Search found 3714 matches
- Sun Nov 17, 2024 12:46 am
- Forum: Modding help
- Topic: Influencing biter expansion
- Replies: 1
- Views: 115
Re: Influencing biter expansion
An easy way is to modify the terrain to collide with biter spawners. Obviously this only works for areas that you can give special terrain.
- Sat Nov 02, 2024 10:35 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 36
- Views: 4134
Re: Space Platforms
300 km/s using only basic components.
- Tue Oct 29, 2024 9:58 am
- Forum: General discussion
- Topic: I do not want space travel and most other things from SA...
- Replies: 2
- Views: 815
Re: I do not want space travel and most other things from SA...
You can buy the DLC and disable the "Space Age Mod" to get elevated rails, recycling, quality, and nothing else.
Foundry is locked behind the Space Age Mod.
Foundry is locked behind the Space Age Mod.
- Sun Oct 27, 2024 5:54 am
- Forum: Modding help
- Topic: How to base a surface on a LuaSurfacePrototype?
- Replies: 5
- Views: 196
Re: How to base a surface on a LuaSurfacePrototype?
:: is just a separator between the name and type of the variable. This is a factorio.com convention, it is not a standard usage in any programming language.
- Sat Oct 26, 2024 10:48 pm
- Forum: Modding help
- Topic: Locomotive weight shrinks
- Replies: 2
- Views: 182
Re: Locomotive weight shrinks
If an item does not allow productivity, you get one stack per rocket. If an item does allow productivity, the rocket weight is the weight of all its ingredients. You can override this by setting ItemPrototype.weight . In your case you would want to set: data.raw['item-with-entity-data']['locomotive'...
- Sat Oct 26, 2024 2:17 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215657
Re: 3 and 4 way intersections
Cube RHT 0eNqtXMtOXEkM/ZXRXTdR2fVmO7OY9WxHUQRJa6YlaBCPaKKIf5+G9G0I7QvnuLJCNPSxy8eucrlc9X06v7hfX99stnfT6fdp8/lqezud/v19ut38sz27ePxse3a5nk6nm7PNxfSwmjbbL+v/plN5WC3808nN2eX1i//Uh4+rab2929xt1j+wn3759ml7f3m+vtlBreav397tAP759+7kSdhqur663X3ravsoYYdUe19N36bTk9ofHsW/wlEep1o4kcfJFk7icaKFk1fH5jUw8h5Dd6b/srlZf...
- Tue Oct 22, 2024 1:06 am
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 57
- Views: 25673
Re: 2.0 Intersection Compendium
Cube cube-intersection.jpg RHD 0eNqtXMtOXEkM/ZXRXTdR2fVmO7OY9WxHUQRJa6YlaBCPaKKIf5+G9G0I7QvnuLJCNPSxy8eucrlc9X06v7hfX99stnfT6fdp8/lqezud/v19ut38sz27ePxse3a5nk6nm7PNxfSwmjbbL+v/plN5WC3808nN2eX1i//Uh4+rab2929xt1j+wn3759ml7f3m+vtlBreav397tAP759+7kSdhqur663X3ravsoYYdUe19N36bTk9ofHsW/wlEep1o4kcfJFk7icaK...
- Sun Oct 06, 2024 2:27 pm
- Forum: Modding help
- Topic: Newbie modding question
- Replies: 5
- Views: 436
Re: Newbie modding question
It's not possible to connect a splitter prototype to a circuit network.
- Sun Sep 29, 2024 9:56 pm
- Forum: Gameplay Help
- Topic: Inserters
- Replies: 2
- Views: 331
Re: Inserters
The first inserter is slightly too fast. It creates a gap 7.66 items wide. To make the gap exactly 8 items wide, we need to delay the inserter by one tick, on 2/3 of the swings. Here is a clock that does that. 0eNqlVNFuwjAM/BdLewuIpgO6ap+xtwlVaWvAWptUSYrGUP99SSqgYzBgvFSNa5/Pd252kFctNpqkhXQHVChpIH3fg...
- Wed Sep 11, 2024 9:44 am
- Forum: Gameplay Help
- Topic: Combinator Question
- Replies: 4
- Views: 485
Re: Combinator Question
This can be solved with two decider combinators.
If artillery-ammo < 5, output W=1.
If green-ammo < 5, output W=1.
Then the train station activates on W >= 1.
If artillery-ammo < 5, output W=1.
If green-ammo < 5, output W=1.
Then the train station activates on W >= 1.
- Mon Sep 02, 2024 10:40 pm
- Forum: Modding help
- Topic: Spidertron control help
- Replies: 2
- Views: 284
Re: Spidertron control help
First you need to create a dummy gunner. /c spidertron = game.player.selected global.gunner = spidertron.surface.create_entity{ name = "character", force = spidertron.force, position = spidertron.position } spidertron.set_passenger(global.gunner) spidertron.driver_is_gunner = false Then yo...
- Mon Aug 26, 2024 2:52 am
- Forum: Combinator Creations
- Topic: Is this the best simple Kovarex design ever? Can this possibly be improved?
- Replies: 6
- Views: 1792
Re: Is this the best simple Kovarex design ever? Can this possibly be improved?
Here is my simple and beautiful design. The combinator version uses exactly 40 U-235. It recycles the U-235 very fast, so it has good uptime as well. You can remove the combinators to get a version that fits in a 3x7 grid. It has 100% uptime after the buffer is full. 0eNqtV82OmzAQfpWVr4VV+EkgUXvrreq...
- Mon Aug 05, 2024 3:52 am
- Forum: Combinator Creations
- Topic: One tick signal conversion tricks
- Replies: 1
- Views: 528
One tick signal conversion tricks
Convert all signals to 1
Convert all signals to -1
Convert all signals to any number
Convert all signals to -1
Convert all signals to any number
- Sat Aug 03, 2024 4:31 pm
- Forum: Modding help
- Topic: Storing Custom Metadata on Entities
- Replies: 6
- Views: 665
- Sun Mar 31, 2024 7:37 pm
- Forum: Not a bug
- Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
- Replies: 7
- Views: 1368
Re: [1.1.104] Decider combinator Output input count uses wrong value on Each
Congrats, you are the first person I know of in 9 years to attempt to use decider combinator Each "Output single signal input count".
Can you explain what problem you are using this to solve?
Or are you just pointing out an inconsistency without actually using it?
Can you explain what problem you are using this to solve?
Or are you just pointing out an inconsistency without actually using it?
- Sun Feb 25, 2024 4:06 am
- Forum: Energy Production
- Topic: Compact 2xN Nuclear Reactor - Height 252 Tiles
- Replies: 4
- Views: 1402
Compact 2xN Nuclear Reactor - Height 252 Tiles
This is my attempt to build the densest nuclear reactor possible. It is infinitely expandable with a height of 252 tiles. 0eNrs3d2urcdxHupbCXgsBrOruuvHt5HDwAgkm3GILVMCRQUxgtz7pmQr8k48o/WsHSABkkNO9ug1xvf2+H6qntnzP3/zq1///rvf/vj9Dz/9u1/95jf/zzd/9Z///JPfffNX//af/ecf/t/vfvjlb7/96Tff/t2P3//tH/77P33zV/nxi...
- Sun Feb 18, 2024 7:38 pm
- Forum: Modding help
- Topic: Change color on runtime
- Replies: 1
- Views: 616
Re: Change color on runtime
If you have a limited set of colors, you could create a unique robot entity for each color. Then assign each force a recipe that gives their color robot.
- Wed Feb 14, 2024 5:29 am
- Forum: This Forum
- Topic: show more posts on page - can it be done?
- Replies: 1
- Views: 755
- Tue Jan 23, 2024 6:34 am
- Forum: Modding help
- Topic: Underground pipe click and drag auto place help
- Replies: 4
- Views: 832
Re: Underground pipe click and drag auto place help
Your code works for me. Do you not like the 1-tile space between pipes?
- Mon Jan 22, 2024 5:31 am
- Forum: Modding help
- Topic: Underground pipe click and drag auto place help
- Replies: 4
- Views: 832
Re: Underground pipe click and drag auto place help
Yes, this is the only way to undo a building.
Here are a couple more examples: viewtopic.php?f=34&t=70889
Here are a couple more examples: viewtopic.php?f=34&t=70889