Search found 15 matches
- Fri Apr 19, 2024 10:49 pm
- Forum: Modding help
- Topic: Is it possible to change fluid_box during gameplay?
- Replies: 2
- Views: 238
Re: Is it possible to change fluid_box during gameplay?
Hmmm, alright then. I'll have to figure out how to do that.
- Tue Apr 16, 2024 11:13 pm
- Forum: Modding help
- Topic: Is it possible to change fluid_box during gameplay?
- Replies: 2
- Views: 238
Is it possible to change fluid_box during gameplay?
I've just had an idea for a potential mod that would require changing the base_level of a given entity's fluid_box during gameplay.
Does anybody know if this is possible to do?
Does anybody know if this is possible to do?
- Mon Apr 08, 2024 2:24 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 139
- Views: 17082
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Since we're definitely in the process of adding QoL circuit network behavior to various entities for 2.0, I have a request along those lines: Can we also get storage containers able to report some more useful statistics? I have a few cargo station designs that I would like to be able to more generic...
- Mon Mar 25, 2024 7:45 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set. I guess it has been posted in this thread before, but a single decider combinator 2.0 can work as complete RS latch with hysteresis because of its multiple condition support. A...
- Mon Mar 25, 2024 12:56 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set. I guess it has been posted in this thread before, but a single decider combinator 2.0 can work as complete RS latch with hysteresis because of its multiple condition support. A...
- Sun Mar 24, 2024 8:20 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
Actually, now that I've had time to reflect on it, I think I also want to add to whatever chorus might exist about decider combinators: An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set. This might make the decider combinator a ...
- Sun Mar 24, 2024 8:12 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 26233
Re: Friday Facts #388 - Smaller things for 2.0
This has probably already been suggested somewhere in this thread, but...! I'll add to the chorus if it has been! Custom lamp colors could be set via circuit network by sending red, green, and blue circuit signals to them, with values ranging from 0 to 255. A lamp would need all three color signals ...
- Sat Mar 23, 2024 10:45 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 44559
Re: Friday Facts #381 - Space Platforms
I really do hope that this can be optionally modded to allow bots, because I can tell you right now I'm not going to enjoy being forced into pure belt logistics just to be able to ferry crap to another world. :( I would be very surprised if mods can't add robots to the platforms. Though personally ...
- Fri Mar 22, 2024 9:58 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 130
- Views: 18859
Re: Friday Facts #403 - Train stops 2.0
We brainstormed many ideas, but the simplest and easiest solution won out: "Players can push locomotives with their feet, flintstone style" . It isn't very powerful or fast, so isn't really usable in normal situations, but for an emergency it gets the job done. Given that the player can r...
- Fri Mar 22, 2024 9:22 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
- Thu Mar 21, 2024 5:36 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
Changing the graphics I think would be the least problem. I'm pretty sure there are lots of cases where the code basically reads: for (i = 0; i < 2; ++i) { ... } instead of for (i = 0; i < MAX_WIRES; ++i) { ... } . That goes for mods too. As for overcomplicating ... I would guess the opposite: &quo...
- Wed Mar 20, 2024 9:42 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path. Oh, yeah, definitely. Having a couple of extra circuit network channels would be nice. But I suspect that the idea may get turned down as overcomplicati...
- Wed Mar 20, 2024 9:27 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 44559
Re: Friday Facts #381 - Space Platforms
I'll be honest I am suuuuuper not jazzed for the belt logistics puzzle that space platforms are going to be, and it's the one big thing that I think is going to make Space Age a huge slog for me. I don't like dealing with belt logistics or belt spaghetti. It takes me an obscene amount of thinking to...
- Wed Mar 20, 2024 9:07 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22940
Re: Friday Facts #394 - Assembler flipping and circuit control
Oh HECK YES!! Getting more circuit control behavior on more entities is a BONUS!! :D I have a request along those lines, now that we can see the gates are opened for expanding vanilla circuit control behaviors: Can we also get storage containers able to report some more useful statistics? I have a f...
- Wed Mar 20, 2024 8:38 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 49059
Re: Friday Facts #384 - Combinators 2.0
I'mm'a wake this thread back up a bit because I dunno if anybody else has asked about it but I would like to know: Since y'all have certainly gone in and massively re-worked whole chunks of game code for both previous and subsequent FFF features, would it be possible to also overhaul the circuit net...