Search found 14792 matches: pre-signals

Searched query: +signals

ignored: pre

by Jap2.0
Sun Apr 27, 2025 6:00 pm
Forum: Ideas and Suggestions
Topic: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.
Replies: 7
Views: 250

Re: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.

... gets a bit tedious.



For clarification, the underlined part is refering to an automated way to do things currently, it doesn't necessarily has to be tedious, you can use the index of signals to use a different pitch to make different sound to have different alert.


Thanks, I was unaware of that.
by mmmPI
Sun Apr 27, 2025 5:59 pm
Forum: Ideas and Suggestions
Topic: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.
Replies: 7
Views: 250

Re: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.

... you for highlighting what i suppose you think i've missed

For clarification, the underlined part is refering to an automated way to do things currently, it doesn't necessarily has to be tedious, you can use the index of signals to use a different pitch to make different sound to have different alert.
by Sharparam
Fri Apr 25, 2025 2:28 pm
Forum: Modding interface requests
Topic: Allow setting number on choose-elem-button
Replies: 3
Views: 286

Re: Allow setting number on choose-elem-button

... by the game itself and the one available to mod developers are different and the mod one lacks a lot of features like being able to hide virtual signals (but there's a separate thread for that).)

But I don't feel like that's a required feature if it means making the primary feature discussed in ...
by credomane
Fri Apr 25, 2025 5:18 am
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 8
Views: 2436

Re: Radar channels

... finished my mod/demod system due to complications (read: I sucked at pre-2.0 combinators...not that I'm great at it now. I just suck less)

Well ... reserved signal. Don't use it or things won't work properly. All other signals, any number of signals and any value on said signals are all perfectly ...
by credomane
Fri Apr 25, 2025 4:44 am
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 306

Re: Combinator multiplexing help

Well I figured out how the other BP worked pretty quick and it was really obvious what I was doing wrong. I really should have seen it sooner. The ... wires. Just use the arithmetic combinator for input/output of your signals and off you go!

Here is a screen shot of the working system and ...
by Altarus
Fri Apr 25, 2025 3:48 am
Forum: Combinator Creations
Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Replies: 21
Views: 1280

Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]

... X combinator) is cursed and must never be used. It is marked with RED signals in the blueprint, do not assign any values to those.

Since you're ... Factorio does not provide proper means to distinguish the lack of presence of a signal at all, as opposed to a particular signal being assigned ...
by Nidan
Thu Apr 24, 2025 10:36 pm
Forum: Combinator Creations
Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Replies: 21
Views: 1280

Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]

... for a generic CPU.



Important: The 0000 address (0th signal of 0th X combinator) is cursed and must never be used. It is marked with RED signals in the blueprint, do not assign any values to those.

Since you're (mostly) not using Each, I'm surprised a zero signal is giving you trouble ...
by credomane
Thu Apr 24, 2025 4:35 pm
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 306

Re: Combinator multiplexing help

... responses, and the values are only stable after the 3 tick delay?


I was really bad at trying to explain what is going on there. Yes, the output signals are out of sync leading to incorrect signals for a few ticks before it stabilizes and has the right signals. I haven't managed to figure out how ...
by Tertius
Thu Apr 24, 2025 1:51 pm
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 306

Re: Combinator multiplexing help

... clock is I on the red wire distributed with the radars. Use this signal on the writers only. Change the writers to send their I along with the signals they're supposed to send when their I matches. On green wire. This I on green is synchronized with the signals+values, so use this I on the ...
by Tertius
Thu Apr 24, 2025 11:15 am
Forum: Gameplay Help
Topic: Foundry logic for railgun shells
Replies: 15
Views: 977

Re: Foundry logic for railgun shells

... The combinator performs a map from a set of conditions to a set of signals. In our case, it maps to a set of recipes. All possible recipes are ... fluid recipe gets selected to create more of that fluid. If the previous recipe consumes that fluid, and that fluid is flushed back from the ...
by pjvenda
Thu Apr 24, 2025 9:42 am
Forum: Duplicates
Topic: [2.0.43] Placing of rail signals does not pull in adequate foundations automatically
Replies: 0
Views: 42

[2.0.43] Placing of rail signals does not pull in adequate foundations automatically

Unlike anything else, shift+placing rail signals in aquilo over the amonia ocean (this also applies to the heavy oil ocean in fulgora) does not automatically pull in ice foundations.

This is placing the rail signal in an suitable location, next to an existing rail track.

If I apply the foundation ...
by credomane
Thu Apr 24, 2025 5:36 am
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 306

Combinator multiplexing help

... of what it was before. However the same problem I had before is still present due to the 1-tick delay of the combinators. There is flickering that ... ID (because the writers got the ID change at the same time and old signals are still present), the 2nd tick has the readers showing nothing ...
by mmmPI
Thu Apr 24, 2025 3:17 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 483
Views: 282699

Re: 3 and 4 way intersections


Damn it. Didn't see that one. Mine is very close but not the same. Got 8 more signals and with those extra signals it just went through a 1000min test without getting into a deadlock (LHT). You had me paranoid those 2 hours ended up in a flawed design but looks good to me still. Will test RHT for ...
by MRI-One
Wed Apr 23, 2025 10:34 pm
Forum: Ideas and Suggestions
Topic: Selector combinator mode: item ingredients
Replies: 7
Views: 908

Re: Selector combinator mode: item ingredients

... needed for the input signal count. You can also set a signal to output the number of products produced per craft.

- If you provide multiple signals as input you are on your own. It would use the same recipe selection logic as the machine to select the signal to be processed.

In addition, I ...
by Meorin
Wed Apr 23, 2025 8:18 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 483
Views: 282699

Re: 3 and 4 way intersections

... p=623353#p623353 which deadlock the test with current signaling.


Damn it. Didn't see that one. Mine is very close but not the same. Got 8 more signals and with those extra signals it just went through a 1000min test without getting into a deadlock (LHT). You had me paranoid those 2 hours ended up ...
by draslin
Wed Apr 23, 2025 2:36 pm
Forum: Ideas and Suggestions
Topic: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.
Replies: 7
Views: 250

Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.

... alerts. This would make dynamic assignment of the alert signal possible.

Presently, you cannot use the [virtual-signal=signal-everything][virtual-signal=signal-each][virtual-signal=signal-anything] signals with the Show Alert on the Programmable speaker at all.

In my case, I use the speaker to ...
by Wenihal
Wed Apr 23, 2025 7:16 am
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 8
Views: 2436

Re: Radar channels

... a radar and there is a list of channels (0-9 or 1-10 - depends what you prefer :D ). Radars connected to the same channel transmit both red&green signals between each other.
by Rseding91
Mon Apr 21, 2025 9:24 pm
Forum: Won't fix.
Topic: [2.0.9][SA] Train signals do not self realign to different rail angles when hovering signals
Replies: 3
Views: 586

Re: [2.0.9][SA] Train signals do not self realign to different rail angles when hovering signals

Thanks for the report however I don't consider this worth poking at the player building logic to try to change. The risk of introducing further issues is at this point is too high.
by -scv-
Mon Apr 21, 2025 7:33 pm
Forum: Outdated/Not implemented
Topic: правка и корректировка
Replies: 1
Views: 141

правка и корректировка

... or in the description or in the factoriopedia that after the pipes (120 tiles or how many - I don't remember) a pump must be installed.

4) signals - :danger: :not-enough-repair-packs: :warning:
There is no description of the minimap signals (lack of ammunition, fuel, energy, module ....) in ...
by Stringweasel
Mon Apr 21, 2025 7:10 pm
Forum: Modding interface requests
Topic: Expand ConfigurationChangedData with migrated prototype names
Replies: 0
Views: 95

Expand ConfigurationChangedData with migrated prototype names

... trains, and also have circuit wait conditions. We of course store the signals to use for the condition as SignalID , but that means that when an internal prototype changes name those SignalIDs will no longer be valid. And from 1.1 to 2.0 there are many prototype name changes. K2 decided to prefix all ...

Go to advanced search