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by Illiander42
Sun Mar 31, 2024 9:24 pm
Forum: Ideas and Suggestions
Topic: In game visual programming language ?
Replies: 2
Views: 159

Re: In game visual programming language ?

I'm pretty sure there are visual editors for Lua.

And what are Factorio combinators if not a visual programming language?

> make hooks to enable modders to develop scriptable bots

AAI Automation already exists.
by Illiander42
Sun Mar 31, 2024 7:51 pm
Forum: Combinator Creations
Topic: Simple machine to make your own music in Factorio like a beatmaker
Replies: 10
Views: 564

Re: Simple machine to make your own music in Factorio like a beatmaker

The "use signal as tone" on the speaker is just doing an array lookup on the instrument. It's not doing anything clever. As for MIDITorio, it's got a nice compact memory decoder, and it generates the huge memory cells for you. It doesn't do memory compression though. Just concatination (st...
by Illiander42
Sun Mar 31, 2024 9:58 am
Forum: Ideas and Suggestions
Topic: More range on the speaker
Replies: 15
Views: 673

Re: More range on the speaker

Or just ascend this mod. (It wouldn't even make sound bigger than graphics)
by Illiander42
Sat Mar 30, 2024 12:53 am
Forum: Implemented in 2.0
Topic: Spidertron Group
Replies: 15
Views: 1861

Re: Spidertron Group

:lol: Seem like someone has been waiting for that day ! The real question is when did this topic get moved to "Implemented in 2.0"? Was it today? Yes. For the suggestions at least, it seems they don't move em until it's announced. Thank goodness for that. Now I don't need to make a thousa...
by Illiander42
Fri Mar 29, 2024 9:32 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Clearer Ghost Wires for Ghost Power Poles
Replies: 2
Views: 155

Re: Suggestion: Clearer Ghost Wires for Ghost Power Poles

> considering I have heard there is a blue wire coming as well

Where did you hear this outside of colour-blind support conversations?
by Illiander42
Fri Mar 29, 2024 9:30 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54740

Re: ARM Build

obviously yes. speaking for myself i wouldn't complain about keeping such a thing a unsupported beta Except this is WUBE. Their "unsupported beta" branch is less buggy than triple-A games that have been out for decades. And they're not going to want to change that. Though I am curious if ...
by Illiander42
Fri Mar 29, 2024 9:24 pm
Forum: Implemented in 2.0
Topic: Spidertron Group
Replies: 15
Views: 1861

Re: Spidertron Group

mmmPI wrote:
Fri Mar 29, 2024 5:36 pm
:lol: Seem like someone has been waiting for that day !
The real question is when did this topic get moved to "Implemented in 2.0"?

Was it today?
by Illiander42
Fri Mar 29, 2024 1:43 pm
Forum: Ideas and Suggestions
Topic: More range on the speaker
Replies: 15
Views: 673

More range on the speaker

So, we all know MIDItorio , but a common problem when using it is that most songs run into issues where instruments need a wider range of octaves than are availible. And it's normally only a few notes up or down that are missing, so one extra octave up and down would probably be enough. So could you...
by Illiander42
Thu Mar 28, 2024 2:27 pm
Forum: General discussion
Topic: Sharing DRM-Free Game for Multiplayer
Replies: 5
Views: 726

Re: Sharing DRM-Free Game for Multiplayer

No, DRM-free doesn't mean it's got a spawn license.

It just means the devs don't hate their customers.
by Illiander42
Wed Mar 27, 2024 10:52 pm
Forum: General discussion
Topic: Named Circuit Signals
Replies: 2
Views: 350

Re: Named Circuit Signals

This is what the virtual signals are for.

And it would take an engine change to do this, since virtual signal names are set at mod load.
by Illiander42
Tue Mar 26, 2024 9:22 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152529

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

That might just be floating point precision for you. What is helmod supposed to do about it? round the result instead of ceil? Round it to the nearest 5 figures and then ceil to the display precision? I did say it's a floating point error at the start. And the ways to deal with floating point error...
by Illiander42
Mon Mar 25, 2024 2:02 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152529

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
by Illiander42
Mon Mar 25, 2024 10:22 am
Forum: Gameplay Help
Topic: Trains: 2 lane 2 way
Replies: 4
Views: 390

Re: Trains: 2 lane 2 way

I guess the use for this is if a section of rail is increadably bursty?

So everything wants to go one way, then everything wants to go the other way.

Would a 3-lane system with a variable middle lane be easier to set up safely?
by Illiander42
Mon Mar 25, 2024 8:30 am
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 509

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

I'm the complete opposite, I use icons specifically so that I can fully define a train stop name in 2 characters. Having the item names show would completely defeat the point, and massively clutter my map view. I also use logi chests to denote provider/supplier station status, and having the name th...
by Illiander42
Mon Mar 25, 2024 8:24 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152529

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
by Illiander42
Sun Mar 24, 2024 7:42 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 601

Re: 64-bit integer limit

for a display board A limited bignum implementation in combinators should not be too difficult, especially since you're only adding in scalars. If the accumulator is larger than 1 billion decimal, subtract 1 billion from it and increment the next accumulator up. I guess that would be 3 or 4 combina...
by Illiander42
Sun Mar 24, 2024 1:27 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 601

Re: 64-bit integer limit

This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit inte...
by Illiander42
Sun Mar 24, 2024 10:36 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 601

Re: 64-bit integer limit

This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal As someone who's had to do that, it's a mess. Anything you're doing in particular that needs more than 32 bits? The biggest thing is actually to do with FF...
by Illiander42
Sat Mar 23, 2024 11:03 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 601

Re: 64-bit integer limit

Epb7304 wrote:
Sat Mar 23, 2024 4:00 am
This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal
As someone who's had to do that, it's a mess.

Anything you're doing in particular that needs more than 32 bits?

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