Search found 205 matches

by Tinyboss
Mon Apr 24, 2017 7:33 pm
Forum: General discussion
Topic: Green and Red wires: Why two colours?
Replies: 16
Views: 15431

Re: Green and Red wires: Why two colours?

quyxkh wrote:All things can be done with 2 wires, the combinators are Turing complete.
Well, lots of things are Turing complete and also a total pain in the ass to work with, so that's not a very good criterion. Factorio combinators are TC even with only one wire color, for example.
by Tinyboss
Wed Dec 14, 2016 5:07 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Nice. I added a link to Picker's page.
by Tinyboss
Wed Dec 14, 2016 4:22 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

If anyone wants to take up maintenance for Picker or integrate it into their own mod, I'd be more than happy. I only occasionally have the time to pay attention to it.
by Tinyboss
Sun Jul 24, 2016 7:50 pm
Forum: Railway Setups
Topic: 4-way train crossing
Replies: 5
Views: 4984

Re: 4-way train crossing

It doesn't look like two trains can make opposing left turns simultaneously.
by Tinyboss
Fri Jul 22, 2016 5:08 pm
Forum: Energy Production
Topic: [13.9+] Cheap no-power hysteresis in 4x4 space using belts
Replies: 8
Views: 19115

[13.9+] Cheap no-power hysteresis in 4x4 space using belts

Now that 13.9 fixed the problem with disabled belts not stopping items properly, we can use wired belts to make a very simple, cheap, and reliable hysteresis loop that is compact and requires no power. For those who don't know, a hysteresis loop is used to switch something on and off based on an inp...
by Tinyboss
Thu Jul 21, 2016 8:08 pm
Forum: Modding help
Topic: Can I call the std clear cursor routine (default Q)?
Replies: 3
Views: 1079

Re: Can I call the std clear cursor routine (default Q)?

I added a method in 0.13.10 that will do the exact actions on a given player from script. LuaPlayer::clean_cursor() - for 0.13.10. Neat! I worked around it for my specific case already, but who knows who else might benefit from it? You know what would be even cooler and more widely applicable? The ...
by Tinyboss
Wed Jul 20, 2016 1:53 pm
Forum: Modding help
Topic: Can I call the std clear cursor routine (default Q)?
Replies: 3
Views: 1079

Can I call the std clear cursor routine (default Q)?

One of the users of my Picker mod told me that he bound it to Q, together with the usual "clear cursor" control. Now I'm trying to design it to replace that control, because it works even better if it can take it over completely. Unfortunately, this kills the nice new red/green wire behavi...
by Tinyboss
Wed Jul 20, 2016 12:47 pm
Forum: Modding help
Topic: Read whether stone/concrete/ground is under mouse cursor?
Replies: 4
Views: 1366

Re: Read whether stone/concrete/ground is under mouse cursor?

Rseding91 wrote:You can't. The mouse position is not part of the game state and as such can't be read from mods.
Thanks for the definitive answer.
by Tinyboss
Tue Jul 19, 2016 8:31 pm
Forum: Mod portal Discussion
Topic: author naming his mods 00xxxxx ...
Replies: 20
Views: 7432

Re: author naming his mods 00xxxxx ...

nonstickfrypan wrote: Could fix again by ignoring leading characters that repeat.
ABABABABABsolutely Awesome Axe Mod
by Tinyboss
Tue Jul 19, 2016 6:59 pm
Forum: Modding help
Topic: Read whether stone/concrete/ground is under mouse cursor?
Replies: 4
Views: 1366

Read whether stone/concrete/ground is under mouse cursor?

I've made the Picker mod which behaves like the middle mouse button in Minecraft: put your cursor over an entity and activate Picker with a hotkey, and it selects the corresponding item from your inventory. I'd like to extend it to be able to pick stone, concrete, and hazard concrete as well, but I ...
by Tinyboss
Tue Jul 19, 2016 6:53 pm
Forum: Modding help
Topic: Need help with updating Picker
Replies: 1
Views: 752

Re: Need help with updating Picker

Liquid5n0w knows already, but in case anyone else comes across this, Picker is updated for .13 and and on the portal now.
by Tinyboss
Tue Jul 19, 2016 2:59 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

No problem this is an awesome addition to my game, I changed my keybind to Q it negates the switching back to what was in my hand but I think it is a lot more intuitive. Q to remove item, if hand is empty Q to pick entity Wow, I never thought to do that but it works really well. I'm going to add th...
by Tinyboss
Tue Jul 19, 2016 5:42 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

2 Minor bugs Missing Locale entry for hotkey [controls] picker-select=Item Picker Also no item message outputs entity.name should be changed to output entity.localised_name Thanks for the report! Somehow an old locale.cfg made it into the 1.0.0 release. I made a 1.0.1 version that restores the hotk...
by Tinyboss
Mon Jul 18, 2016 10:35 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Liquid5n0w wrote:Thank you very much! your work really helps the game be more enjoyable!
Thanks for taking the time to say so, it's great to hear!

I've uploaded a new version 1.0.0 to the mod portal. Details in OP.
by Tinyboss
Mon Jul 18, 2016 5:16 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64323

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Any chance this will get updated to 0.13? Or if I change the files will it work with 0.13 I wonder... It's done and on the mod portal. I've also simplified it to just add a hotkey to the Options->Controls->Mods page called "select entity". No more need to create items that behave weirdly ...
by Tinyboss
Fri Jul 15, 2016 2:07 pm
Forum: Combinator Creations
Topic: Inserting arbitrary hand sizes by using "Set Filters"
Replies: 10
Views: 4821

Re: Inserting arbitrary hand sizes by using "Set Filters"

A connected belt with no conditions will allow a single item to enter it (for some reason!) and nothing more. This tricks works whether the stalled belt receives items from a belt or an inserter. I think this behavior (at least for belt-to-belt transfer) is going to change for 13.9 ( see here ). IM...
by Tinyboss
Fri Jul 15, 2016 1:50 pm
Forum: Railway Setups
Topic: [0.13] Track Junctions Blueprint Strings
Replies: 15
Views: 24495

Re: [0.13] Track Junctions Blueprint Strings

I've had that kind of roundabout cause deadlocks even with 1-1 trains: https://dl.dropboxusercontent.com/u/1189614/deadlock2.png It's rare enough that it's hard to troubleshoot, but common enough on my busy network that I'm not going to use these anymore. I think the scenario is: 1. Train wants to m...
by Tinyboss
Wed Jul 13, 2016 8:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.13.8] Disabled belts still move the player
Replies: 1
Views: 2215

[Rseding91] [0.13.8] Disabled belts still move the player

Not much more to it than what the title says. Expected behavior is that non-moving belts won't move the player.
by Tinyboss
Wed Jul 13, 2016 6:24 pm
Forum: General discussion
Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
Replies: 7
Views: 3065

Re: Intended, or an oversight? (belt sensors)

It's the same as with a ball-boy, which is not allowed to catch the ball, until it is not rolling into out. He cannot catch the ball in the field, only outside; but then the ball is not longer in the field. (The outside here is the connected belt, the inside is the previous.) There is no doubt that...
by Tinyboss
Wed Jul 13, 2016 12:53 pm
Forum: General discussion
Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
Replies: 7
Views: 3065

Re: Intended, or an oversight? (belt sensors)

Pavgran wrote:But you can make two belts facing each other. That way item transfers almost immediately.
Have you built this? I tried and the item doesn't seem to move regardless of how I activate or deactivate the two opposing belts.

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