I'm pretty sure there are visual editors for Lua.
And what are Factorio combinators if not a visual programming language?
> make hooks to enable modders to develop scriptable bots
AAI Automation already exists.
Search found 512 matches
- Sun Mar 31, 2024 9:24 pm
- Forum: Ideas and Suggestions
- Topic: In game visual programming language ?
- Replies: 2
- Views: 357
- Sun Mar 31, 2024 7:51 pm
- Forum: Combinator Creations
- Topic: Simple machine to make your own music in Factorio like a beatmaker
- Replies: 10
- Views: 2009
Re: Simple machine to make your own music in Factorio like a beatmaker
The "use signal as tone" on the speaker is just doing an array lookup on the instrument. It's not doing anything clever. As for MIDITorio, it's got a nice compact memory decoder, and it generates the huge memory cells for you. It doesn't do memory compression though. Just concatination (st...
- Sun Mar 31, 2024 9:58 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 1588
Re: More range on the speaker
Or just ascend this mod. (It wouldn't even make sound bigger than graphics)
- Sun Mar 31, 2024 9:32 am
- Forum: Combinator Creations
- Topic: Simple machine to make your own music in Factorio like a beatmaker
- Replies: 10
- Views: 2009
Re: Simple machine to make your own music in Factorio like a beatmaker
You might be interested in miditorio: https://miditorio.com/
- Sat Mar 30, 2024 12:53 am
- Forum: Implemented in 2.0
- Topic: Spidertron Group
- Replies: 15
- Views: 5369
Re: Spidertron Group
:lol: Seem like someone has been waiting for that day ! The real question is when did this topic get moved to "Implemented in 2.0"? Was it today? Yes. For the suggestions at least, it seems they don't move em until it's announced. Thank goodness for that. Now I don't need to make a thousa...
- Fri Mar 29, 2024 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Clearer Ghost Wires for Ghost Power Poles
- Replies: 2
- Views: 335
Re: Suggestion: Clearer Ghost Wires for Ghost Power Poles
> considering I have heard there is a blue wire coming as well
Where did you hear this outside of colour-blind support conversations?
Where did you hear this outside of colour-blind support conversations?
- Fri Mar 29, 2024 9:30 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 159
- Views: 63579
Re: ARM Build
obviously yes. speaking for myself i wouldn't complain about keeping such a thing a unsupported beta Except this is WUBE. Their "unsupported beta" branch is less buggy than triple-A games that have been out for decades. And they're not going to want to change that. Though I am curious if ...
- Fri Mar 29, 2024 9:24 pm
- Forum: Implemented in 2.0
- Topic: Spidertron Group
- Replies: 15
- Views: 5369
- Fri Mar 29, 2024 1:43 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 1588
More range on the speaker
So, we all know MIDItorio , but a common problem when using it is that most songs run into issues where instruments need a wider range of octaves than are availible. And it's normally only a few notes up or down that are missing, so one extra octave up and down would probably be enough. So could you...
- Thu Mar 28, 2024 2:27 pm
- Forum: General discussion
- Topic: Sharing DRM-Free Game for Multiplayer
- Replies: 5
- Views: 1544
Re: Sharing DRM-Free Game for Multiplayer
No, DRM-free doesn't mean it's got a spawn license.
It just means the devs don't hate their customers.
It just means the devs don't hate their customers.
- Wed Mar 27, 2024 10:52 pm
- Forum: General discussion
- Topic: Named Circuit Signals
- Replies: 2
- Views: 592
Re: Named Circuit Signals
This is what the virtual signals are for.
And it would take an engine change to do this, since virtual signal names are set at mod load.
And it would take an engine change to do this, since virtual signal names are set at mod load.
- Tue Mar 26, 2024 9:22 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 170523
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
That might just be floating point precision for you. What is helmod supposed to do about it? round the result instead of ceil? Round it to the nearest 5 figures and then ceil to the display precision? I did say it's a floating point error at the start. And the ways to deal with floating point error...
- Mon Mar 25, 2024 2:02 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 170523
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 10:22 am
- Forum: Gameplay Help
- Topic: Trains: 2 lane 2 way
- Replies: 4
- Views: 899
Re: Trains: 2 lane 2 way
I guess the use for this is if a section of rail is increadably bursty?
So everything wants to go one way, then everything wants to go the other way.
Would a 3-lane system with a variable middle lane be easier to set up safely?
So everything wants to go one way, then everything wants to go the other way.
Would a 3-lane system with a variable middle lane be easier to set up safely?
- Mon Mar 25, 2024 8:30 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 1094
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
I'm the complete opposite, I use icons specifically so that I can fully define a train stop name in 2 characters. Having the item names show would completely defeat the point, and massively clutter my map view. I also use logi chests to denote provider/supplier station status, and having the name th...
- Mon Mar 25, 2024 8:24 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 170523
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Sun Mar 24, 2024 7:42 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2007
Re: 64-bit integer limit
for a display board A limited bignum implementation in combinators should not be too difficult, especially since you're only adding in scalars. If the accumulator is larger than 1 billion decimal, subtract 1 billion from it and increment the next accumulator up. I guess that would be 3 or 4 combina...
- Sun Mar 24, 2024 1:27 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2007
Re: 64-bit integer limit
This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit inte...
- Sun Mar 24, 2024 10:36 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2007
Re: 64-bit integer limit
This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal As someone who's had to do that, it's a mess. Anything you're doing in particular that needs more than 32 bits? The biggest thing is actually to do with FF...
- Sat Mar 23, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2007