Search found 352 matches

by Nidan
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

Re: Allow the "ANY" wildcard in the "set inserter stack size" inserter circuit setting.

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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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Forum: Outdated/Not implemented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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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

vedrit wrote: Wed Mar 11, 2020 11:33 pm
...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.
doesn't mean ONE mod?
One mod that's doing the instrumentation, not one mod that's being instrumented.

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