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by DaveMcW
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.
by DaveMcW
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.

300kms.jpg
300kms.jpg (669.3 KiB) Viewed 2065 times
by DaveMcW
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.
by DaveMcW
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.
by DaveMcW
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'...
by DaveMcW
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...
by DaveMcW
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...
by DaveMcW
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.
by DaveMcW
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...
by DaveMcW
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.
by DaveMcW
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...
by DaveMcW
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...
by DaveMcW
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 1.png
convert 1.png (26.33 KiB) Viewed 528 times

Convert all signals to -1

convert -1.png
convert -1.png (24.18 KiB) Viewed 528 times

Convert all signals to any number

convert any.png
convert any.png (256.26 KiB) Viewed 528 times
by DaveMcW
Sat Aug 03, 2024 4:31 pm
Forum: Modding help
Topic: Storing Custom Metadata on Entities
Replies: 6
Views: 665

Re: Storing Custom Metadata on Entities

y_e_a_r wrote: Thu Jul 04, 2024 5:11 pm
  • Doesn't work when pasting blueprints over existing entities
  • Doesn't work with undo
Unfortunately, these are limitations in the modding API.

The workaround is to disable copy/paste for your entity.
by DaveMcW
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?
by DaveMcW
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...
by DaveMcW
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.
by DaveMcW
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?
by DaveMcW
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

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