Search found 13 matches

by Ickis
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.
by Ickis
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?
by Ickis
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?
by Ickis
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...
by Ickis
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...
by Ickis
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 ...
by Ickis
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:
Double Depot.png
Double Depot.png (3.79 MiB) Viewed 1312 times
Thanks.
by Ickis
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...
by Ickis
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 -...
by Ickis
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

Re: Circuit Design - Implementing a X < Y Decider with no signal on X.

DaveMcW wrote: ↑
Sat Nov 24, 2018 9:13 am
Attach a constant combinator to the chest with every item you want equal to 1.
Thanks that wouldn't keep it generic though. ;)
by Ickis
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...

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