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?
Search found 3700 matches
- 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: 608
- Sun Feb 25, 2024 4:06 am
- Forum: Energy Production
- Topic: Compact 2xN Nuclear Reactor - Height 252 Tiles
- Replies: 4
- Views: 523
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: 382
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: 360
- Tue Jan 23, 2024 6:34 am
- Forum: Modding help
- Topic: Underground pipe click and drag auto place help
- Replies: 4
- Views: 367
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: 367
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
- Sun Jan 21, 2024 1:29 pm
- Forum: Modding help
- Topic: Context-sensitive documentation search
- Replies: 2
- Views: 225
- Sun Jan 14, 2024 3:16 am
- Forum: Gameplay Help
- Topic: Trying to calculate accurate % out of variables
- Replies: 8
- Views: 785
Re: Trying to calculate accurate % out of variables
Fluid automatically balances between tanks. So you just need to calculate the percentage in one tank to measure your total fluid percentage.
- Sat Jan 13, 2024 6:43 pm
- Forum: Modding help
- Topic: A way to edit productivity module limitations
- Replies: 3
- Views: 429
Re: A way to edit productivity module limitations
In your mod's data.lua write: for _, module in pairs(data.raw.module) do if module.effect.productivity and module.limitation then table.insert(module.limitation, "iron-dust0") table.insert(module.limitation, "iron-dust1") table.insert(module.limitation, "iron-dust2") en...
- Wed Jan 10, 2024 10:01 am
- Forum: Modding help
- Topic: I need help with creating a basic mod.
- Replies: 4
- Views: 382
Re: I need help with creating a basic mod.
Cool idea, but this is not a basic mod.
Recipes cannot be edited while the game is running, and players on the same team cannot have different recipes.
These issues can be worked around with different hacks, but I would not recommend trying it as your first mod.
Recipes cannot be edited while the game is running, and players on the same team cannot have different recipes.
These issues can be worked around with different hacks, but I would not recommend trying it as your first mod.
- Sat Jan 06, 2024 5:33 am
- Forum: Show your Creations
- Topic: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.
- Replies: 10
- Views: 1859
Re: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.
Great job. 204 chemical science packs is clearly the maximum you can get from the available oil.
I think another way to make the scenario more interesting is to multiply oil richness by 4x, so it is no longer a bottleneck.
I think another way to make the scenario more interesting is to multiply oil richness by 4x, so it is no longer a bottleneck.
- Sun Dec 17, 2023 4:44 am
- Forum: Won't implement
- Topic: LuaGameScript.small_tick
- Replies: 6
- Views: 729
LuaGameScript.small_tick
FFF 388 announced engine support for ticks up to 2^64, but only Lua support for ticks up to 2^52. We can work around the Lua limit by breaking up the tick into two 32-bit numbers. The upper 32 bits are easy to calculate from LuaGameScript.tick. But we need a new property that contains the lower 32 ...
- Tue Oct 10, 2023 1:40 am
- Forum: Modding help
- Topic: Understand data.raw entity pictures
- Replies: 11
- Views: 1117
Re: Understand data.raw entity pictures
Isn't there a common method that's used for blueprints? There's no animations in blueprints for example and a default non-animated graphic is used. Blueprints don't have a complete renderer, they use the surface renderer with minor changes. The C++ surface renderer uses the same process Deadlock de...
- Tue Oct 03, 2023 1:10 am
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 14
- Views: 5567
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
Do you have an example that you could link? I'm curious about the size and readability of an icon. Rimworld has very distinct icons, I think looking good on the wiki was part of their design document. https://rimworldwiki.com/wiki/Apparel#Common_combinations Europa Universalis 4 uses icons AND the ...
- Mon Oct 02, 2023 3:41 am
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 14
- Views: 5567
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
It's pretty standard in wikis for other games to use the expansion icon next to expansion features.
- Sat Sep 09, 2023 5:18 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128925
Re: Friday Facts #375 - Quality
And if you don't feed them, they go berserk.pichutarius wrote: ↑Sat Sep 09, 2023 12:09 amNow i wan assembly machine to have high mood so they got creativity inspiration.
- Wed Jun 28, 2023 2:23 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1698
Re: Loot Question
Maybe the item-on-ground is generated after on_entity_died triggers?
In that case you would need to add the parameters to a temporary table and run it the next tick.
In that case you would need to add the parameters to a temporary table and run it the next tick.
- Tue Jun 27, 2023 1:59 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1698
Re: Loot Question
Unfortunately there is no event for loot entities spawning on the ground. But we have 3 big hints: event.loot[i].name -- the name of the loot item event.entity.position -- the center of the dead entity event.entity.surface -- the surface the loot is on Using those hints, we can run surface.find_enti...
- Sat Jun 24, 2023 6:10 pm
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1698
Re: Loot Question
Code: Select all
local function On_Death(event)
if event.loot and event.loot.valid then
for i = 1, #event.loot do
if event.loot[i].valid_for_read and event.loot[i].name == "small-alien-artifact" then
-- add to item table
end
end
end
end
- Sat Jun 24, 2023 2:21 am
- Forum: Modding help
- Topic: Loot Question [Solved]
- Replies: 12
- Views: 1698
Re: Loot Question
small-alien-artifact is not a vanilla item.
Please describe EXACTLY what a small-alien-artifact is. Preferably with the data.lua entries.
Please describe EXACTLY what a small-alien-artifact is. Preferably with the data.lua entries.