Search found 62 matches
- Fri Apr 25, 2025 10:39 pm
- Forum: General discussion
- Topic: I went back to 1.1
- Replies: 18
- Views: 1646
Re: I went back to 1.1
I've loaded up Space Age several times now and it just hasn't clicked.
I wish I could describe it better.
Each time I've started up a Space Age game I quit within the first 30min.
[...] games are meant to be fun and after 30min it felt like work. [...]
I have a BluePrint library with 7yrs ...
- Wed Apr 09, 2025 1:08 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
The 2 combinators build i posted doesn't do the same thing as your build, its logic is simpler, it guarantees that a fluid would be fully consumed from the upper threshold to the lower threshold before changing to the following fluid. It's a trigger Schmitt, i updated to 2.0 an older version ...
- Wed Apr 09, 2025 3:58 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
The problem i have with using this name for the contraption is that as far as i can tell it doesn't prevent hysteresis. Since you have a variable upper bound, it can happen that it is temporarily the same as the lower bound or very close in case of low fluid. Say you have a low at 5K ; then if ...
- Wed Apr 09, 2025 1:14 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
Honestly - I don't know what this does.... I guess this could be a feedback loop. My programming days are long gone and I hope you can follow my notation.
I am not sure i can follow the notation, but i wanted to be sure i didn't make a mistake, because i realize it's not exactly working as a ...
- Tue Apr 08, 2025 10:02 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
I guess I see the misunderstanding:
Let's make an example of it. Whether it is useful or not.
I would like to have a single (decider) combinator that has 3 in signals on red wire:
in_r1 : signal type = nuclear fuel; value = 500
in_r2 : signal type = solid fuel; value = 300
in_r3 : signal type ...
Let's make an example of it. Whether it is useful or not.
I would like to have a single (decider) combinator that has 3 in signals on red wire:
in_r1 : signal type = nuclear fuel; value = 500
in_r2 : signal type = solid fuel; value = 300
in_r3 : signal type ...
- Tue Apr 08, 2025 7:04 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
If you have the circuitry for mapping onto a static signal, making it dynamic should take only a single arithmetic combinator: each[red] * static[green] -> each. Supply target signal(s) with value 1 on red wire.
I'm not sure I can follow your description. You just made my point. :?:
When ...
- Tue Apr 08, 2025 11:10 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
Thank you. That's a nice combinator collection thread I had not seen before. Great Work. Bookmarked immediatly.
Unfortunatly what I wrote was not how I intended a mapping function to work. Since mapping for me is different to filtering.
Say we have 3 Signals on one wire channel. With some ...
Unfortunatly what I wrote was not how I intended a mapping function to work. Since mapping for me is different to filtering.
Say we have 3 Signals on one wire channel. With some ...
- Mon Apr 07, 2025 10:32 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
It does look a lot like the space age version of this https://forums.factorio.com/viewtopic.php?t=112005
No. Maybe. A little bit? :D
From distanly looking over the design Tomiket built, it seems to behave like a Schmitt Trigger, yes.
For my taste it is realized more like a boolean truth/lookup ...
- Mon Apr 07, 2025 8:31 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
Maybe using a couple modified schimitt trigger or 2 buffer tanks you coud avoid clock setups ? To be fair you seem onto a more interesting way to do thans what I have achieved so far with them, so i'd be catching the opportunity to learn if you post a setup !
Interesting idea with the Schmitt ...
- Mon Apr 07, 2025 4:01 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
Well - It does hold the memory for me too. I forgot to reset A/B/C to 1 ^^
The Py Mod has about 60 fluids with fuel value. That's a lot of combinators for every place I would like to use this contraption.
And about the 'not': I'm missing it as a selector. Like "not OIL => Output = every signal ...
The Py Mod has about 60 fluids with fuel value. That's a lot of combinators for every place I would like to use this contraption.
And about the 'not': I'm missing it as a selector. Like "not OIL => Output = every signal ...
- Mon Apr 07, 2025 11:41 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Re: Multiple Fluid Selector Circuitry
Thank you very much for replying.
@Schulmeister
I actually DID solve it like that. I even figured if I want to have a 'soft' hierarchy of fluid type usage, I can use negetive offsets by constanc combinator or different buffer tank sizes.
I'd have liked to somehow refrain from clocked circuits ...
@Schulmeister
I actually DID solve it like that. I even figured if I want to have a 'soft' hierarchy of fluid type usage, I can use negetive offsets by constanc combinator or different buffer tank sizes.
I'd have liked to somehow refrain from clocked circuits ...
- Sat Mar 29, 2025 11:16 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1731
Multiple Fluid Selector Circuitry
Hi there.
At the moment I'm playing Pyanodons mod set. You will encounter a lot of fluids that work as fuel for machines.
Since 2.0 makes fluids sharing the same pipeline possible I wanted to try to make it work.
My basic setup is composed of a fluid buffer tank with up to 8 pipe connectors where ...
At the moment I'm playing Pyanodons mod set. You will encounter a lot of fluids that work as fuel for machines.
Since 2.0 makes fluids sharing the same pipeline possible I wanted to try to make it work.
My basic setup is composed of a fluid buffer tank with up to 8 pipe connectors where ...
- Thu Apr 18, 2024 11:32 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 197370
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Hello Helfima (and KiwiHawk?).
It's been a long time since I last commented on Helmod. I recently started playing factorio again and helmod got updated to version 1.x since.
I really appreciate you working and improving on Helmod. I like the general idea with using the new tree structured view very ...
It's been a long time since I last commented on Helmod. I recently started playing factorio again and helmod got updated to version 1.x since.
I really appreciate you working and improving on Helmod. I like the general idea with using the new tree structured view very ...
- Fri Apr 12, 2024 12:19 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 47023
Re: Friday Facts #406 - Space Age Music
Well, dear Devs, how do you do it? Again and again.
Since you restarted the weekly FFFs, my expectations have been upheld or even growing.
I never did know what I was expecting, but still I was expecting something. And I was never disappointed. How is this even possible?
But today I thought to ...
Since you restarted the weekly FFFs, my expectations have been upheld or even growing.
I never did know what I was expecting, but still I was expecting something. And I was never disappointed. How is this even possible?
But today I thought to ...
- Fri Apr 05, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 38458
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
One problem there is with the current GUI is that the item counts cause all the elements in the list to shift by 1, which I assume is sorted alphabetically, so when you have an alphabetically first item constantly added and removed from the network (e.g. you run out of buffer and consume as as ...
- Wed Jan 25, 2023 1:51 am
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 45
- Views: 62929
Re: Factorio price increase - 2023/01/26
What is this miserable discussion concerning a 5$ increase of the sales price?
Wube is located in the Czech Republic. I don't now, what expenditure wube has for a game dev per hour before taxes (including healthcare, pension, ..), but I'm guessing 40β¬/h. How many devs are currently working for Wube ...
Wube is located in the Czech Republic. I don't now, what expenditure wube has for a game dev per hour before taxes (including healthcare, pension, ..), but I'm guessing 40β¬/h. How many devs are currently working for Wube ...
- Sun Dec 11, 2022 12:23 am
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 181
- Views: 108971
Re: pY Alternative Energy - Discussion
Game just crashed:
The mod Pyanodons Alternative Energy (1.1.5) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalternativeenergy::on_nth_tick(60)
Given entity doesn't exist anymore.
stack traceback:
[C]: in function 'draw_animation ...
The mod Pyanodons Alternative Energy (1.1.5) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalternativeenergy::on_nth_tick(60)
Given entity doesn't exist anymore.
stack traceback:
[C]: in function 'draw_animation ...
- Thu Nov 24, 2022 6:58 pm
- Forum: Gameplay Help
- Topic: Editor camera - Jump to specific location
- Replies: 0
- Views: 813
Editor camera - Jump to specific location
Hi.
Is there an easy way in the editor, to make the camera/viewport jump to a specific location?
Since teleport doesn't work due to a lack of a player/character.
Basically I could load the scenario, than type coordinates with teleport and after that, switch to editor.
Although - is it possible to ...
Is there an easy way in the editor, to make the camera/viewport jump to a specific location?
Since teleport doesn't work due to a lack of a player/character.
Basically I could load the scenario, than type coordinates with teleport and after that, switch to editor.
Although - is it possible to ...
- Sat Nov 12, 2022 12:05 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 181
- Views: 108971
Re: pY Alternative Energy - Discussion
Well, is 'wrong' the right word for it?
I DID see exactly the behaviour, that was described.
2 separated grid, with fully charged PyAE Plants: (no status indicator in tooltip)
AE Power 01.png
Just connected both grids: (yellow 'low power' status indicator in tooltip)
AE Power 02.png
Charge ...
I DID see exactly the behaviour, that was described.
2 separated grid, with fully charged PyAE Plants: (no status indicator in tooltip)
AE Power 01.png
Just connected both grids: (yellow 'low power' status indicator in tooltip)
AE Power 02.png
Charge ...
- Fri Nov 11, 2022 7:26 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 181
- Views: 108971
Re: pY Alternative Energy - Discussion
I see.
For completion - Advanced Rendering tech does not work, too.
I am - at the moment - in the process of understanding how some of the new energy machines / mechanics work.
VAWT & HAWT, as well as the Tidal Power Plant provide electric energy to the grid, to their respective rates (eg. 650kW ...
For completion - Advanced Rendering tech does not work, too.
I am - at the moment - in the process of understanding how some of the new energy machines / mechanics work.
VAWT & HAWT, as well as the Tidal Power Plant provide electric energy to the grid, to their respective rates (eg. 650kW ...