Cube
RHT 0eNqtXMtOXEkM/ZXRXTdR2fVmO7OY9WxHUQRJa6YlaBCPaKKIf5+G9G0I7QvnuLJCNPSxy8eucrlc9X06v7hfX99stnfT6fdp8/lqezud/v19ut38sz27ePxse3a5nk6nm7PNxfSwmjbbL+v/plN5WC3808nN2eX1i//Uh4+rab2929xt1j+wn3759ml7f3m+vtlBreav397tAP759+7kSdhqur663X3ravsoYYdUe19N36bTk9ofHsW/wlEep1o4kcfJFk7icaKFk1fH5jUw8h5Dd6b ...
Search found 3749 matches
- Sat Oct 26, 2024 2:17 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 495
- Views: 316323
- Tue Oct 22, 2024 1:06 am
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 59
- Views: 75705
Re: 2.0 Intersection Compendium
Cube
cube-intersection.jpg
RHD 0eNqtXMtOXEkM/ZXRXTdR2fVmO7OY9WxHUQRJa6YlaBCPaKKIf5+G9G0I7QvnuLJCNPSxy8eucrlc9X06v7hfX99stnfT6fdp8/lqezud/v19ut38sz27ePxse3a5nk6nm7PNxfSwmjbbL+v/plN5WC3808nN2eX1i//Uh4+rab2929xt1j+wn3759ml7f3m+vtlBreav397tAP759+7kSdhqur663X3ravsoYYdUe19N36bTk9ofHsW ...
cube-intersection.jpg
RHD 0eNqtXMtOXEkM/ZXRXTdR2fVmO7OY9WxHUQRJa6YlaBCPaKKIf5+G9G0I7QvnuLJCNPSxy8eucrlc9X06v7hfX99stnfT6fdp8/lqezud/v19ut38sz27ePxse3a5nk6nm7PNxfSwmjbbL+v/plN5WC3808nN2eX1i//Uh4+rab2929xt1j+wn3759ml7f3m+vtlBreav397tAP759+7kSdhqur663X3ravsoYYdUe19N36bTk9ofHsW ...
- Sun Oct 06, 2024 2:27 pm
- Forum: Modding help
- Topic: Newbie modding question
- Replies: 5
- Views: 964
Re: Newbie modding question
It's not possible to connect a splitter prototype to a circuit network.
- Sun Sep 29, 2024 9:56 pm
- Forum: Gameplay Help
- Topic: Inserters
- Replies: 2
- Views: 574
Re: Inserters
The first inserter is slightly too fast. It creates a gap 7.66 items wide.
To make the gap exactly 8 items wide, we need to delay the inserter by one tick, on 2/3 of the swings.
Here is a clock that does that.
0eNqlVNFuwjAM/BdLewuIpgO6ap+xtwlVaWvAWptUSYrGUP99SSqgYzBgvFSNa5 ...
To make the gap exactly 8 items wide, we need to delay the inserter by one tick, on 2/3 of the swings.
Here is a clock that does that.
0eNqlVNFuwjAM/BdLewuIpgO6ap+xtwlVaWvAWptUSYrGUP99SSqgYzBgvFSNa5 ...
- Wed Sep 11, 2024 9:44 am
- Forum: Gameplay Help
- Topic: Combinator Question
- Replies: 4
- Views: 930
Re: Combinator Question
This can be solved with two decider combinators.
If artillery-ammo < 5, output W=1.
If green-ammo < 5, output W=1.
Then the train station activates on W >= 1.
If artillery-ammo < 5, output W=1.
If green-ammo < 5, output W=1.
Then the train station activates on W >= 1.
- Mon Sep 02, 2024 10:40 pm
- Forum: Modding help
- Topic: Spidertron control help
- Replies: 2
- Views: 601
Re: Spidertron control help
First you need to create a dummy gunner.
/c
spidertron = game.player.selected
global.gunner = spidertron.surface.create_entity{
name = "character",
force = spidertron.force,
position = spidertron.position
}
spidertron.set_passenger(global.gunner)
spidertron.driver_is_gunner = false
Then you ...
/c
spidertron = game.player.selected
global.gunner = spidertron.surface.create_entity{
name = "character",
force = spidertron.force,
position = spidertron.position
}
spidertron.set_passenger(global.gunner)
spidertron.driver_is_gunner = false
Then you ...
- Mon Aug 26, 2024 2:52 am
- Forum: Combinator Creations
- Topic: Is this the best simple Kovarex design ever? Can this possibly be improved?
- Replies: 6
- Views: 3382
Re: Is this the best simple Kovarex design ever? Can this possibly be improved?
Here is my simple and beautiful design.
The combinator version uses exactly 40 U-235. It recycles the U-235 very fast, so it has good uptime as well.
You can remove the combinators to get a version that fits in a 3x7 grid. It has 100% uptime after the buffer is full.
0eNqtV82OmzAQfpWVr4VV ...
The combinator version uses exactly 40 U-235. It recycles the U-235 very fast, so it has good uptime as well.
You can remove the combinators to get a version that fits in a 3x7 grid. It has 100% uptime after the buffer is full.
0eNqtV82OmzAQfpWVr4VV ...
- Mon Aug 05, 2024 3:52 am
- Forum: Combinator Creations
- Topic: One tick signal conversion tricks
- Replies: 1
- Views: 877
One tick signal conversion tricks
Convert all signals to 1
Convert all signals to -1
Convert all signals to any number
Convert all signals to -1
Convert all signals to any number
- Sat Aug 03, 2024 4:31 pm
- Forum: Modding help
- Topic: Storing Custom Metadata on Entities
- Replies: 6
- Views: 1278
Re: Storing Custom Metadata on Entities
Unfortunately, these are limitations in the modding API.y_e_a_r wrote: Thu Jul 04, 2024 5:11 pm
- Doesn't work when pasting blueprints over existing entities
- Doesn't work with undo
The workaround is to disable copy/paste for your entity.
- Sun Mar 31, 2024 7:37 pm
- Forum: Not a bug
- Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
- Replies: 7
- Views: 2142
Re: [1.1.104] Decider combinator Output input count uses wrong value on Each
Congrats, you are the first person I know of in 9 years to attempt to use decider combinator Each "Output single signal input count".
Can you explain what problem you are using this to solve?
Or are you just pointing out an inconsistency without actually using it?
Can you explain what problem you are using this to solve?
Or are you just pointing out an inconsistency without actually using it?
- Sun Feb 25, 2024 4:06 am
- Forum: Energy Production
- Topic: Compact 2xN Nuclear Reactor - Height 252 Tiles
- Replies: 4
- Views: 2543
Compact 2xN Nuclear Reactor - Height 252 Tiles
This is my attempt to build the densest nuclear reactor possible. It is infinitely expandable with a height of 252 tiles.
0eNrs3d2urcdxHupbCXgsBrOruuvHt5HDwAgkm3GILVMCRQUxgtz7pmQr8k48o/WsHSABkkNO9ug1xvf2+H6qntnzP3/zq1///rvf/vj9Dz/9u1/95jf/zzd/9Z///JPfffNX//af/ecf/t/vfvjlb7/96Tff/t2P3//tH/77P33zV ...
0eNrs3d2urcdxHupbCXgsBrOruuvHt5HDwAgkm3GILVMCRQUxgtz7pmQr8k48o/WsHSABkkNO9ug1xvf2+H6qntnzP3/zq1///rvf/vj9Dz/9u1/95jf/zzd/9Z///JPfffNX//af/ecf/t/vfvjlb7/96Tff/t2P3//tH/77P33zV ...
- Sun Feb 18, 2024 7:38 pm
- Forum: Modding help
- Topic: Change color on runtime
- Replies: 1
- Views: 874
Re: Change color on runtime
If you have a limited set of colors, you could create a unique robot entity for each color. Then assign each force a recipe that gives their color robot.
- Wed Feb 14, 2024 5:29 am
- Forum: This Forum
- Topic: show more posts on page - can it be done?
- Replies: 1
- Views: 1069
- Tue Jan 23, 2024 6:34 am
- Forum: Modding help
- Topic: Underground pipe click and drag auto place help
- Replies: 4
- Views: 1190
Re: Underground pipe click and drag auto place help
Your code works for me. Do you not like the 1-tile space between pipes?
- Mon Jan 22, 2024 5:31 am
- Forum: Modding help
- Topic: Underground pipe click and drag auto place help
- Replies: 4
- Views: 1190
Re: Underground pipe click and drag auto place help
Yes, this is the only way to undo a building.
Here are a couple more examples: viewtopic.php?f=34&t=70889
Here are a couple more examples: viewtopic.php?f=34&t=70889
- Sun Jan 21, 2024 1:29 pm
- Forum: Modding help
- Topic: Context-sensitive documentation search
- Replies: 2
- Views: 591
- Sun Jan 14, 2024 3:16 am
- Forum: Gameplay Help
- Topic: Trying to calculate accurate % out of variables
- Replies: 8
- Views: 3555
Re: Trying to calculate accurate % out of variables
Fluid automatically balances between tanks. So you just need to calculate the percentage in one tank to measure your total fluid percentage.
- Sat Jan 13, 2024 6:43 pm
- Forum: Modding help
- Topic: A way to edit productivity module limitations
- Replies: 3
- Views: 1497
Re: A way to edit productivity module limitations
In your mod's data.lua write:
for _, module in pairs(data.raw.module) do
if module.effect.productivity and module.limitation then
table.insert(module.limitation, "iron-dust0")
table.insert(module.limitation, "iron-dust1")
table.insert(module.limitation, "iron-dust2")
end
end
for _, module in pairs(data.raw.module) do
if module.effect.productivity and module.limitation then
table.insert(module.limitation, "iron-dust0")
table.insert(module.limitation, "iron-dust1")
table.insert(module.limitation, "iron-dust2")
end
end
- Wed Jan 10, 2024 10:01 am
- Forum: Modding help
- Topic: I need help with creating a basic mod.
- Replies: 4
- Views: 976
Re: I need help with creating a basic mod.
Cool idea, but this is not a basic mod.
Recipes cannot be edited while the game is running, and players on the same team cannot have different recipes.
These issues can be worked around with different hacks, but I would not recommend trying it as your first mod.
Recipes cannot be edited while the game is running, and players on the same team cannot have different recipes.
These issues can be worked around with different hacks, but I would not recommend trying it as your first mod.
- Sat Jan 06, 2024 5:33 am
- Forum: Show your Creations
- Topic: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.
- Replies: 10
- Views: 5155
Re: I spent an insane amount of time optimizing Tight Spot Lv 5. This is the result.
Great job. 204 chemical science packs is clearly the maximum you can get from the available oil.
I think another way to make the scenario more interesting is to multiply oil richness by 4x, so it is no longer a bottleneck.
I think another way to make the scenario more interesting is to multiply oil richness by 4x, so it is no longer a bottleneck.