Search found 2149 matches

by Qon
Sat Mar 16, 2024 7:48 pm
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 1983

Re: How to pick a single signal from a wire and make it sticky?

Note: The multiplicator doesn't need the topmost arithmetic combinator as the signals aren't in sync anyway and the memory cell can be set to store values of 1 or can be made 1 when you filter out the "1" signal. Saves 2 combinators right there. Feel free to modify it if you need it to be...
by Qon
Sat Mar 16, 2024 7:01 pm
Forum: Gameplay Help
Topic: How to pick a single signal from a wire and make it sticky?
Replies: 19
Views: 1983

Re: How to pick a single signal from a wire and make it sticky?

This could be improved but I don't feel like doing that right now so I'll post this as it is right now: 0eNrtmt2O6jYQgF/FymUbONiEX6lXvTpSq6rqZXuKTGLAOokT2c6e0hW971v02fokHcfsAoGAHdhddLZ7gTYwjGfmm5mMHR6DeVqyQnKhg+ljkDAVS15onotgGvxIlzxGP9CsUGgh8wxleYK4iNMyYQla5BIlbF4ul1wsQyRyjQSLmVJUrn8TH0VRaoVygZaSMYG...
by Qon
Sat Mar 16, 2024 9:30 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33264

Re: Friday Facts #402 - Lightspeed circuits

I made an assembly language for combinators to sidestep most of the issues that fiddling with combinators and wires manually creates: https://qon.github.io/combinassembly/ Some instructions: https://github.com/Qon/combinassembly 2D-layout is a planned feature. Size issue kind of fixed: https://mods...
by Qon
Fri Mar 15, 2024 10:02 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33264

Re: Friday Facts #402 - Lightspeed circuits

One chanel is 2 cables (red and green) and each cable can transmit around 200 signals (1 signal per item icon)... I think that 1 chanel (400 signals) are enough. Why would you need more than that? Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more...
by Qon
Fri Mar 15, 2024 9:37 pm
Forum: Implemented in 2.0
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 84
Views: 12044

Re: Fluid Mechanics Still Broken, 6 Years Later?

I say throw all the current fluid code out and rewrite it. Another of my favorite games (using Unity game engine), created a system of pipes that are basically conveyor belts with different graphics. It does mean that fluids only will flow in one direction. Which does greatly simplify the code and ...
by Qon
Fri Mar 15, 2024 9:10 pm
Forum: Modding help
Topic: Do i need to publish my mods in order to test them?
Replies: 6
Views: 785

Re: Do i need to publish my mods in order to test them?

No, a mod does not have to be published on the mod portal for testing. You don't even have to compress your mod. You can copy the uncompressed folder with the files and subfolders it contains into the mod folder and test the mod. Thanks for bringing this up. I was reading through this thread but co...
by Qon
Fri Mar 15, 2024 9:02 pm
Forum: Modding help
Topic: Do i need to publish my mods in order to test them?
Replies: 6
Views: 785

Re: Do i need to publish my mods in order to test them?

No, you don't need to publish it.

And you don't need to compress it either to test it. You have some bug in your mod or placed it in the wrong spot.
by Qon
Fri Mar 15, 2024 8:18 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33264

Re: Friday Facts #402 - Lightspeed circuits

Would it be bold ask for an "integrated circuit" a box 2x4 tiles which opens a virtual surface (a sort of space platform of a fixed size, one chunk , 32x32 tiles ). Box has 4 inputs and 4 outputs wires connectors. Only combinator's items are allowed to place inside the "integrated ci...
by Qon
Fri Mar 15, 2024 8:07 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 33264

Re: Friday Facts #402 - Lightspeed circuits

Wingysam wrote:
Fri Mar 15, 2024 4:31 pm
Is there a mod that implements the radar feature in the current version of the game?
https://mods.factorio.com/mod/fff-402-radars
https://mods.factorio.com/mod/shortwave_fix (best one imo, what I wish the FFF implemented instead)
https://mods.factorio.com/mod/aai-signal-transmission
by Qon
Wed Mar 13, 2024 9:40 pm
Forum: Modding discussion
Topic: Extract Industrial IoT data to learn
Replies: 4
Views: 821

Re: Extract Industrial IoT data to learn

Modding in a type of combinator that logs its inputs to file together with a constant ID signal (from a constant combinator or specified on the logging combinator) seems like a a good way to get the data out of Factorio without making a custom solution for logging just 1 specific Factory. An ID comb...
by Qon
Sat Mar 09, 2024 5:41 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 7640

Re: Pairwise Arithmetic / each op each

Similar RAM design as I'm using? .global mem 10 at https://qon.github.io/combinassembly/ on my phone, but I can't see a blueprint there? Gives source code. If you paste the code there (replace the demo prefill) and then press assemble you get the BP 0eNrtnd9uo0YUxt+Fy5ZUzP8ZS32B3lTq7WplYZskqDa2ME5r...
by Qon
Sat Mar 09, 2024 5:17 pm
Forum: Modding help
Topic: First mod help
Replies: 2
Views: 371

Re: First mod help

This works fine as long as the thing in the copy field is an item like iron plate, but as soon as I try anything else like data.raw["container"]["wooden-chest"] or data.raw["transport-belt"]["transport-belt"], I get the error: Failed to load mods: Error in as...
by Qon
Sat Mar 09, 2024 4:31 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 7640

Re: Pairwise Arithmetic / each op each

Other wonky things that I like to have: Signal IDer. For each new signal coming in, assign each a unique ID, including when signals appear in batches. Signal ID is just [each] != 0 => [each] 1 decid [each], [!=], 0, [each] 1 and then multiply [each] by the ID of each signal type, from constant comb...
by Qon
Thu Mar 07, 2024 7:45 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 3717

Re: Can trains ever crash into gates across tracks?

If you decide to change gate's opening_speed to be 1/10th of the vanilla gate opening speed, then i am pretty sure it will be hit by trains all the time even without repathing. I think this happened to me with modded (super) fast trains and gates a little to close to their train stop that got destr...
by Qon
Mon Mar 04, 2024 11:28 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 2421

Re: [Factorio Mod Portal] Allow edits to title and/or category

Let's be honest. You're just hater (seeing this and other MD-related topic). Hater of what exactly? Bad ideas? If so I'll admit it, it's true. Not you. FuryoftheStars is hater on anything new, modern and industry standard . I'm the one (not only me though) bringing up the strong and convincing argu...
by Qon
Mon Mar 04, 2024 10:53 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 2421

Re: [Factorio Mod Portal] Allow edits to title and/or category

Hares wrote:
Mon Mar 04, 2024 9:37 pm
Let's be honest. You're just hater (seeing this and other MD-related topic).
Hater of what exactly? Bad ideas? If so I'll admit it, it's true.
by Qon
Mon Mar 04, 2024 8:11 pm
Forum: This Forum
Topic: Markdown support!
Replies: 8
Views: 2187

Re: Markdown support!

I love markdown. It's amazing for what it is meant for. It is not meant for forum posts though and I'm against having it as an option on the forums here as well. mods.factorio.com should also convert to BB code. Markdown doesn't have referencing quotes. If someone replies to me or I reply to someone...
by Qon
Mon Mar 04, 2024 7:40 pm
Forum: General discussion
Topic: Quality level names poll
Replies: 92
Views: 13639

Re: Quality level names poll

I wholeheartedly agree with the substance of your arguments. If I'm right, then I'm right. But if you can see that I'm right then I can listen to what you have to say. However, I find your response marred by unnecessary hostility and toxicity, which is disheartening to read. I am inclined to believ...
by Qon
Sun Mar 03, 2024 9:16 pm
Forum: Modding help
Topic: Creating Player Only Equipment
Replies: 5
Views: 625

Re: Creating Player Only Equipment

data.lua is a lua file. It's executed as lua like any other lua code. The difference between data.lua and control.lua is what API's are available (and when it is executed).
Put as much logic in it as you want. Read the API docs to learn more (link at top of the website!)
by Qon
Sun Mar 03, 2024 11:08 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 51368

Re: Friday Facts #387 - Swimming in lava

WTF Btw, sorry the attached images are making the post long. And you can inline the images (there's a button for it) so that you can hide them inside the spoiler tag. Also do don't have to quote the entire discussion history, you can remove posts inside quotes if they aren't all relevant. And the q...

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