Search found 4431 matches
- Thu Jun 05, 2025 10:42 pm
- Forum: Gameplay Help
- Topic: Artillery Remote no longer allowing mass-fire since update
- Replies: 4
- Views: 1562
Re: Artillery Remote no longer allowing mass-fire since update
You can rebind shift mouse wheel to "use object" and then use the mouse wheel to fire multiple shot, but really you shouldn't need any manual targetting, just research artillery range ! x)
- Wed Jun 04, 2025 2:21 am
- Forum: Mod portal Discussion
- Topic: Embedded video
- Replies: 2
- Views: 1301
Re: Embedded video
This is possible to do : https://mods.factorio.com/mod/color-coded-pipe-planner
Turns out you have to upload the mp4 somewhere else first, but it doesn't work with youtube, nor if you upload the mp4 on the forum first unfortunatly, github allows for videos to display when they are less than 15 MB ...
Turns out you have to upload the mp4 somewhere else first, but it doesn't work with youtube, nor if you upload the mp4 on the forum first unfortunatly, github allows for videos to display when they are less than 15 MB ...
- Tue Jun 03, 2025 3:50 am
- Forum: Combinator Creations
- Topic: [modded] The "dotted bass" machine !
- Replies: 0
- Views: 364
[modded] The "dotted bass" machine !
The dotted bass machine :
This is a short video with sound meant to illustrate the sound from my mod : Bass extended for programmable speaker which is required for the blueprint to sound as great as this :P :
https://forums.factorio.com/download/file.php?mode=view&id=104658 ...
This is a short video with sound meant to illustrate the sound from my mod : Bass extended for programmable speaker which is required for the blueprint to sound as great as this :P :
https://forums.factorio.com/download/file.php?mode=view&id=104658 ...
- Tue Jun 03, 2025 1:50 am
- Forum: Releases
- Topic: Version 2.0.55
- Replies: 3
- Views: 4799
Re: Version 2.0.55
From making test without mods, and with some other mods, and not having any problem, i suppose the bug come from your mod.
- Sun Jun 01, 2025 8:01 am
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1097
Re: Basic Space Logistics Help
Ah 2 points here sorry x)
This point i think can be clarified more easily than the next one :
The condition " Any request zero" seem to be doing what you described in your OP unless i didn't understand what you mean, but otherwise, i would advise to try and make the rocket and ammo on the ...
This point i think can be clarified more easily than the next one :
The condition " Any request zero" seem to be doing what you described in your OP unless i didn't understand what you mean, but otherwise, i would advise to try and make the rocket and ammo on the ...
- Sat May 31, 2025 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Stone bricks in the biochamber
- Replies: 4
- Views: 334
Re: Stone bricks in the biochamber
I agree with a little bit of both, it would be interesting for gameplay reason mentionned, but it makes very little sense thematically. Or some lore about pentapod biology needs to be rewritten, maybe they can digest stone into bricks 

- Sat May 31, 2025 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
That's just breaking up the formula into steps and removing repetition as y is used twice in each line. The final result is z ("return z;"), we don't really need y, is just a variable getting reused to store intermediate results. This is not a loop. When calling the whole function repeatedly you ...
- Sat May 31, 2025 11:57 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
seed = 1812433253UL * (seed ^ (seed >> 30)) + i
Ok, that didn't simplify that much… but it is easily representable in factorio: 3 combinators (+ 4? for delays), 3 ticks
Now, the overall construct is a loop. Translating loops to factorio, or in general, from programming to hardware design, can be ...
- Sat May 31, 2025 6:25 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
Regarding singed vs. unsigned, for most operations the arithmetic combinator supports you don't have to do anything special (That's why two's complement is nowadays the only relevant representation for negative integers.), only division, modulus and right shift(*) are different. Out of these, only ...
- Sat May 31, 2025 4:53 am
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1097
Re: Basic Space Logistics Help
I don't let platforms wait in orbit until something becomes empty. The planets request a rather high amount that works as a buffer down on the planet. So the platforms will leave immediately after all requests were satisfied and inactivity > 2 seconds. It flies back to the other planet, then ...
- Fri May 30, 2025 3:00 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
Personally I wouldn't particularly want to implement my own MT based on the wikipedia description even in a normal programming language as it's just a bunch of fiddly math stuff that I don't have any particularly solid grasp on, so my advice for doing it in combinators would be "don't", but I'm ...
- Fri May 30, 2025 2:25 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6214
Re: How to upcycle?
I'm a bit provocative maybe, but when i see "what is the better?" or "the most competitive" i'm still having the impression that i read ( both you and Tertius to a certain extend ) players talking about "the best potato" but you can have "the heaviest" , "the largest" , and "the tastiest", which ...
- Thu May 29, 2025 9:47 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6214
Re: How to upcycle?
Congratulations, you have repeated both what I said and what the person I was replying to said.
I believe it's not the case, it seem that you are misunderstanding, and/or omiting a lot of the ideas that were mentionned, or have in general a very limited assement of the situation. Have you ...
- Thu May 29, 2025 8:37 pm
- Forum: General discussion
- Topic: How do you guys usually find new mods or stuff like what you already use?
- Replies: 2
- Views: 504
Re: How do you guys usually find new mods or stuff like what you already use?
When searching specifically for "something similar to the (mods or ressource) you already like" i tend to look at the "mod author" page, has happened to me to find some mods i wouldn't have otherwise, and sometimes you get an idea like "oh all this author's mods make the games harder, let see what's ...
- Thu May 29, 2025 8:03 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6214
Re: How to upcycle?
IMO the plastic requirement is the limiting factor here.
If the goal is just to have "blue circuits" of high quality you don't necessarily need plastic of high quality ! If you use something like this :
https://forums.factorio.com/viewtopic.php?t=125125
I think the most competitive ...
- Wed May 28, 2025 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
You have to keep track of 624 values, that's going to get complex either way ;)
You are probably right in a certain comon sense. But i am not gonna let myself be scared of a big number just because it's big :) When thinking of it from my beginner perspective the complexity in the Mersenne ...
- Wed May 28, 2025 8:51 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6214
Re: How to upcycle?
Are these acceptable approaches?
To me "yes" ! But beware most of them are acceptable, there isn't strict rules against any method, them being acceptable to me doesn't mean anything more than "it will eventually achieve the result you made them for".
Do you recommend something better for ...
- Tue May 27, 2025 12:26 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1889
Re: Random Number on Selector Combinator
You are thinking of subtracting the smaller number from the larger number (always a positive result), which is what people would normally mean by "difference" in casual discussion, but in mathematics that is more specifically called the "absolute difference".
I was indeed thinking like a casual ...
- Mon May 26, 2025 9:23 pm
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1097
Re: Basic Space Logistics Help
However, once it gets to Nauvis, I want to only go back to Vulcanus if something's run out (e.g. if calcite runs out, go to Vulcanus now regardless of status of tungsten plates). I'm not seeing an easy way to schedule this
The "simplest" way i think would be to use the condition "any request ...
- Mon May 26, 2025 8:06 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 44
- Views: 17527
Re: Factorio confessions
It took me up to this day to realize :
This is shaped like a R this is shaped like a G
And only because i saw it highlighted by other players
This is shaped like a R this is shaped like a G
And only because i saw it highlighted by other players