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by DaveMcW
Fri Aug 14, 2015 1:05 am
Forum: Modding help
Topic: Floating Text
Replies: 7
Views: 3575

Re: Floating Text

Code: Select all

/c game.get_surface(1).create_entity{name="flying-text", position={0,0}, text="Hello world", color={r=0.5,g=1,b=1}}
by DaveMcW
Thu Aug 13, 2015 11:58 pm
Forum: Implemented mod requests
Topic: entity.input_signals / entity.output_signals
Replies: 15
Views: 10474

Re: entity.input_signals / entity.output_signals

GopherAtl wrote:I tested it by writing a function that does a binary search to determine the value of a specific signal by doing 32 tests
Very clever! So we have hacks for both reading and writing.

Now we just need a library that wraps them with a simple API.
by DaveMcW
Thu Aug 13, 2015 11:46 pm
Forum: Gameplay Help
Topic: Circuit network tells smart inserter what to grab: possible?
Replies: 5
Views: 7573

Re: Circuit network tells smart inserter what to grab: possible?

There is no way to copy a signal from the circuit network to the smart inserter filter.

The only solution (without modding) is to set up a row of inserters with a single filter on each.
by DaveMcW
Thu Aug 13, 2015 12:59 am
Forum: General discussion
Topic: Factorio Developer
Replies: 3
Views: 5860

Re: Factorio Developer

You can click the Feedback button to tell Google it is wrong.
by DaveMcW
Wed Aug 12, 2015 5:42 am
Forum: Resolved Problems and Bugs
Topic: [0.12.2] [Rseding91] Inserters not inserting into a cargo wagon after arrival
Replies: 7
Views: 4150

Re: [0.12.2] [Rseding91] Inserters not inserting into a cargo wagon after arrival

sillyfly wrote:MD5 (for paranoid donwloaders :D )
MD5 signatures have been cracked, paranoid people require a more secure hash like SHA-256.
by DaveMcW
Wed Aug 12, 2015 12:11 am
Forum: General discussion
Topic: Console command for killing spawners?
Replies: 3
Views: 12886

Re: Console command for killing spawners?

You can't kill all spawners on an infinite map, but you can kill them in as big an area as you like. /c radius = 500; p = game.player.position; for _,type in pairs{"unit", "unit-spawner", "turret"} do; enemies = game.get_surface(1).find_entities_filtered{area={{p.x-radi...
by DaveMcW
Sat Aug 08, 2015 6:32 am
Forum: Gameplay Help
Topic: purple science can't create pack
Replies: 2
Views: 4684

Re: purple science can't create pack

Research Alien Technology.
by DaveMcW
Sat Aug 08, 2015 1:24 am
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48839

Re: Version 0.12.3

billw wrote:Is that a fix?!
It's a necessary fix if your goal is zero desyncs.
by DaveMcW
Fri Aug 07, 2015 10:32 am
Forum: Gameplay Help
Topic: Four wide belt mixer
Replies: 6
Views: 8676

Re: Four wide belt mixer

Image
by DaveMcW
Thu Aug 06, 2015 10:11 pm
Forum: Show your Creations
Topic: My little factory
Replies: 13
Views: 19412

Re: My little factory

I did some math earlier, and it turns out that if you are taking from a box burner inserters use less total energy than other inserters with the added bonus of avoiding the power death spiral. The roboports still have a power death spiral problem. Also: burner inserters produce no pollution, while ...
by DaveMcW
Thu Aug 06, 2015 10:34 am
Forum: General discussion
Topic: Factorio reddit - 4/10?
Replies: 16
Views: 19051

Re: Factorio reddit - 4/10?

It's a group of trolls from twitch.tv

Apparently they really like double-headed trains clogging their network and forcing them to add more rail lanes.
by DaveMcW
Thu Aug 06, 2015 4:53 am
Forum: General discussion
Topic: Let's say you have 8 colors of logic wires
Replies: 12
Views: 13028

Re: Let's say you have 8 colors of logic wires

The only reason we have 2 colors, is because combinators didn't exist and smart inserters needed more options.

Now that we have combinators 1 color is enough.
by DaveMcW
Tue Aug 04, 2015 10:31 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 121011

Re: [0.12.1] Foreman - Blueprint Manager

Talguy wrote:Do the blueprints even have something like a primary key(other than serializing the entities)? Maybe discuss that with DaveMcW :)
You could hash the serialized entities. There's even a library for it! https://github.com/kikito/sha1.lua
by DaveMcW
Tue Aug 04, 2015 8:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.2] Copy/paste car inventory filter
Replies: 1
Views: 1787

[0.12.2] Copy/paste car inventory filter

The car inventory filter does not copy/paste like the cargo wagon.
by DaveMcW
Sun Aug 02, 2015 3:27 pm
Forum: General discussion
Topic: Factorio achievements proposals
Replies: 31
Views: 29074

Re: Factorio achievements proposals

It's still there, just downgrade a full chest while your inventory is full.
by DaveMcW
Sun Aug 02, 2015 8:18 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 150214

Re: Digit Display Blueprint

Here is another design. It is 2 tiles shorter, and does not show leading zeroes. http://davemcw.com/factorio/images/digit-display-4.jpg But it is harder to expand, so here are custom blueprints for each size. H4sIAAAAAAAA/+VcbY+bOBD+Kys+npIeYJsXVVTqtf+iOkW5hN0iJRARUnUV7X8/yKbdtQ3DjDEJSb91C2PwPPPyzDD...
by DaveMcW
Sun Aug 02, 2015 12:31 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 544753

Re: Let's see your clever builds

MeduSalem wrote:I mean not a roundabout, because that's been beaten to death already.
You are so prejudiced. :P

Roundabout is simple and powerful, why would you need anything else.
by DaveMcW
Sat Aug 01, 2015 12:00 pm
Forum: Not a bug
Topic: [Rseding91]False-positive detection of state-altering mods
Replies: 6
Views: 10694

Re: [Rseding91]False-positive detection of state-altering mods

I mean, in game memory while loading mods.
by DaveMcW
Sat Aug 01, 2015 10:14 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 544753

Re: Let's see your clever builds

You can always add a track separator if you really need one.
crossing2.jpg
crossing2.jpg (238.57 KiB) Viewed 8706 times
t-junction.jpg
t-junction.jpg (355.64 KiB) Viewed 8706 times

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