Search found 109 matches

by Kikkers
Tue Aug 25, 2015 5:56 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

Ranakastrasz wrote:What is the filter for the directional sensor?
I'm unsure what you mean by filter?
by Kikkers
Tue Aug 18, 2015 7:00 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

I modified that fluidbox fix slightly more, but it should be stable regardless now. Also had some confusion about migration scripts, fixed that too. The sensor and actuator should appear in in-progress games again.
by Kikkers
Mon Aug 17, 2015 5:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

billw wrote:Hey if this can detect number of robots in a roboport then it solves the issue of resupplying a limited number of construction bots to outposts and you are my hero.
I'm going to test tonight and report back, but if it doesn't then consider this a suggestion!
;)
by Kikkers
Mon Aug 17, 2015 4:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

aklesey1 wrote:How to use pressure floor? and how to remove it?
Did you have trouble under standing the "long description" in the top post? I might need to make that a bit clearer if you do.
by Kikkers
Sun Aug 16, 2015 7:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

Thanks for the ideas, this actually seems to work. I've added them to 4.4

The final solution was to store the resource_searching_radius in a dummy technology's time cost, which is actually accessible through a force's technology list as the research_unit_unergy field (multiplied by 60 due to ticks).
by Kikkers
Sun Aug 16, 2015 1:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

hmm. Probably not; easy enough to just guess with vanilla, though. If you were thinking of making a sensor object placed by the mine, you'd have to support any other mods' mines specifically. I was picturing it being a "smart mining drill" object that was directly circuit-connectable, whi...
by Kikkers
Sat Aug 15, 2015 12:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

I messed up again. It -should- work now...
by Kikkers
Fri Aug 14, 2015 9:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

Derp, forgot to push.
by Kikkers
Fri Aug 14, 2015 1:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

There, we have a pressure plate. Hopefully it doesn't produce critical bugs, but we'll see. Keep your autosave engaged just in case.
by Kikkers
Thu Aug 13, 2015 9:16 pm
Forum: Gameplay Help
Topic: Circuit network tells smart inserter what to grab: possible?
Replies: 5
Views: 7572

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

How about this function then? (https://forums.factorio.com/wiki/inde ... set_filter)

So unless that function's broken, I don't see why your idea couldn't work.


Edit: This will involve modding, not sure if that's something you're going for or not?
by Kikkers
Thu Aug 13, 2015 8:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

Ooh, I didn't think that far into it, just poked one with a stick and if that info is available, I couldn't find it. Code wouldn't be too bad, though, and it wouldn't have to poll them too frequently, so shouldn't be a performance concern, either. Any idea if it's possible then to get the mining ar...
by Kikkers
Thu Aug 13, 2015 7:41 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

Re: [MOD 0.12.x] Smarter Circuitry

... maybe trains? Trains in motion can already be detected using the sensor btw, just place it pointing to the tracks. A mechanical switch Could be worth looking at the switch mod form 0.11.x, that'll probably still work with minor changes. I personally dislike its graphics, so I never used it. Is ...
by Kikkers
Thu Aug 13, 2015 4:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97734

[MOD 0.12.x] Smarter Circuitry

Smarter Circuitry SmarterCircuitryOverview.png Info: Adds a few new structures that allow for more precise manipulation and control of factory automation. Name: Smarter Circuitry Latest Release: v0.4.9, 25 October 2015 (facorio version at the time: 0.12.14) Older Releases: Find the SHA of the speci...
by Kikkers
Thu Aug 13, 2015 12:24 pm
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Re: Updating Smart Circuit Systems for 0.12

Also just added the new version of the pulse sensor. Since we have other kinds of sensors, I just added a smaller accumulator that behaves normally, and you can attach a normal sensor to that to detect network pulses. For all items in this mod, I think I have isolated the most critical ones. We'll s...
by Kikkers
Thu Aug 13, 2015 10:55 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Re: Updating Smart Circuit Systems for 0.12

Gates now work far better, thanks for the tip GopherAtl !

They now open or close exclusively on a signal, and the alternative force is reset once the actuator loses the gate as a target.
by Kikkers
Wed Aug 12, 2015 4:55 pm
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Re: Updating Smart Circuit Systems for 0.12

Oh, interesting, I'll have to look into that. My estimate on the main cost for the mod is calls to find_entities(_filtered), especially while they don't have a target yet and are looking for one. But I do buffer targeted entities, so that one function shouldn't have that big of an impact. By the way...
by Kikkers
Wed Aug 12, 2015 9:05 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Re: Updating Smart Circuit Systems for 0.12

Another update, I thought it would be nice to make lockable gates. It would've been nice if we could actually open and close gates through code, but that's not an option. Instead, it locks on the state the gate is currently in. Also made the sensor able to show that a moving train is spotted, so tog...
by Kikkers
Wed Aug 12, 2015 7:37 am
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Re: Updating Smart Circuit Systems for 0.12

Thanks for looking at it. That sensor showing fuel was an oversight, the sensor should always clear its output regardless of whether there is a target, and it didn't do that yet. Also thanks for the migration code. Never really used those before, now I know what they're for. Things I changed: attemp...
by Kikkers
Tue Aug 11, 2015 11:25 pm
Forum: Mods
Topic: Updating Smart Circuit Systems for 0.12
Replies: 11
Views: 10650

Updating Smart Circuit Systems for 0.12

Notice: I've made an official release of this mod, calling it Smarter Circuitry. You can find it here: https://forums.factorio.com/forum/viewtopic.php?f=91&t=14824 Hi guys, Seeing as there was some enthusiasm for the mod that added toggleable switches, actuators and sensors, I thought I should ...
by Kikkers
Mon Jun 29, 2015 7:49 am
Forum: Implemented mod requests
Topic: A bunch of API requests
Replies: 7
Views: 7381

Re: A bunch of API requests

Could you add these please? Entities Flag for inventories to prevent inserters from removing items from them Flag to prevent a logistic inventory's contents being visible to the logistics network Entity prototypes Placement flag to align with the train rail grid, instead of the normal grid. These ar...

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