Search found 96 matches

by Dr. Walrus
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 ...
by Dr. Walrus
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...
by Dr. Walrus
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

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.
You could also use pipe-to-ground entities and just remove the pipe connection for the above ground pipe.
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
Thu Feb 18, 2016 6:52 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 149127

Re: Digital Display, Yay!

Image
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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 ...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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...
by Dr. Walrus
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.

Go to advanced search