Search found 86 matches

by Plop and run
Thu Oct 24, 2024 8:19 pm
Forum: Assigned
Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 19
Views: 10429

Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

I think this is still not fixed in [2.0.10].
The stack is valid if the blueprint in an inventory or in a book, but it is nil if the blueprint is in a player's or game's library.
by Plop and run
Tue Oct 22, 2024 6:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.8] Crash on creating an sprite-button with a virtual signal as a tooltip
Replies: 1
Views: 451

[Rseding91] [2.0.8] Crash on creating an sprite-button with a virtual signal as a tooltip

Create a frame and try to add the following sprite-button to it: frame.add { type = 'sprite-button', number = 10, sprite = 'virtual-signal/signal-0', elem_tooltip = { type = 'signal', name = 'signal-0', } } You will get a crash inside IDWithQuality<SignalIDBase>::setBaseIDFromBaseName If elem_toolti...
by Plop and run
Fri Jun 21, 2024 6:45 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 74842

Re: Friday Facts #416 - Fluids 2.0

Why are we talking about realism or not? This is a game about logistics, and the point is to have logistical puzzles. It doesn't matter if the system is realistic or not, it just needs to make sense on some level, so that it is understandable, and provide a challenge through limitations. Teleporting...
by Plop and run
Fri Jun 21, 2024 2:26 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 74842

Re: Friday Facts #416 - Fluids 2.0

Imagine doing a similar "Belts 2.0" update next. There is no belt, just a long chest of arbitrary shape.
by Plop and run
Fri May 31, 2024 1:30 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 28553

Re: Friday Facts #413 - Gleba

Nice planet. Can't wait to explode the cliffs, deconstruct all trees and cover everything with concrete. Factory must be gray.
by Plop and run
Mon Apr 22, 2024 10:05 pm
Forum: Modding interface requests
Topic: Non-machine with possible input, output, module and fuel inventories
Replies: 0
Views: 259

Non-machine with possible input, output, module and fuel inventories

An entity that can have all inventories a furnace can have, except it does not run recipes automatically. Keep the crafting process (progress, animation, sound, power consumption, fuel burning, etc), but not the logic (when to start crafting, input consumption, result production). Mod authors would ...
by Plop and run
Sun Feb 25, 2024 10:51 am
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

Re: [Mod 1.1] Memory cards - physical signal storage

I've added a compatibility with Ultracube, if anyone is interested. With Ultracube memory cards do not require plastic.
by Plop and run
Wed Jan 17, 2024 4:51 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

Re: [Mod 1.1] Memory cards - physical signal storage

Ah, buy that I mean that you are not limited by the number of different signals, like the constant combinator stores only 20 signals.

Is it deceptive? I can edit it if you suggest a better wording.
by Plop and run
Wed Jan 17, 2024 1:10 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

Re: [Mod 1.1] Memory cards - physical signal storage

Nah, it is just one snapshot of the whole network, not even separated by wires. I understand why you think DISK is superior, because you can do everything that my mod does plus more (just don't use layers and don't change read/write modes of the machines), but I like the simplicity of memory cards, ...
by Plop and run
Mon Jan 15, 2024 7:58 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

Re: [Mod 1.1] Memory cards - physical signal storage

what do you mean by an address?
by Plop and run
Mon Jan 15, 2024 2:16 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

Re: [Mod 1.1] Memory cards - physical signal storage

The idea came because of the spaceships, yes, but I think this is also useful in vanilla and with other mods basically whenever you need memory cells or need to send a signal long distances. For example, there is no easy way to store multiple values for the same signal and cycle over them. In vanill...
by Plop and run
Mon Jan 15, 2024 11:46 am
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 1626

[Mod 1.1] Memory cards - physical signal storage

This mod adds a memory card, like a real life usb stick, that can store any circuit network data. The mod is in development still and the graphics are placeholders, but all of the functionality is there and already it is useful. This allows to store multiple values for the same signal and iterate ov...
by Plop and run
Mon Nov 21, 2016 7:25 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 49257

Re: Friday Facts #165 - Death by a thousand cuts

The picture is cute, but the specular spots look odd and too bright for a dusty dirty train.
by Plop and run
Wed May 25, 2016 8:18 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 6009

Re: drawing and writing

As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a ...
by Plop and run
Wed May 25, 2016 7:58 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 6009

Re: drawing and writing

Well, I cannot make smooth non-original lines that way like in the picture, can I
by Plop and run
Wed May 25, 2016 7:23 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 6009

drawing and writing

Is it possible to draw lines and print text on the ground? For example, connect two assemblers with a labeled arrow. I need some visualization for an algorithm I'm currently playing with.
by Plop and run
Sun May 15, 2016 11:23 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 3387

Re: Conditional train stop selection on per-train basis

Except this is not a wait condition. Trains should ignore the refueling station if they have enough fuel, while trains with empty tanks should not. Maybe I'm missing something, but you cannot have this logic if you just connect the station to the network.
by Plop and run
Sun May 15, 2016 8:13 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 3387

Conditional train stop selection on per-train basis

According to the last fff, you can turn off train stations. This does not allow trains to pick their destinations based on the load: you cannot set up a refuel station that trains visit only if they are out of fuel. You cannot skip a copper loading station if the cargo is full. Please allow.us to se...
by Plop and run
Wed Aug 05, 2015 7:22 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 4452

Re: Inventory and toolbelt filters act as request slots

better interface: no unnecessary request section, less hassle with searching items when setting up the filter (just middle-click on an existing slot), color coding which items you request and which are just lying in you inventory because they are junk or temporary. more slots - I never understood th...
by Plop and run
Wed Aug 05, 2015 6:35 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 4452

Inventory and toolbelt filters act as request slots

First, the toolbelt (hotbar) filters. You already can designate a slot specifically to one item type and nothing else can go to that slot, so there is no harm if robots always keep this slot at maximum item stack. For example: if you have a transport belt filter slot in your quickbar, logistic robot...

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