Ah yes, if you have the same limit for all items then Muche's method of outputting an RGB color value per-item using "each" and then having the lamp pick up its color from the appropriate item signal works. I haven't used this since it was added so forgot it existed now.
You can make this work for ...
Search found 350 matches
- Wed Jan 29, 2025 6:56 pm
- Forum: Gameplay Help
- Topic: need help for a Mega Mall feature.
- Replies: 6
- Views: 147
- Wed Jan 29, 2025 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Logistic requests - "inf" behaves as "none" rather than infinity
- Replies: 9
- Views: 480
Re: Logistic requests - "inf" behaves as "none" rather than infinity
Ah, you are correct, sorry! I had never noticed that case before, and I must have tested it wrong.
So, yeah, "trash unrequested" does handle requested items with no autotrash threshold differently than requested items with a specific autotrash threshold, and thus the two thresholds are not handled ...
So, yeah, "trash unrequested" does handle requested items with no autotrash threshold differently than requested items with a specific autotrash threshold, and thus the two thresholds are not handled ...
- Wed Jan 29, 2025 6:17 pm
- Forum: Gameplay Help
- Topic: need help for a Mega Mall feature.
- Replies: 6
- Views: 147
Re: need help for a Mega Mall feature.
The simplest thing you can do to reduce it to just *one* combinator each is to have a single constant combinator outputting "green=1", connected to all of the lamps (using whichever color of wire you aren't using to connect each lamp to its decider), and then only have the decider that outputs red ...
- Wed Jan 22, 2025 1:16 am
- Forum: Ideas and Suggestions
- Topic: Logistic requests - "inf" behaves as "none" rather than infinity
- Replies: 9
- Views: 480
Re: Logistic requests - "inf" behaves as "none" rather than infinity
Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to some arbitrary finite ...
- Fri Jan 17, 2025 9:16 pm
- Forum: Modding help
- Topic: Selector combinator option
- Replies: 2
- Views: 115
Re: Selector combinator option
No, it is not possible to change the behavior of combinators in mods.
What you can do:
- define custom entities that look like combinators but process their inputs/outputs with lua, but this can cause performance issues as the code has to run every tick
- define custom entities that actually create ...
What you can do:
- define custom entities that look like combinators but process their inputs/outputs with lua, but this can cause performance issues as the code has to run every tick
- define custom entities that actually create ...
- Thu Jan 16, 2025 10:44 pm
- Forum: Gameplay Help
- Topic: Modules are disappearing when they're supposed to be dropped to Fulgora planet
- Replies: 4
- Views: 298
Re: Modules are disappearing when they're supposed to be dropped to Fulgora planet
Well, the modules eventually got filled. I am still not sure what happened. The game acted like I had dozens and dozens of Speed1 requests. But I was delivering loads of 50, 100 modules across multiple trips and they just kept "disappearing" into thin air. There's NO way I had that many requests ...
- Tue Jan 14, 2025 9:31 pm
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 702
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
You can see in the various modding descriptions - like the link you posted - that the information is there. It has a name! You can see the value in the game! But why can't I change it? Where does it get this information from? Why 5? Why 10? Why this complicated bs: "The number of science packs ...
- Sat Dec 28, 2024 4:09 pm
- Forum: Not a bug
- Topic: [2.0.28] Burner inserters stuck without fuel
- Replies: 3
- Views: 198
Re: [2.0.28] Burner inserters stuck without fuel
Burner inserters are too slow for blue belts unless the items are backed up so they aren't moving most of the time. They use up all their energy chasing after items that they don't manage to catch up to before they move onto the next belt tile.
Regular speed electric inserters are also too slow for ...
Regular speed electric inserters are also too slow for ...
- Tue Aug 13, 2024 5:49 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 240527
Re: Multithreading shower thoughts
Anyway... first I got a question: if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics.
Every ...
- Wed Jan 24, 2024 10:05 pm
- Forum: Logistic Train Network
- Topic: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal.
- Replies: 2
- Views: 885
Re: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal
The LTN output is telling you what is supposed to be on the train, so that you can compare it to what is actually on the train ("Read train contents" on the train stop itself, as in vanilla). So, when unloading, the output will be nothing: the train is supposed to be empty, so you should remove ...
- Wed Sep 20, 2023 6:19 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 225463
Re: Friday Facts #375 - Quality
These items are made many times, and I am willing to bet that if you input 100% legendary items into a machine with 4x Q3 modules, the chances of a legendary Power Armor MK2 would be 100% (The missing line in the picture)
Do you think this is the case?
The original post stated "an important ...
- Tue Mar 28, 2023 8:40 pm
- Forum: Logistic Train Network
- Topic: Same netID, two depots: Will it favor the nearest?
- Replies: 7
- Views: 1861
Re: Same netID, two depots: Will it favor the nearest?
If you aren't going to have enough room at every depot to hold every train in the entire network then you may eventually get a traffic jam if you get unlucky and don't take any steps to prevent it. As Nosferatu mentioned, this is just the vanilla train pathfinding: as far as I know LTN doesn't use a ...
- Mon Mar 20, 2023 6:28 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 27154
Re: Threshold and Stack Threshold
A request threshold of N means "do not do any deliveries to this station until at least N items are being requested" - or to put it another way, ignore negative signals if they are not below -N.
A provide threshold of N means "do not do any deliveries from this station until at least N items are ...
A provide threshold of N means "do not do any deliveries from this station until at least N items are ...
- Wed Jan 18, 2023 10:47 pm
- Forum: Modding interface requests
- Topic: a filter on roboport robot type
- Replies: 3
- Views: 1284
Re: a filter on roboport robot type
Use a filter inserter to remove logistics bots (all logistics bots) from any roboport you want reserved for construction bots. Have the filter inserter place the unwanted logistics bots into an active provider chest. Then more logistics bots will take flight to carry the excess ones back to the ...
- Sun Dec 18, 2022 4:44 pm
- Forum: Gameplay Help
- Topic: Power output on Nuclear reactors not decreasing
- Replies: 8
- Views: 1945
Re: Power output on Nuclear reactors not decreasing
The turbines only consume as much steam as they need to satisfy the current power demand. Heat exchangers only consume as much heat as they need to fill up their output with steam.
This will always scale moment to moment according to your factory's current consumption; steam and heat are never ...
This will always scale moment to moment according to your factory's current consumption; steam and heat are never ...
- Thu Dec 08, 2022 9:41 pm
- Forum: Logistic Train Network
- Topic: No train found in network 0x02
- Replies: 3
- Views: 1204
Re: No train found in network 0x02
Glad it helped. As a software engineer a big part of my job is going back to figure out what new thing I broke in the process of trying to fix the problem I started with
- Thu Dec 08, 2022 9:16 pm
- Forum: Logistic Train Network
- Topic: No train found in network 0x02
- Replies: 3
- Views: 1204
Re: No train found in network 0x02
Looks like you have the min/max train length set to 1 from the screenshot.. the trains waiting at the depot are all length 2. A train length of 1 is not useful as it wouldn't include any cargo wagons.
- Fri Feb 25, 2022 5:12 pm
- Forum: General discussion
- Topic: Web says "Password breached", how does it know, technically?
- Replies: 3
- Views: 2272
Re: Web says "Password breached", how does it know, technically?
It knows your password in plain text *while you are logging in*, because you just typed it into a form and submitted it, so it can check at that time without the stored password being reversible.
- Thu Jan 20, 2022 8:59 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 2842
Re: General Purpose Train Lines for a Megabase
Generally if people want a system where the same trains serve multiple different types of delivery between different stations they use the LTN mod, which provides exactly this: a system for dispatching a pool of trains to fulfil matches between stations that provide and request items.
It's possible ...
It's possible ...
- Fri Oct 08, 2021 12:10 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 11376
Re: How to use the train limit with double headed trains/stations
Yes, it might still take one tick for the disabling to take effect if that's how the engine works and if so then there's no way to entirely prevent that just by disabling the stations on demand like this, but this setup if it works should be the shortest possible delay.