Search found 96 matches

by Dr. Walrus
Mon Jul 25, 2016 6:48 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 95055

Re: Combinator Contraptions

Edit: nevermind.... i was thinking way too complicated. Simplistic solution was using every odd number. :oops: You can take it one step further. With 4 combinators setup like this, you can have an unlimited number of light-switches without having to add a new combinator for every 2 switches you add...
by Dr. Walrus
Fri Jul 22, 2016 11:52 pm
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 112865

Re: Your Logistic Robots Are Broken! [Forum Game]

The robots bring you only 1 steel plate, because they all think you are a weak bitch who doesn't lift bro and whose tiny arms can't hold anything else.

I request my robots to bring some free weights, protein powder, and a full body exoskeleton.
by Dr. Walrus
Sat Jul 09, 2016 6:01 am
Forum: Duplicates
Topic: [0.13.6] Train signals placed by construction robots flash
Replies: 2
Views: 1240

[0.13.6] Train signals placed by construction robots flash

I have several blueprinted train intersections and I have noticed that when placing some of them from a blueprint, after building there are some signals that are flashing even though they are in legal positions. I actually noticed a bug similar to this one in 0.12 that was resolved in the 0.13 updat...
by Dr. Walrus
Tue Jun 28, 2016 6:30 am
Forum: Mods
Topic: [Mod 0.13.0+] Rename Trains 0.2.0
Replies: 8
Views: 7399

Re: [Mod 12.29+] Rename Trains 0.2.0

I've updated the Rename Trains to be compatible with 0.13. Nothing else has changed. I am having trouble accessing the mod portal website so for now this is the only place you can get this mod. In factorio v0.13.0 there is a bug that prevents you from changing the name of your train stops. Right now...
by Dr. Walrus
Mon Jun 27, 2016 8:56 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 95055

Re: Combinator Contraptions

Not many combinator changes, just a few virtuals and asthetics it looks like. The decider combinator got changed, and this will help in many cases (and break a few contraptions). I know the variable signal delayer I had on the first page relied on using the old input count option of the decider com...
by Dr. Walrus
Wed Jun 08, 2016 9:06 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 95055

Re: Combinator Contraptions

I was bored waiting for 0.13 to come out so I went ahead and built the ultra precise division machine. The blueprint string for it was made in 12.30 so it won't work for most people who have updated to 12.31 and above. I've been wanting to post diagrams that have a written description of combinator ...
by Dr. Walrus
Tue Jun 07, 2016 2:57 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79683

Re: Friday Facts #141 - Mod Portal

Will the independent axles on the new train allow multi-track drifting?
by Dr. Walrus
Thu Jun 02, 2016 5:23 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 95055

Re: Combinator Contraptions

Can somebody explain how The Exponent Calculator works? I can't use blueprint because when I import it and place in game it's messed up. I want to use it to calculate 2^X. I can explain it to you. Those other replies may have been correct, but they were describing a totally different method than I ...
by Dr. Walrus
Wed Jun 01, 2016 8:46 pm
Forum: Mods
Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
Replies: 23
Views: 37321

Re: [Mod 12.29+] Player sensitive pressure plates 0.1.3

:idea: can you make a train signal compatible version? If you step on plate, it sets signal red for ....what..10 sec? Right now that's actually not possible to make with a mod because train signals can't interact with the circuit network. Fortunately in the 0.13 update train signals will be able to...
by Dr. Walrus
Sat Apr 30, 2016 12:16 am
Forum: Releases
Topic: Version 0.12.32
Replies: 22
Views: 21077

Re: Version 0.12.32

Does anyone know if these changes to the blueprint data system affect blueprints saved with the blueprint string mod? A close reading of the changelog makes it seem like blueprints created in 12.31 will be wacky when loaded in 12.30 and vice versa.
by Dr. Walrus
Fri Apr 29, 2016 2:56 am
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 63806

Re: Multiple signals on one wire (multiplexing)

I believe that it should be possible to implement a passive multiplexer/ deplexer with no clock and unlimited channels by sending a 'header' signal with channel # followed by the data to be sent, and then a header for the next channel. The clock serves the purpose of sending the header signal. The ...
by Dr. Walrus
Thu Apr 28, 2016 11:53 pm
Forum: Mods
Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
Replies: 23
Views: 37321

Re: [Mod 12.29+] Player sensitive pressure plates 0.1.2

Cyber_Garret wrote:Some bug of missing icon, on loading game.
Oops. That was dumb of me. I accidentally deleted it when I was zipping up the mod. Fixed it and updated to v0.1.3
by Dr. Walrus
Tue Apr 26, 2016 7:05 am
Forum: Mods
Topic: [Mod 12.29+] Player sensitive pressure plates 0.1.3
Replies: 23
Views: 37321

Re: [Mod 12.29+] Player sensitive pressure plates 0.1.2

Updated to 0.1.2! Now pressure plates don't turn invisible if you build concrete or any other floor covering over top of them.

Also a purple pressure plate that can detect biters is in the works. I'm not sure how useful it is because so far the biters just attack it. You win this time nature!
by Dr. Walrus
Tue Apr 26, 2016 3:51 am
Forum: Mods
Topic: [Mod 0.13.0+] Rename Trains 0.2.0
Replies: 8
Views: 7399

Re: [Mod 12.29+] Rename Trains 0.1.0

zytukin wrote:But damn you, now I might end up spending a few days renaming everything. lol
I saw your megabase on reddit. You've got your work cut out for you :lol:
by Dr. Walrus
Tue Apr 26, 2016 2:10 am
Forum: Mods
Topic: [Mod 0.13.0+] Rename Trains 0.2.0
Replies: 8
Views: 7399

Re: [Mod 12.29+] Rename Trains 0.1.0

Updated to version 0.1.1. Now you can rename assembling machines, furnaces, rocket silos, labs, train stops or roboports by using the mod. These entities and the radar are all the buildings that support backer names. You can't rename the radar however because the radar does not have a GUI you can op...
by Dr. Walrus
Sun Apr 24, 2016 5:18 pm
Forum: Mods
Topic: [Mod 0.13.0+] Rename Trains 0.2.0
Replies: 8
Views: 7399

Re: [Mod 12.29+] Rename Trains 0.1.0

Is there any way to add a listing of all trains owned to allow renaming them without clicking them? Would make it easier for people with large networks to get started with the mod or to change train names later on without having to chase down all their trains or use the FAT controller to shift the ...
by Dr. Walrus
Tue Apr 19, 2016 1:56 am
Forum: Ideas and Requests For Mods
Topic: Biger storage tank
Replies: 5
Views: 1757

Re: Biger storage tank

How big do you want it? I'll whip up a short mod for you in 20 minutes.
by Dr. Walrus
Mon Apr 18, 2016 6:21 pm
Forum: Mods
Topic: [Mod 0.13.0+] Rename Trains 0.2.0
Replies: 8
Views: 7399

[Mod 0.13.0+] Rename Trains 0.2.0

http://i.imgur.com/2OAMSRN.jpg Type: Mod Name: Rename Trains Description: Adds a simple GUI that lets you easily rename trains. License: MIT Version: 0.2.0 Release: 6/28/2016 Tested with Factorio version: 0.13.0 Category: Helper Tags: trains, locomotive, backer name, multiplayer, rail network Depen...
by Dr. Walrus
Sun Apr 17, 2016 10:04 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 95055

Re: Combinator Contraptions

This is my first attempt at a computer in factorio. It's 256, 5 by 7 displays arranged in a 16 by 16 grid and it can type, by placing copper plates in the "keyboard", do very basic maths and algebra and has some basic memory. Was hoping to put in a game next (chess??) and any advice would...
by Dr. Walrus
Wed Apr 06, 2016 5:19 pm
Forum: Show your Creations
Topic: Snake in Factorio - Combinator Contraptions
Replies: 8
Views: 4536

Re: Snake in Factorio - Combinator Contraptions

Very interesting! Shooting the constant combinators was pretty smart solution for controlling the game. Similarly I'm working on timing a racetrack and the best solution I could come up with in vanilla was crashing the car into power poles to disconnect a signal. What I'm most interested in the buil...

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