Search found 3256 matches

by DaveMcW
Tue Nov 24, 2020 7:14 am
Forum: Releases
Topic: Version 1.1.0
Replies: 86
Views: 10677

Re: Version 1.1.0

You can save even more UPS by eliminating the trains and just teleporting items directly. :P
by DaveMcW
Tue Nov 24, 2020 3:04 am
Forum: Modding help
Topic: Any way to make an entity unbuildable?
Replies: 3
Views: 44

Re: Any way to make an entity unbuildable?

data-updates.lua -- Remove pipes and pumps data.raw["item"]["pipe"].place_result = nil data.raw["item"]["pipe"].localised_name = {"entity-name.pipe"} data.raw["item"]["pipe-to-ground"].place_result = nil data.raw["item"]["pipe-to-ground"].localised_name = {"entity-name.pipe-to-ground"} data.raw["ite...
by DaveMcW
Tue Nov 24, 2020 2:29 am
Forum: Modding help
Topic: Any way to make an entity unbuildable?
Replies: 3
Views: 44

Re: Any way to make an entity unbuildable?

data.raw["item"]["pipe"].place_result = nil data.raw["item"]["pipe-to-ground"].place_result = nil For the refinery problem, you can move some recipes to the chemical plant in data-updates.lua data.raw["recipe"]["fill-heavy-oil-barrel"].category = "chemistry" data.raw["recipe"]["empty-heavy-oil-barr...
by DaveMcW
Tue Nov 24, 2020 1:34 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 102
Views: 92591

Re: Digital Display, Yay!

With the new 1.1 feature "divide by each", we can simplify multi digit displays. 0eNrdXd1uG8sNfpVCQO+c050fkjPBuTnPUQSBbG+SBWTJkKW0QeAH6Fv02fokXTk9kS0uJQ5lxZ25CWLLorTkkN83HA75fXa92Pb362G5mb3/PhtuVsuH2fu/f589DJ+X88Xud5tv9/3s/WzY9Hezq9lyfrf76eFuvli8W8zv7mePV7Nhedv/c/bePV7Z3ugfP1zN+uVm2Az9j49/+uHbx+X27r...
by DaveMcW
Sun Nov 22, 2020 3:02 am
Forum: General discussion
Topic: Interesting puzzle:
Replies: 9
Views: 494

Re: Interesting puzzle:

The basic concept is still exponential growth. The details are about how long it takes for the player (or CPU, or size of the universe) to become the bottleneck.
by DaveMcW
Sat Nov 21, 2020 11:54 pm
Forum: General discussion
Topic: Interesting puzzle:
Replies: 9
Views: 494

Re: Interesting puzzle:

Since everything is implicitly powered, you don't need any coal. I am going to ignore the starting 100 stone, but also assume that growth is a continuous function. You can use the extra stone to accelerate the completion of buildings so their output matches the continuous function. There are two pha...
by DaveMcW
Sat Nov 21, 2020 4:17 am
Forum: Gameplay Help
Topic: Repeating Counter help
Replies: 9
Views: 328

Re: Repeating Counter help

In your latest blueprint, you are effectively multiplying the satellite pulse by -1000. You can do that more directly by using an arithmetic combinator.
by DaveMcW
Sat Nov 21, 2020 1:22 am
Forum: Gameplay Help
Topic: Repeating Counter help
Replies: 9
Views: 328

Re: Repeating Counter help

I see. You have a memory cell that outputs a signal every tick (not a 1-tick pulse). Then when you calculate it is time to reset it, the reset signal lasts for several ticks until a new calculation is finished. The solution is to make a self-resetting memory cell. Instead of "science + 0 → science",...
by DaveMcW
Sat Nov 21, 2020 12:10 am
Forum: Gameplay Help
Topic: Repeating Counter help
Replies: 9
Views: 328

Re: Repeating Counter help

an Arithmetic Combinator's "Pulse" is actually "2-4 Pulses" by default. So I had to add an extra pulse generator section. This only happens if the arithmetic combinator has low power. Try putting it on an isolated electric network with a solar panel and an accumulator to make sure it is always full...
by DaveMcW
Fri Nov 20, 2020 8:29 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1293
Views: 178874

Re: Simple Questions and Short Answers

You have 5 options. 1. Build LDS in the middle of nowhere. Requires 3.7 wagons per 400 LDS. 2. Build LDS at the rocket silo. Requires 2.7 wagons per 400 LDS. 3. Build LDS at the plastic plant. Requires 3.2 wagons per 400 LDS. 4. Build LDS at the steel furnace. Requires 3.5 wagons per 400 LDS. 5. Bui...
by DaveMcW
Sat Nov 14, 2020 3:32 am
Forum: General discussion
Topic: Alt-F4 #11 - Scientific Curiosities
Replies: 11
Views: 984

Re: Alt-F4 #11 - Scientific Curiosities

Nice job on the Googlebomb.

density.png
density.png (66.96 KiB) Viewed 170 times
by DaveMcW
Wed Nov 11, 2020 4:04 pm
Forum: This Forum
Topic: Suggestion: Vote Up/Down/Troll etc on forum posts
Replies: 15
Views: 2978

Re: like and/or dislike

I dislike posts by adding the author to my ignore list.
by DaveMcW
Mon Nov 09, 2020 10:31 pm
Forum: Modding help
Topic: How to define a specific fuel type for furnaces.
Replies: 11
Views: 498

Re: How to define a specific fuel type for furnaces.

data.raw["locomotive"]["locomotive"].burner.fuel_category = "chemical","rocket" You need to use fuel_categories if you want more than one fuel. Also you need to delete fuel_category. data.raw["locomotive"]["locomotive"].burner.fuel_category = nil data.raw["locomotive"]["locomotive"].burner.fuel_cat...
by DaveMcW
Fri Nov 06, 2020 5:18 am
Forum: Modding help
Topic: How to get item positions on a transport-belt?
Replies: 3
Views: 206

Re: How to get item positions on a transport-belt?

I also needed to find the items on a single transport-belt, and I found a workaround.

If you mark a transport-belt for deconstruction, this breaks its connections. Then get_transport_line() returns a LuaTransportLine containing exactly the items on that belt.
by DaveMcW
Sat Oct 31, 2020 1:58 pm
Forum: Modding help
Topic: on_gui_opened latency in multiplayer?
Replies: 5
Views: 275

Re: on_gui_opened latency in multiplayer?

This is a latency hiding trick. The client user is allowed to peek at the gui, until they recieve the gui close command from the server.

If the client tries to do anything on the preview gui, it should stall until the server confirms that the gui is still open.
by DaveMcW
Thu Oct 29, 2020 12:32 am
Forum: Modding help
Topic: Location ping
Replies: 2
Views: 139

Location ping

Is it possible to generate a location ping, similar to the one created when a player shift-clicks the map with chat open?
by DaveMcW
Wed Oct 28, 2020 7:16 am
Forum: Modding help
Topic: Entity unit_number
Replies: 5
Views: 253

Re: Entity unit_number

Anything that can belong to a force also has a unit number.

No, you need to build your own table.
by DaveMcW
Mon Oct 26, 2020 7:42 pm
Forum: Gameplay Help
Topic: Advanced circuit network conditions for train behavior in 1.1
Replies: 12
Views: 764

Re: Advanced circuit network conditions for train behavior in 1.1

Handling zero ls always an issue when using EACH signals. The solution is to have a constant combinator generate a 1 for every signal, so it is never zero.
by DaveMcW
Mon Oct 26, 2020 2:43 pm
Forum: Gameplay Help
Topic: Advanced circuit network conditions for train behavior in 1.1
Replies: 12
Views: 764

Re: Advanced circuit network conditions for train behavior in 1.1

Here is a scalable solution. It works by calculating an average, then dropping every signal above average. If it runs out of signals, it sets the average to a large number and restarts. 0eNq9l8uOmzAUhl+l8rIlM5hrQOqil/WsZleNIgInE0tgkDFRo4gH6Ft00Sfrk9SGTAiEm2naTSSI+Tk+3zn/MSe0jQvIGKEc+SdEwpTmyP92Qjl5p...
by DaveMcW
Thu Oct 22, 2020 9:55 pm
Forum: Modding help
Topic: Changing recipes that a mod changed
Replies: 9
Views: 140

Re: Changing recipes that a mod changed

0.839 Error ModManager.cpp:910: Mod package read error. JSON parser error in package metadata: Unexpected character ([) at C:/Users/DELLPC/AppData/Roaming/Factorio/mods/spex-def-recipes/info.json:7
The dependencies line should be:
"dependencies": ["base >= 1.0", "space-exploration >= 0.4.26"],

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