Search found 96 matches
- Sun Feb 28, 2016 6:53 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149127
Re: Digital Display, Yay!
I am very sad, that nobody even tried to make improved version of digital display :( You guys are really good at making your displays smaller and smaller! I really doubt I can improve on any of your's or DaveMcW's designs without doing some intense research. Anyways here's my tileable single digit ...
- Thu Feb 25, 2016 4:23 am
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 63681
Re: Multiple signals on one wire (multiplexing)
Wow! This is really a beast :o ... Let me guess how it works: The clock sends out a signal only every second (or so) tick, then the empty spots between the ticks are used to send the 'data' signals. There will probably be a problem when sending the 'control signal' used by the clock - some reciever...
- Tue Feb 23, 2016 10:16 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Player Tunnels
- Replies: 7
- Views: 6793
Re: [MOD 0.12.22] Player Tunnels
You could also use pipe-to-ground entities and just remove the pipe connection for the above ground pipe.kds71 wrote:Great suggestions, thank you! I was going to use belts to ground, but I wasn't sure if it is possible to prevent them from acting like a normal belt. I'll certainly look into it.
- Sun Feb 21, 2016 3:57 am
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 63681
Re: Multiple signals on one wire (multiplexing)
Alright here I go - just updated the original post with versoin 2.0. Nice job mate! Version 2.0 one is really compact for using only 1 signal. I'd think this is probably what I'd use if I'm going to use a multiplexer throughout my factory because it's so small and simple. It can be made easier to u...
- Fri Feb 19, 2016 7:08 am
- Forum: Mods
- Topic: [MOD 0.12.22] Player Tunnels
- Replies: 7
- Views: 6793
Re: [MOD 0.12.22] Player Tunnels
I saw this on reddit and i made the suggestion that you could make the tunnels the vehicle type and have the player enter the tunnel with the ENTER key and use the on_player_driving_changed_state to trigger the player teleporting to the other side. You could also change the collision layer on the tu...
- Thu Feb 18, 2016 6:52 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149127
- Wed Feb 17, 2016 8:42 pm
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 63681
Re: Multiple signals on one wire (multiplexing) - simple to use
I found a big problem with my design that I hadn't noticed earlier. Because the decider combinator that was used to keep the memory in the deplexer was reset based on getting a red signal, it would keep the last output it had if the deplexer was set to output from an unused channel. If anyone can un...
- Tue Feb 16, 2016 6:46 am
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 63681
Re: Multiple signals on one wire (multiplexing) - simple to use
I've was thinking about multiplexing signals in order to construct a smaller lamp display when I happened to see your multiplexer post. I skimmed through it and I figured I would take a crack at building one myself before looking into yours and seeing how different mine would end up. Here's the thre...
- Mon Feb 15, 2016 5:33 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149127
Re: Digital Display, Yay!
Dr. Walrus, your system works flawlessly. Even at a speed of several hundred items per seconds, it still keeps up :shock: I haven't checked out XKinght's yet. Thank you. After seeing XKnight's brilliant solution at least I have that going for me. I've been studying XKnight's contraption from his bl...
- Sun Feb 14, 2016 8:40 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149127
Re: Digital Display, Yay!
Pretty cool dude! It's always nice to see other people's solutions to the same problem I'm trying to solve. I've been working on a digital display myself and I've managed to shrink down the controller down to just one decider combinator and one constant combinator per digit I want to display. Here's...
- Sun Feb 14, 2016 2:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [kovarex] Accumulators keep energy level when destroyed
- Replies: 1
- Views: 5886
[0.12.22] [kovarex] Accumulators keep energy level when destroyed
While working on an accumulator mod, I was watching my accumulator discharge while attached only to an assembly machine. I did not excessive proper gun safety and accidentally shot the accumulator with my shotgun at pointblank range, destroying the accumulator. When a construction robot from my pers...
- Fri Feb 05, 2016 7:20 am
- Forum: Mods
- Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
- Replies: 14
- Views: 23822
[MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
http://i.imgur.com/8wnQNzK.jpg Type: Mod Name: Factorio, Directed by Michael Bay Description: Jazz up the game with some EXPLOSIONS!! License: MIT Version: 0.2.1 Release: 7/27/2016 Tested with Factorio version: 0.13.11 Category: Gameplay Tags: Explosions, Lens Flare, Revenge of the Fallen, Benghazi...
- Sat Jan 30, 2016 3:50 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74142
Re: Friday Facts #123 - Better circuit network (Part 2)
This circuit network update seems like it incorporates a lot of the concepts of the Smarter Circuitry mod. I really liked the concept of the mod, and it seemed like it should be a future part of the vanilla game. The problem with using the mod in practice is the same as my big objection I have to th...
- Fri Jan 29, 2016 11:02 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74142
Re: Friday Facts #123 - Better circuit network (Part 2)
I honestly cannot see why these changes seem like a good idea to anyone. I like the way the game works now where entities that connect to the circuit network either read a value or write a value to the circuit network. Its simple, doesn't clutter up space, and systems are easy to build, like a pump ...
- Fri Jan 29, 2016 7:28 am
- Forum: General discussion
- Topic: Does the game really need a story?
- Replies: 17
- Views: 31697
Re: Does the game really need a story?
Yeah : it just gives the answer to the question : Why am I doing all this ? :mrgreen: Speaking strictly for freeplay mode, the player doesn't need a story telling them to build a factory in order to build a factory. People build them anyways. Just like the player in gran theft auto doesn't need a s...
- Sat Jan 23, 2016 9:41 pm
- Forum: Mods
- Topic: [Mod 12.20+] Circuit Switch 0.0.1
- Replies: 0
- Views: 4480
[Mod 12.20+] Circuit Switch 0.0.1
http://i.imgur.com/sxtdxVX.png Type: Mod Name: Circuit Switch Description: Adds a switch that can turn on and off by rotating it. License: MIT Version: 0.0.1 Release: 1/23/2016 Tested with Factorio version: 0.12.21 Category: Item Tags: circuit network, item, entity, switch Dependencies: Base [12.20...
- Mon Jan 18, 2016 4:57 am
- Forum: General discussion
- Topic: Does the game really need a story?
- Replies: 17
- Views: 31697
Re: Does the game really need a story?
I think Factorio definitely does not need any more of a story than what is present in the campaign, and freeplay doesn't need any sort of structured story at all. The reason is that a story would not add anything to the game. When someone starts playing factorio they immediately begin mining and sme...
- Sun Jan 17, 2016 3:06 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124367
Re: [WIP][Mod 0.12.last] Subsurfaces : build beneath your base
I found that if you try to load a map the already has another surface created besides the default one, the mod will show an error when you try to load the map. If you create a new world, type this into the console, save it, and then try to reload the game, the mod gives an error. /c game.create_surf...
- Sun Jan 17, 2016 1:20 am
- Forum: Mods
- Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
- Replies: 23
- Views: 37259
Re: [Mod 12.20+] Player sensitive pressure plates 0.1.0
Congrats on the release, this mod looks really nice. I moved it to new items forum for you. PS your wire shadow offset is a little off ;) Thank you Klonan! And congrats on the new job! And you are right about the wire shadow offset, but you must forgive me because I my entity sprites are edits of t...
- Sun Jan 17, 2016 12:12 am
- Forum: Mods
- Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
- Replies: 23
- Views: 37259
Re: [Mod 12.20] Player sensitive pressure plates 0.1.0
Updated to 0.1.0! Check out the changelog for what's new. I am going to ask the mods move this mod to the new items, entities, and extensions mods subforum.