Search found 48 matches

by gridstop
Tue Dec 24, 2024 2:19 pm
Forum: Technical Help
Topic: [2.0.28] Startup hang with no log output on linux
Replies: 1
Views: 260

[2.0.28] Startup hang with no log output on linux

When launching from Steam, Steam shows the game as 'Running' and 'ps aux' shows the binary running, so it's not just waiting for Steam cloud sync or anything, but nothing ever appears, no game window. I had already run on 2.0.28 a couple times yesterday, so it's not specifically that, but I've never ...
by gridstop
Thu Oct 31, 2024 1:49 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
Replies: 14
Views: 1944

Re: [raiguard] [2.0.10] Alt + Click not registering on Linux

For cinnamon users,

Open System Settings, click the 'Window' icon, then go the Behavior tab.
Change the "Special key to move and resize windows" from Alt to something else, like Super (the windows key) or just disable it.
by gridstop
Sun Oct 27, 2024 6:55 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
Replies: 14
Views: 1944

Re: [raiguard] [2.0.10] Alt + Click not registering on Linux


Is your xfce4 configured to use Alt-click to drag windows around? I remember this being the default at some point, and it wouldn't interfere with Alt-keyboard or combined modifier click combos. Alt-click is working for me on my Linux installation, but I had to change Alt-click since it interfered ...
by gridstop
Sun Oct 20, 2024 3:34 pm
Forum: Ideas and Suggestions
Topic: [2.0] Add circuit output to fluid pumps
Replies: 0
Views: 339

[2.0] Add circuit output to fluid pumps

TL;DR
Add an option to pulse fluid transferred to the circuit network to pumps.


What ?
Add an option such that a pump can pulse the circuit network every time it transfers fluids from the input to output fluid boxes. Use a similar UI to inserters "read hand contents = pulse" or the new ...
by gridstop
Fri Dec 27, 2019 12:27 am
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 29499

Re: Pick-A-Signal combinator?

mrvn,

Because the sum of all the negative values doesn't change, you can accumulate that statically alongside the deciders. So in my setup there was a column of constant combinators and arithmetics,each one adding the negative value of the item for that row, and then the decider checking for > 0 of ...
by gridstop
Sat Apr 20, 2019 5:01 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator

Thanks! Erase fluids works perfectly and no issues with creative mod & fluid recipes now.

Of course now this means I pretty much have to make a new factory...
by gridstop
Sat Apr 20, 2019 1:11 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator

Yeah the pushing inputs back out is something I think most people don't know about because when would they ever run into it, took me longer than I care to admit to figure out what was going wrong back in my first CC factory. I think that's why some people are annoyed for instance they can't put ...
by gridstop
Fri Apr 19, 2019 10:24 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator


I might have missed something, but is this actually needed still? From my testing, it seems that just changing the recipe discards the fluids already. And since the recipe will be set to nothing when the fluids aren't compatible, all the fluidboxes will be cleared by the game. The only time they ...
by gridstop
Fri Apr 19, 2019 12:40 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator

Also there's a crash when combined with Creative Mod. The 'find recipes' function dies when you feed it a fluid, presumably when it sees the weird infinite fluid recipe that the fluid sources use.

Error occurs in find_recipe in rc.lua, Unknown virtual-signal name: create-mod_free-fluid-sulfuric ...
by gridstop
Thu Apr 18, 2019 11:04 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator

The set-no-recipe first change works great. The speed detection is awesome too, even works when using a electric switch to power beacons on & off.

I did some experimenting with the fluid discard and added a GUI checkbox for 'discard fluids' and then in cc.lua move_items() right at the top before ...
by gridstop
Tue Apr 16, 2019 3:26 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 178
Views: 86584

Re: [MOD 0.16 / 0.17] Inventory Sensor 1.7.3

Thanks! Works great.
I was going to ask if there was a way to show when the fluid box is locked to a resource (due to a source or sink) but truly has 0 contents (sensor shows nothing and entity itself shows 0.0 of the locked fluid type on the tooltip). Even if you can sense it I'm not sure what you ...
by gridstop
Sun Apr 14, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator


I see why you'd want this, but I can't think of a good way to implement it without a million edge cases. In particular, what should happen if a recipe has more than one output? What happens when there is no output? What about recipes with output probabilities?
This is why I feel like it's better ...
by gridstop
Sun Apr 14, 2019 4:40 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator



Please make this optional. While it certainly helps to figure out resources needed to build a certain amount, at the same time it collides with any setup which wants to buffer input for a continuous production.


I guess I don't understand how it conflicts with anything? If you want to make 1000 ...
by gridstop
Sun Apr 14, 2019 3:46 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 178
Views: 86584

Re: [MOD 0.16] Inventory Sensor 1.6.6

The sensor already reads the fluid boxes of fluid wagons and assembly machines, but could you add normal fluid storage tanks to the supported items? I've been hacking it in by hand. I've been using it to work around the horrible floating point truncation when connecting wires to tanks. Honestly it ...
by gridstop
Sun Apr 14, 2019 3:08 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 90021

Re: [MOD 0.17] Crafting Combinator

Hey, really awesome to see this updated. I still absolutely love it and it adds so much potential to the game. I've spent probably hundreds of hours messing around with nano factories with this mod (and plan to again in 0.17 or 0.18 eventually)

Couple current things:
1) The new fluid anti-mixing ...
by gridstop
Fri Mar 08, 2019 9:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.3] Train leaves disabled station
Replies: 30
Views: 18878

Re: [kovarex] [0.17.3] Train leaves disabled station

Couldn't you easy support both schemes if when using a signal to enable/disable the stop you also send it to the wagon for conditions (just OR your wait condition with the inverse of the stop disable condition)? Or automatically generate a new 'this stop disabled' and/or 'this stop enabled' signal ...
by gridstop
Sun Mar 03, 2019 3:10 pm
Forum: Combinator Creations
Topic: Nano factory with push down automata
Replies: 15
Views: 32553

Re: Nano factory with push down automata

I did another one of these with a bit different sub-product calculation system (calculates all sub-components at once and inserts them into a single register instead of using a stack) for 0.16. Also did a lazy bastard rocket launch and nuclear power (with a single centrifuge & single reactor of ...
by gridstop
Thu May 11, 2017 10:49 pm
Forum: Combinator Creations
Topic: Nano factory with push down automata
Replies: 15
Views: 32553

Re: Nano factory with push down automata

I did actually do this before 15.0 dropped. Got lazy bastard too. Research took a LONG time. Let it run overnight twice.

Here's the final setup. I used the crafted artifacts mod to make the chemical processes more interesting (had to make superconductors). Otherwise all it would ever do is make ...
by gridstop
Sat May 06, 2017 10:30 pm
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 29499

Re: Pick-A-Signal combinator?

So, ignoring your performance constraints :D , I designed a solution for fun, as long as none of your signals are negative (but I do have an idea to improve performance - see my last paragraph). This is a looping design that uses an alphabet of unique values for each possible input. The alphabet ...
by gridstop
Sun Apr 02, 2017 8:37 pm
Forum: Technical Help
Topic: Crash when turning off displayport monitor
Replies: 1
Views: 1220

Crash when turning off displayport monitor

I have a nvidia GTX960, and a 24" hp monitor connected via DisplayPort. I've noticed if I let the monitor go to sleep while factorio is running, everything is fine. But if I actually turn the monitor off, the NVIDIA driver appears to completely remove the monitor device, and factorio crashes with ...

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