Nice! Another option would have been Constant Combinators, but if you click on them the GUI isn't as nice. Not sure what the UPS difference is between them.
Search found 200 matches
- Wed Feb 08, 2023 7:15 am
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 8
- Views: 232
Re: Signal Poles for signal-only transmission
- Tue Feb 07, 2023 7:03 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: crazy base
- Replies: 3
- Views: 327
Re: crazy base
The base OP posted is from Space Exploration, not Hall of Fame, by a player named Runway. However, the Hall of Fame does feature that exact sample player! On reddit they go by PM_ME_DELICIOUS_FOOD or something, and is the creator of the infamous BadBagel base that features this crazy spinning centri...
- Tue Feb 07, 2023 7:51 am
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 8
- Views: 232
Re: Signal Poles for signal-only transmission
This is actually quite an easy thing to mod. I've thought about doing it myself but haven't got around to it. All you need is to create new poles, that's actually chests internally with a capacity of zero. They allow circuit wire connections, and won't spam anything on the circuit wires themselves. ...
- Mon Feb 06, 2023 6:55 am
- Forum: Modding interface requests
- Topic: New Event: on_entity_teleported, script_raised_teleported
- Replies: 5
- Views: 560
Re: New Event: on_entity_teleported, script_raised_teleported
+1
Would be great to ensure your custom entities don't break without you knowing. For example with SE's spaceships and my Space Spidertron
Would be great to ensure your custom entities don't break without you knowing. For example with SE's spaceships and my Space Spidertron
- Fri Feb 03, 2023 2:12 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 13
- Views: 571
Re: [Preview] Mod Portal: Weekly Highlights
I would compromise for that

- Fri Feb 03, 2023 1:45 pm
- Forum: Ideas and Requests For Mods
- Topic: Chatbot based on the Pygmalion dialogue model
- Replies: 3
- Views: 234
Re: Chatbot based on the Pygmalion dialogue model
Oof, yeah that could workDarkShadow44 wrote: ↑Fri Feb 03, 2023 6:26 amYou can do it indirectly though, by having an external program to communicate with. Clustorio does that, although it doesn't look easy.

- Fri Feb 03, 2023 1:43 pm
- Forum: Mod portal Discussion
- Topic: [suggestion] list users instead of downloads in metrics page
- Replies: 4
- Views: 1477
Re: [suggestion] list users instead of downloads in metrics page
Is it just me, or has this been implemented! 

- Fri Feb 03, 2023 1:40 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 13
- Views: 571
Re: [Preview] Mod Portal: Weekly Highlights
Eventually we will promote this page to take the frontpage spot from "Recently updated". Will the "Weekly Highlights" also contain a "Recently Updated" section? I think it will fit nicely with the idea. :) If the "Recently Updated" page doesn't actually go aw...
- Fri Feb 03, 2023 1:08 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 13
- Views: 571
- Fri Feb 03, 2023 12:22 pm
- Forum: Modding help
- Topic: Restrict target fluids from basic fluid transport entities
- Replies: 2
- Views: 86
Re: Restrict target fluids from basic fluid transport entities
It's not possible to blacklist certain fluids from certain pipes. All you can do with prototypes is allow only a single fluid to be allowed in a pipe, by setting a filter. During runtime it's possible to damage pipes when a specific fluid is in it, but you will have to do it all yourself. Keep track...
- Thu Feb 02, 2023 9:19 am
- Forum: Ideas and Requests For Mods
- Topic: Chatbot based on the Pygmalion dialogue model
- Replies: 3
- Views: 234
Re: Chatbot based on the Pygmalion dialogue model
That would be cool, but that lua code is so small because it connects to the the internet for the hard stuff. In Factorio that's not possible for mods 

- Tue Jan 31, 2023 3:09 pm
- Forum: Gameplay Help
- Topic: Has anyone done or got tips for a "no steam" play?
- Replies: 7
- Views: 293
Re: Has anyone done or got tips for a "no steam" play?
It might help if you go for a more natural way of genering electricity, like harnessing the near infinite amount of Biter Power.
- Mon Jan 30, 2023 6:59 am
- Forum: Mod portal Discussion
- Topic: [suggestion] list users instead of downloads in metrics page
- Replies: 4
- Views: 1477
Re: [suggestion] list users instead of downloads in metrics page
Or even better, a setting to view either total downloads or total users 

- Sun Jan 29, 2023 8:21 am
- Forum: Implemented mod requests
- Topic: Linked pipes
- Replies: 13
- Views: 2283
Re: Linked pipes
Awesome addition! With this I'll be able to make Fluidic Power's weird pole mechanics almost completely hidden! And allow diagonal pole connections :P To make it reliable a on_wire_connection_changed event would still be needed *nudge* *nudge*. Although I do understand it's a complex event to add be...
- Tue Jan 24, 2023 7:12 pm
- Forum: Questions, reviews and ratings
- Topic: Help me find this MOD: "produce" resources
- Replies: 5
- Views: 427
- Sun Jan 22, 2023 5:15 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 427
Re: Updated documentation of the MOD Factorio Library
Pretty sure you define that in the locale files like this: https://github.com/ClaudeMetz/FactoryPlanner/blob/master/modfiles/locale/en/config.cfg#L1-L2 I tried that and it didn't work. (295).png What am I doing wrong?? Did you add it to the locale file of the language you have selected? But if it's...
- Sun Jan 22, 2023 3:48 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 427
Re: Updated documentation of the MOD Factorio Library
I already found how to use the dictionary I'm not very clear how it works, but for now it works. I don't know how it would work in multiplayer. Just embed the sample code . Now what I don't know how to do is take the name of the MOD in the "window" that is displayed. (294).png Pretty sure...
- Thu Jan 19, 2023 8:18 am
- Forum: Modding help
- Topic: Check whether an entity has power?
- Replies: 4
- Views: 180
Re: Check whether an entity has power?
You say to listen to the build/destroy events..but what about in cases where a boiler runs out of fuel? Nothing has been built/destroyed, but power has been lost, and in this event I'd like to trigger my function, but as far as I'm aware there's no events related to the loss of power. That's not wh...
- Wed Jan 18, 2023 3:11 pm
- Forum: Modding help
- Topic: Check whether an entity has power?
- Replies: 4
- Views: 180
Re: Check whether an entity has power?
There two main ways you can optimise this loop: - Most important, don't find_entities every time. Rather listen to build/destroy events and with that keep a list in global of all the entities you want to check. Then loop through that list. This is typically called caching. - You can limit the amount...
- Mon Jan 16, 2023 9:13 pm
- Forum: Bug Reports
- Topic: [1.1.74] Furnace progress in quantum state after json migration
- Replies: 1
- Views: 164
Re: [1.1.74] Furnace progress in quantum state after json migration
Just reproduced it with the vanilla furnace. To get it into the quantum state I only added a single iron-ore which then started burning, meaning there was nothing in t 1. New map with a single electric-furnace (+ supporting structures) 2. Add a single iron-ore and pause the game before the iron is c...