Search found 2149 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
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.
- 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...
- 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
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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
- 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...
- 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!)
Put as much logic in it as you want. Read the API docs to learn more (link at top of the website!)
- 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...