change break existing setups? Current...
by siggboy
Tue Nov 29, 2016 5:23 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 113234

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

Long story short: your train changed direction (it initially hadn't planned to go south) and decided to go south while in the roundabout, causing the deadlock. Expected behavior: the train shouldn't repath in between chain signals. trains have to repath waiting at chain signals otherwise having mul...
by siggboy
Mon Nov 28, 2016 5:02 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 101815

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

Currently i have setup the depot but when my trains get to the depot for the first time only 1 light for the lane selector actually lights up. What am i doing wrong? Nothing. The lane with the active light is the lane that will be used for the next delivery. There always is exactly one of the lanes...
by siggboy
Thu Nov 24, 2016 7:18 pm
Forum: Ideas and Suggestions
Topic: Decider combinator with "Anything" output
Replies: 23
Views: 5454

Re: Decider combinator with "Anything" output

I know this solution, and I don't like it aesthetically. I don't either, but it's the only solution available and I needed it for my system. Yes, the first example was chosen poorly. A better one would be 1000 - any, (output: any) or 1000 / any, (output: any). This I can not do, and I fail to see w...
by siggboy
Thu Nov 24, 2016 6:44 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181219

Re: [MOD 0.14] SmartTrains 1.1.7

plus the function has a comment to not change it (and i can't remember why, so i rather not touch it :D ) That's just amazing, and I have a lot of respect for how well you trust yourself :). "Write protection by comment", I love it. so lately I keep getting spammed by Warning, a train has taken lon...
by siggboy
Thu Nov 24, 2016 6:38 pm
Forum: Ideas and Suggestions
Topic: Decider combinator with "Anything" output
Replies: 23
Views: 5454

Re: Decider combinator with "Anything" output

Most for-loops I know run in to trouble when two signals have the same value. I've had to build a "for loop" to extract one (arbitrary) signal and its value from an unknown set of signals. The fact that the values might reoccur was not a problem. Here's how I made it happen: the set of candidate si...
by siggboy
Wed Nov 23, 2016 10:15 pm
Forum: Ideas and Suggestions
Topic: Decider combinator with "Anything" output
Replies: 23
Views: 5454

Re: Decider combinator with "Anything" output

The lowest/highest matches would be nice to have, but are not a necessity. Once one can filter signals, one can build a for-loop that goes over all the signals and finds the maximum. You can do the "for-loop" filtering right now, but it's too difficult, and it takes an unknown number of ticks (in t...
by siggboy
Mon Nov 21, 2016 6:36 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 101815

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

Found another missing wire. The smart station, the lamp and the combinator are too close together. Had it working, not sure if it will keep working. Will continue whenever I find the time. Yes, you need to be careful, because the lamp, combinator and train station itself are three separate entities...
by siggboy
Sun Nov 20, 2016 11:06 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 101815

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

You should disconnect the requester, so the provider will be the only station on the network (that's only so you can see the isolated signal from the provider on your test network). Then, while the "S=1" signal is on the bus, the provider should output the amount that it can deliver. If the provider...
by siggboy
Mon Nov 14, 2016 2:01 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 101815

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

Should it be possible to use the older design with the newest depot/logic, or do I need to adapt to the new provider designs as well? If so, is that as simple as removing the logic that is 'on top of' the provider? If you remove the part of the circuit "on top" (at the provider), then it will just ...
by siggboy
Fri Nov 11, 2016 12:00 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 101815

Re: Smart Train Deliveries with Combinator Magick [0.13/0.14]

I had trains dispatching to the outposts, but then they'd go to the next station in the line rather than to the requester. Eventually they'd end up back in the yard. Can someone take a look? Update the game to the latest version. That fixed somebody else's problem of the same nature. If that does n...

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