Each != Any, obviously ;)
The "each" suggestion would solve OP's problem, since, if I understood OP correctly, there would only be one signal on the wire. But the same can already be accomplished by adding an arithmetic "each + 0 -> S" (or any other virtual signal) between the decider and the ...
Search found 352 matches
- Tue Apr 27, 2021 8:28 am
- Forum: Ideas and Suggestions
- Topic: Allow the "ANY" wildcard in the "set inserter stack size" inserter circuit setting.
- Replies: 4
- Views: 2695
- Wed Jan 13, 2021 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Train station window - train on route indicator
- Replies: 7
- Views: 3933
Re: Train station window - train on route indicator
You can see how many trains are currently approaching a station by looking at the "Train limit" line of the entity information.
- Sat Jan 02, 2021 2:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Train based direct insertion challenge
- Replies: 42
- Views: 31582
Re: Train based direct insertion challenge
You probably need to force all inserters to pick the same item every swing. Given all assemblers have the same amount of ingredients loaded, they should do that on their own, except for the swing where a wagon gets emptied of an item type. Some ideas:
a) If you happen to know which item the ...
a) If you happen to know which item the ...
- Sun Dec 20, 2020 11:59 am
- Forum: Outdated/Not implemented
- Topic: Complete Splitter Failure
- Replies: 13
- Views: 6750
Re: Complete Splitter Failure
As splitters work right now, their item filter is absolute, so it makes no sense to combine filtered output and output priorities. However, this can be done in 3 splitters: First, one for the priority, then, on the overflow output, one for filtering U235, and finally one for merging non-U235 back ...
- Sat Dec 05, 2020 12:17 am
- Forum: Implemented Suggestions
- Topic: Each Signal on the right side of the operator for the Archimetic Combinators
- Replies: 5
- Views: 3226
Re: Allow "each" on the right side of operations in athematic combinators when the left side is not set to "each"
1.1.0 changelog wrote: Mon Nov 23, 2020 8:29 pmArithmetic combinator 'Each' signal can now be used in either left or right parameter.
- Tue Dec 01, 2020 9:51 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.3] Rail signal's output signals names need to change
- Replies: 24
- Views: 9202
Re: [1.1.3] Rail signal's output signals names need to change
Including colored dots showing the corresponding aspect won't help colorblind players
I am no expert here, but writing "red" or "green" is probably even less helpful for a colorblind person than showing the colorblind person the same color as the chain signal shows and a description of the ...
- Tue Dec 01, 2020 5:03 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.3] Rail signal's output signals names need to change
- Replies: 24
- Views: 9202
Re: [1.1.3] Rail signal's output signals names need to change
Essentially (but not tooltip friendly):
Red - no available route past this signal
Yellow - caution, slow down and stop at the next signal
Green - all clear, go go go
Blue - some routes are available (but it might not be yours)
Yellow - all clear, go go go
Green - no train approaching
Signal ...
- Fri Nov 27, 2020 2:20 pm
- Forum: Ideas and Suggestions
- Topic: each * each = each
- Replies: 2
- Views: 1512
Re: each * each = each
Arithmetic combinators can do exponentiation, so for the case of each*each you can use each^2 instead.
- Wed Nov 25, 2020 7:18 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 200319
Re: Version 1.1.0
It's so nice to see all discussing the new version, but when does the internal updater deliver it?
Full download takes 8 hrs from here, so not an option :(
Can't be so hard to make a diff from 1.0 to 1.1 files and put it into a zip file, does it?
See the first page of this thread. There was an ...
- Wed Nov 25, 2020 7:13 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 200319
Re: Version 1.1.0
There's a way to get rid of all of these "New tips", right, and I'm just not seeing it?
I'm not going to be clicking every single one of these things I've known for five years away one by one for the rest of the month, am I?
it's hilarious but both of our games are broken in the same way and ...
- Wed Nov 04, 2020 2:12 am
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 12689
Re: Train Filter Signs
What about chain signal signs?
As far as I remember they are not even controllable for some reason...
"Chain signals have no state" apparently. Which makes me feel like chain signals are implemented as an entirely different thing than signals, instead of signals with an extra feature. If we ...
- Tue Nov 03, 2020 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 12689
Re: Train Filter Signs
Lets assume those signs would be literally a rail signals "with one feature added" for the ease of implementation. Pathfinder has to look into signal state anyway when searching path so adding extra features to rail signals is the least intrusive way to add logic into rails.
Would be completly ...
- Fri Oct 30, 2020 11:50 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 117019
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Another FFF before lunch. Do we need to send help?
Great work.
Great work.
- Thu Oct 22, 2020 11:11 pm
- Forum: Outdated/Not implemented
- Topic: Reverse-facing locomotives contribute to total train power
- Replies: 51
- Views: 23236
Re: Reverse-facing locomotives contribute to total train power
I think what @Boskid alludes to, is that having locos contribute traction in both directions firstly implies that any loco can then travel in both directions autonomously. This then brings pathing issues - which way should a train path to arrive at a station? If it arrives backwards, then the ...
- Fri Oct 16, 2020 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 115084
Re: Optimization idea: abstraction
Things with circuit logic that can't run event-based (most of them): the circuit logic never sleeps. Setting active=false doesn't do anything for it.
Can you elaborate why the circuit logic can't be sleep?
For all vanilla circuit entities, the result they compute can only change when their ...
- Thu Oct 15, 2020 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 115084
Re: Optimization idea: abstraction
Things with circuit logic that can't run event-based (most of them): the circuit logic never sleeps. Setting active=false doesn't do anything for it.
Can you elaborate why the circuit logic can't be sleep?
For all vanilla circuit entities, the result they compute can only change when their ...
- Sat Oct 10, 2020 10:02 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 128554
Re: Friday Facts #361 - Train stop limit, Tips and tricks
do you have a tip for wiring up things like transport belts that you wouldn't necessarily think could be connected to a circuit network (speaking of which, I think the tag "wireable" should be included in the tooltips of applicable items. On more than one occasion I've tried to wire something that ...
- Sat Oct 10, 2020 9:47 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 128554
Re: Friday Facts #361 - Train stop limit, Tips and tricks
things which i think are important for the Tips & Tricks:
A Reminder that a Signal will never be 0 (Zero) (hopefully gets fixed someday)
It is fixed. I agree that this trivial status need a Tip. It repeats again and again.
Two statements are valid:
Any variable which value equals zero has ...
- Fri Oct 09, 2020 2:58 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 128554
Re: Friday Facts #361 - Train stop limit, Tips and tricks
A minor quality of life improvement that shouldn't be overly difficult is a way to limit the number of modules inserted without having to open each machine's interface.
For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do ...
- Thu Mar 12, 2020 7:16 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 47127
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
One mod that's doing the instrumentation, not one mod that's being instrumented.vedrit wrote: Wed Mar 11, 2020 11:33 pmdoesn't mean ONE mod?...a special mode which allows a selected mod to hook all the Lua instances Factorio creates, at the cost of disabling multiplayer and only allowing one Instrument at once.