Search found 1660 matches

by Pi-C
Wed Oct 24, 2018 1:47 pm
Forum: Gameplay Help
Topic: Rail split: Choose direction based on cargo
Replies: 25
Views: 9406

Re: Rail split: Choose direction based on cargo

Yah, that `E` was a holdover, it s/b a `C`, but the idea's useful, you can get a near-arbitrary braking-distance limit by making the braking controller close on B>E and add a red-E signal at the end of the braking distance you want rather than just using the back C signal. it keeps the value until ...
by Pi-C
Wed Oct 24, 2018 1:23 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

Grrr, the dog (forum) ate my homework (response). Not typing it all over again, but you made his point, the arrangement is not clear and you didn't fully understand it. :-) My interpretation, probably also wrong: Multiple fuel sources. Prioritize solid fuel use. When solid fuel runs low, other fuel...
by Pi-C
Wed Oct 24, 2018 10:21 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 55617

Re: Friday Facts #265 - Nomenclature & Steam networking

The general term for railway vehicles is "rolling stock", which also refers to locomotives (and is in fact already used in-game for the "failure to couple" dialog if I'm not mistaken). Might be a bit too technical for first timers though. I guess "… pulls rolling stock"...
by Pi-C
Wed Oct 24, 2018 8:11 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

Is it really that obvious what is going on? Well, you have two belts with solid fuel coming in from below, plus one with solid fuel and one with coal coming in from the left. You merge the belts so that solid fuel goes out above and redirect coal to the exit on the left below. That much is pretty c...
by Pi-C
Wed Oct 24, 2018 7:42 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

Of course, it wouldn't make sense to try to comment conveyor belts (well, unless they are connected to the circuit network, perhaps Is it really that obvious what is going on? No, it isn't. Sorry, I'm afraid I wasn't precise enough: I didn't mean conveyor belts shouldn't be commented at all, but th...
by Pi-C
Tue Oct 23, 2018 9:42 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 55617

Re: Friday Facts #265 - Nomenclature & Steam networking

The general term for railway vehicles is "rolling stock", which also refers to locomotives (and is in fact already used in-game for the "failure to couple" dialog if I'm not mistaken). Might be a bit too technical for first timers though. Thanks for the pointer! I just noticed t...
by Pi-C
Tue Oct 23, 2018 8:41 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

A typical, well-documented script (I'm not a programmer, really, but I have cobbled together a couple of shell scripts in the past) should state the purpose it should be used for right at the top, possibly together with a summary of allowed options, copyleft notes etc. Then you typically define a b...
by Pi-C
Tue Oct 23, 2018 6:30 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

While drawing on the ground with bricks is certainly possible, it also takes up a ton of space and is incredibly tedious. Right, but it is a way to sparsely "comment" some area in the vanilla game. Mods like "Text Plates" make writing text easier but I guess you would still need...
by Pi-C
Tue Oct 23, 2018 5:00 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

What about just allowing combinators to be named, like train stations? That should give you space for the comment, as well as appearing when hovered over, and should be easy to accomplish as entity naming is already possible. Sounds like a good idea -- until you think of the mess this would result ...
by Pi-C
Tue Oct 23, 2018 4:39 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

Related threads: https://forums.factorio.com/viewtopic.php?f=6&t=56214 Comments on Deciders, possibly other entities https://forums.factorio.com/viewtopic.php?f=6&t=62279 Combinators information https://forums.factorio.com/viewtopic.php?f=6&t=58685 Signs Actually, what is your argument ...
by Pi-C
Tue Oct 23, 2018 1:32 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 55617

Re: Friday Facts #265 - Nomenclature & Steam networking

Regarding nomenclature: I just noticed that the description of locomotives (the one displayed when hovering over a locomotive or its icon) is not optimal. Currently, it reads "Runs automated schedules and pulls cargo wagons." Actually, it is used to move not only cargo, but also fluid and ...
by Pi-C
Fri Oct 19, 2018 2:37 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

Related threads: https://forums.factorio.com/viewtopic.php?f=6&t=56214 Comments on Deciders, possibly other entities https://forums.factorio.com/viewtopic.php?f=6&t=62279 Combinators information https://forums.factorio.com/viewtopic.php?f=6&t=58685 Signs Oh, geez -- I *have* looked for ...
by Pi-C
Fri Oct 19, 2018 2:30 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Re: Commenting combinators

What about just allowing combinators to be named, like train stations? That should give you space for the comment, as well as appearing when hovered over, and should be easy to accomplish as entity naming is already possible. Sounds like a good idea -- until you think of the mess this would result ...
by Pi-C
Fri Oct 19, 2018 1:54 pm
Forum: This Forum
Topic: [Not a bug] [Bug] "Hide my online status" does nothing
Replies: 9
Views: 3215

Re: [Bug] "Hide my online status" does nothing

2018-10-19 15_14_26-Factorio Forums - Index page.jpg There are 10 registered, 1 hidden, and 141 unregistered (or unauthentified). However I can count 11 names, including 1 staff, 2 bots, and 1 name in italics. I don't understand the differences and how all this is counted. In another forum I use (a...
by Pi-C
Thu Oct 18, 2018 11:30 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 21019

Commenting combinators

I'm still on my first real game of Factorio (discounting two attempts I broke off after a while), and I'm having quite some fun with combinators. Though I have accomplished some things with them I never thought I'd ever be able to when I started out, I still consider myself rather an advanced beginn...
by Pi-C
Thu Oct 18, 2018 10:03 pm
Forum: Gameplay Help
Topic: Rail split: Choose direction based on cargo
Replies: 25
Views: 9406

Re: Rail split: Choose direction based on cargo

Thanks a lot for your suggestion! At higher speeds, however, the signals are set before the train has time to recalculate its path, so it could go to the wrong exit only to be stopped by a red signal. Yep. You have to keep the train's braking point from reaching the switch exits before they're set u...
by Pi-C
Tue Oct 16, 2018 2:59 pm
Forum: Gameplay Help
Topic: Rail split: Choose direction based on cargo
Replies: 25
Views: 9406

Re: Rail split: Choose direction based on cargo

Regarding the original question, keeping some trains on a local network while allowing others onto the global one without using a train stop to read the trains' cargo: My main rail system is hugely inspired by Aavak's guide (starting at episode 6). He uses routing stations that differentiate between...
by Pi-C
Sun Oct 14, 2018 6:30 pm
Forum: Gameplay Help
Topic: Need help with combinator logic: comparing arbitrary signals
Replies: 4
Views: 1678

Re: Need help with combinator logic: comparing arbitrary signals

Thank you, that's an elegant solution! The first test on a small scale worked very well in my setup, now I'm preparing to go all the way. Just for curiosity: Suppose I also wanted to output negative values -- is there a way to do this in one go? The obvious thing would be to use two combinator chain...
by Pi-C
Sun Oct 14, 2018 2:45 pm
Forum: Gameplay Help
Topic: Need help with combinator logic: comparing arbitrary signals
Replies: 4
Views: 1678

Need help with combinator logic: comparing arbitrary signals

Hi, there! Please excuse me for using this not very clear topic, it's hard to come up with a proper one-liner describing my problem. :-) I have two lines (red and green wires ), each holding arbitrary signals representing items (e.g. iron, stone, medium power poles) in arbitrary quantities (e.g. 5 i...

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