Search found 13 matches
- Mon Nov 30, 2020 1:52 am
- Forum: Modding help
- Topic: Associating an electric-energy-interface to my entity.
- Replies: 3
- Views: 915
Re: Associating an electric-energy-interface to my entity.
Ah that's a right shame - thank you anyways.
- Sun Nov 29, 2020 3:00 am
- Forum: Modding help
- Topic: Associating an electric-energy-interface to my entity.
- Replies: 3
- Views: 915
Associating an electric-energy-interface to my entity.
I have created an entity that does not typically require power. To solve this I have created an electric-energy-interface entity that is invisible, but how do I make my original entity show that it needs power and the power state when I hover over it?
- Sat Nov 14, 2020 12:25 pm
- Forum: Modding help
- Topic: Simple example of ElectricEnergyInterface
- Replies: 3
- Views: 903
Re: Simple example of ElectricEnergyInterface
Thank you, I don't suppose you know of any example laying around or mod that demonstrates this at all do you to get things going?
- Sat Nov 14, 2020 11:20 am
- Forum: Modding help
- Topic: Simple example of ElectricEnergyInterface
- Replies: 3
- Views: 903
Simple example of ElectricEnergyInterface
Hello, I'm wanting my entity to require power that varies with certain conditions. From what I've read, I need to spawn an ElectricEnergyInterface with my entity. I have managed this, but this is showing an accumulator. Again, from what I've read I need to provide a prototype that acts as an invisib...
- Mon Nov 09, 2020 4:05 am
- Forum: Modding help
- Topic: Filtering an event vs handling event with if - performance.
- Replies: 7
- Views: 1697
- Sun Nov 08, 2020 5:56 am
- Forum: Modding help
- Topic: Filtering an event vs handling event with if - performance.
- Replies: 7
- Views: 1697
Filtering an event vs handling event with if - performance.
function entityBuiltEventHandler(event) if(event.created_entity.name == "XXX")then end end vs script.on_event(defines.events.on_built_entity, entityBuiltEventHandler, {{filter="name", name="XXX" }} ) Is one preferable than the over regarding performance? Granted the di...
- Sun Oct 11, 2020 10:33 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 12543
Re: Feature Request: Relative Request Threshold Signal
Thank you very much.
- Sun Oct 11, 2020 7:32 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 12543
Re: Feature Request: Relative Request Threshold Signal
For each item you want to request, have a Decider subcircuit with logic [ITEM]<= [THRESHOLD] -> [ITEM @ REQUEST QUANTITY]. Have the input for this be on the chest side of the diode and the output going to the lamp. [ITEM @ REQUEST QUANTITY] is of course whatever you would have put in your Constant ...
- Fri Oct 09, 2020 3:50 pm
- Forum: Logistic Train Network
- Topic: Two depots on the same line
- Replies: 2
- Views: 1312
Two depots on the same line
Hello,
Does LTN support a single line with two depots on it? I.e. will it ensure only the front train gets called and once the front train moves will the back train move to the front depot? Such as this:
Thanks.
Does LTN support a single line with two depots on it? I.e. will it ensure only the front train gets called and once the front train moves will the back train move to the front depot? Such as this:
Thanks.
- Sun Sep 13, 2020 8:23 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213035
There is some problem with orientating a compact loader from a blueprint. Consider the following blueprint: Blueprint.jpg 0eNqllN1ugzAMhd/F16Eq/4FXqaYpgNVGAgclYRtCvPsCVVG3lg60y0T2+c6xlQxQ1B22WpKFfABZKjKQnwYw8kyinu5s3yLkIC02wIBEM52EMdgUtaSz14jyIgk9H0YGkir8gtwf3xggWWklXvXmQ/9OXVOgdgWLktWCTKu09QqsrVcrU...
- Sat Nov 24, 2018 10:23 am
- Forum: Gameplay Help
- Topic: Circuit Design - Implementing a X < Y Decider with no signal on X.
- Replies: 9
- Views: 2920
Re: Circuit Design - Implementing a X < Y Decider with no signal on X.
This is a little involved: 1) Connect a red wire from chest A to decider combiner 1, set condition to Each > 0 output 1 Each. Output will be 1 for every item in chest A. 2) Connect a red wire from decider combiner 1 to arithmetic combiner 2, set condition to Each * -10 output Each. Output will be -...
- Sat Nov 24, 2018 10:21 am
- Forum: Gameplay Help
- Topic: Circuit Design - Implementing a X < Y Decider with no signal on X.
- Replies: 9
- Views: 2920
- Sat Nov 24, 2018 12:36 am
- Forum: Gameplay Help
- Topic: Circuit Design - Implementing a X < Y Decider with no signal on X.
- Replies: 9
- Views: 2920
Circuit Design - Implementing a X < Y Decider with no signal on X.
Hello, I'm trying to wrap my head around circuits. I feel I'm getting a decent handle, but I just can't work out how to achieve this. 1) I have a filter inserter moving goods from chest A to chest B. 2) It has its filter configured by a decider combinator. 3) It is set up currently such that if ches...