Search found 48 matches
- 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 ...
- 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.
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.
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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...
Of course now this means I pretty much have to make a new factory...
- 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 ...
- 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 ...
- 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 ...
Error occurs in find_recipe in rc.lua, Unknown virtual-signal name: create-mod_free-fluid-sulfuric ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
Couple current things:
1) The new fluid anti-mixing ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...