Search found 44 matches
- Fri Dec 27, 2019 12:27 am
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23704
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 ...
- Sat Apr 20, 2019 5:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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: 72228
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 wate...
- Fri Apr 19, 2019 10:24 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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 wo...
- Fri Apr 19, 2019 12:40 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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-acid...
- Thu Apr 18, 2019 11:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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...
- Tue Apr 16, 2019 3:26 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68348
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'...
- Sun Apr 14, 2019 7:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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 to...
- Sun Apr 14, 2019 4:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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 yell...
- Sun Apr 14, 2019 3:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68348
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 m...
- Sun Apr 14, 2019 3:08 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
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 sys...
- Fri Mar 08, 2019 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.3] Train leaves disabled station
- Replies: 30
- Views: 15633
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 y...
- Sun Mar 03, 2019 3:10 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 28990
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: 28990
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 sulf...
- Sat May 06, 2017 10:30 pm
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23704
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 mu...
- Sun Apr 02, 2017 8:37 pm
- Forum: Technical Help
- Topic: Crash when turning off displayport monitor
- Replies: 1
- Views: 953
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 wi...
- Sun Apr 02, 2017 4:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
Re: [MOD 0.14] Crafting Combinator
Well the absolute maximum would be the list of each item that's actually used as a component of something else right? There's lots of things on the combat, logistics, and production tabs that aren't. Not sure how you'd recalculate that every time a new mod was added/changed. Bottleneck does somethin...
- Sun Apr 02, 2017 2:49 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
Re: [MOD 0.14] Crafting Combinator
Version 0.6.0 released. Changes: + Settings are saved in blueprints + Modules that have been removed due to recipe change can now be requested back into the assembler * The multiplier for time in recipe combinator can now be changed to any number * Refresh rate is now configurable from in-game, ind...
- Sat Apr 01, 2017 4:12 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68348
Re: [MOD 0.13/0.14] Inventory Sensor 1.2.2
Would it be possible to read the contents of a requester chest? I have some setups where I have to use a circuit network to set requests, and read the contents of the requester chests, since they aren't normally part of the network.
- Sun Mar 26, 2017 8:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72228
Re: [MOD 0.14] Crafting Combinator
That makes sense from the name standpoint. I found the virtual signal and it does indeed set the recipe just fine. The one catch for recipes like this is that the purple packs when fed into the recipe combinator give you the alien-artifact item, not the recipe (which makes sense if you're using it f...