Search found 813 matches
- Sat Dec 28, 2024 2:12 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator - Mode of operation: Logistic Group
- Replies: 3
- Views: 229
Re: Selector Combinator - Mode of operation: Logistic Group
[*] A new type of memory: Why?
[*] Manipulating constant comb: Strong -1. They are named "constant" for a reason
The reason it's a "new" type of memory is because the constant combinator always output whatever values it has. So when some signals in a logistic group are manipulated by some ...
- Fri Dec 27, 2024 6:53 pm
- Forum: Implemented Suggestions
- Topic: Blueprint BOM paste into a Logistic Group
- Replies: 2
- Views: 251
Re: Blueprint BOM paste into a Logistic Group
It works!
Thank you. Can be moved to implemented!
Thank you. Can be moved to implemented!
- Fri Dec 27, 2024 6:31 pm
- Forum: Implemented Suggestions
- Topic: Blueprint BOM paste into a Logistic Group
- Replies: 2
- Views: 251
Blueprint BOM paste into a Logistic Group
TL;DR
Copy/paste blueprint BOM (Bill of Material) into a logistic group
What?
Dragging a blueprint into a logistic group should transfer its BOM into the group
Why?
Why not? It is very error prone if not tedious and infuriating to specify each and every item of the blueprint to be ordered ...
Copy/paste blueprint BOM (Bill of Material) into a logistic group
What?
Dragging a blueprint into a logistic group should transfer its BOM into the group
Why?
Why not? It is very error prone if not tedious and infuriating to specify each and every item of the blueprint to be ordered ...
- Fri Dec 27, 2024 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Selector Combinator - Mode of operation: Logistic Group
- Replies: 3
- Views: 229
Selector Combinator - Mode of operation: Logistic Group
TL;DR
A mode to manipulate Named Logistic Group
What?
Naming operation:
Input
-Named Logistic Group
-Signal(s) and/or strings
Output
-Rename the group to the input string with/without signals as formatted.
Write operation:
Input
-Named Logistic Group
-Signal(s)
Output
-Update the existing ...
A mode to manipulate Named Logistic Group
What?
Naming operation:
Input
-Named Logistic Group
-Signal(s) and/or strings
Output
-Rename the group to the input string with/without signals as formatted.
Write operation:
Input
-Named Logistic Group
-Signal(s)
Output
-Update the existing ...
- Fri Dec 27, 2024 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 4514
Re: Please, PLEASE make circuit connection behavior configurable per wire
I was brought here through searching for topics on "select input" mode of selector combinator. The Index needs to be able to take a signal from a wire if not a constant or at the very least should not be considered part of the input set.
But yes, read from wire and write to wire should be an option ...
But yes, read from wire and write to wire should be an option ...
- Fri Aug 04, 2017 5:18 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
I'm using vanilla assets to prototype and debug. Customs assets will be created, slowly, after I release.
- Mon Jul 31, 2017 3:20 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
Variable speed turbine from 1-5x...Took freaking forever to get right.
steam-turbine
- Thu Jul 27, 2017 12:38 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
I won't say much other than the 3x3 doesn't have circuit control but the 5x5 does.
- Wed Jul 05, 2017 1:07 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
I have been wondering since our last contact. Do you intend to use the vanilla uranium and the vanilla centrifuges, or continue to make use of the assemblers? How do you intend to handle this? Will you keep the vanilla nuclear products completely separate from the mod's products?
Currently I have ...
Currently I have ...
- Thu Jun 22, 2017 6:18 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
Yes yes, I was excited too. Thus I was a bit more chatty than I should be. Normally I keep it down as I don't want people anticipating. :) I lost some files from the array crash and have to start over with new codes. Short of it is I am trying to keep the 3x3 as is while changing the 5x5 to ...
- Wed Jun 21, 2017 1:58 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 246894
Re: Uranium Power
Assuming that the schedule of school testing is similar to that of the USA - hopefully we can get one sentence of update, or just one picture, next week
It would be nice to see an update or progress report every week just to know how things are going.
This mod is one I've naturally been ...
It would be nice to see an update or progress report every week just to know how things are going.
This mod is one I've naturally been ...
- Thu Jun 01, 2017 8:06 am
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 127946
Re: 0.15 Reactor Ratio
http://lua-api.factorio.com/latest/LuaG ... screenshotDistelzombie wrote:BTW is there a way ro make the screenshot command capture more than 10m around you?
- Wed May 31, 2017 6:28 am
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 127946
Re: 0.15 Reactor Ratio
So after recreating my Setup in CMM and waiting for it to heat up: 6 reactors feed 180 heat exchangers to the point where they all produced steam and the reactors themselves hover @ 860 degrees. This is 100 more exchangers than i had originally thought, the exchangers feed 160 turbines, which is ...
- Sat May 27, 2017 10:44 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 445344
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
I really can't reproduce it. I have also tried placing substations inside the supply area of a super substation, still no problem.
20170527182151_1.jpg
Can you also try only enable my mod and disable the others? Maybe it is caused by some combinations of mods.
That's the thing, it is just your ...
- Sat May 27, 2017 9:11 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 445344
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
Sorry, not quite understand what you meant...
If you meant the vanilla substations are misplaced while being drag ...
Sorry, not quite understand what you meant...
If you meant the vanilla substations are misplaced while being drag ...
- Fri May 26, 2017 9:38 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 445344
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
Sorry, not quite understand what you meant...
If you meant the vanilla substations are misplaced while being drag ...
Sorry, not quite understand what you meant...
If you meant the vanilla substations are misplaced while being drag ...
- Fri May 26, 2017 6:06 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 445344
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on.
- Fri May 26, 2017 2:24 am
- Forum: Modding help
- Topic: Probabilistic fluid recipe
- Replies: 4
- Views: 2443
Re: Probabilistic fluid recipe
I have solved my own problem.
For the first case, 100 of A -> 100 of A at 99% of the time and 100 of A -> 99 of A at 1 % of the time, make the following recipe.
100 of A -> 99 of A + 1 of A at probability = 99%
ingredients =
{
{type="fluid", name="A", amount=100},
},
results=
{
{type="fluid ...
For the first case, 100 of A -> 100 of A at 99% of the time and 100 of A -> 99 of A at 1 % of the time, make the following recipe.
100 of A -> 99 of A + 1 of A at probability = 99%
ingredients =
{
{type="fluid", name="A", amount=100},
},
results=
{
{type="fluid ...
- Wed May 24, 2017 3:22 pm
- Forum: Modding help
- Topic: Probabilistic fluid recipe
- Replies: 4
- Views: 2443
Re: Probabilistic fluid recipe
see here http://lua-api.factorio.com/latest/Concepts.html#Product
I'm aware of all of that. I've used that even before it was documented. What I am asking doesn't seem do able from all that I know.
I think you are looking for what was suggested here?
https://forums.factorio.com/viewtopic.php?f ...
I'm aware of all of that. I've used that even before it was documented. What I am asking doesn't seem do able from all that I know.
I think you are looking for what was suggested here?
https://forums.factorio.com/viewtopic.php?f ...
- Wed May 24, 2017 1:18 pm
- Forum: Modding help
- Topic: Probabilistic fluid recipe
- Replies: 4
- Views: 2443
Probabilistic fluid recipe
Is it possible to make a fluid recipe such that 100 of A -> 100 of A at 99% of the time and 100 of A -> 99 of A at 1 % of the time?
Alternatively, 100 of A -> 100 of B at 99% and 100 of A -> (99 of B and 1 of C) at 1% of the time?
Both of the above are not equivalent to (100 of A -> 99 of B and 1 ...
Alternatively, 100 of A -> 100 of B at 99% and 100 of A -> (99 of B and 1 of C) at 1% of the time?
Both of the above are not equivalent to (100 of A -> 99 of B and 1 ...