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.quyxkh wrote:All things can be done with 2 wires, the combinators are Turing complete.
Search found 205 matches
- 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?
- 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.
- 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.
- 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.
- 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...
- 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 ...
- 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...
- 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?
Thanks for the definitive answer.Rseding91 wrote:You can't. The mouse position is not part of the game state and as such can't be read from mods.
- 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 ...
ABABABABABsolutely Awesome Axe Modnonstickfrypan wrote: Could fix again by ignoring leading characters that repeat.
- 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 ...
- 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.
- 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...
- 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...
- 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
Thanks for taking the time to say so, it's great to hear!Liquid5n0w wrote:Thank you very much! your work really helps the game be more enjoyable!
I've uploaded a new version 1.0.0 to the mod portal. Details in OP.
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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)
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.Pavgran wrote:But you can make two belts facing each other. That way item transfers almost immediately.