Search found 50 matches

by gridstop
Mon Nov 03, 2025 6:20 pm
Forum: Modding interface requests
Topic: Entity flag to make demolisher AI ignore a player building
Replies: 2
Views: 174

Re: Entity flag to make demolisher AI ignore a player building

After seeing some other discussion of demolisher AI I suspected that messing with the force might change the behavior, and your post made me go test and confirm you're right making it neutral does make the segmented AI ignore it.

But, it does break a lot of normal behavior like deconstruction ...
by gridstop
Mon Nov 03, 2025 1:29 pm
Forum: Modding interface requests
Topic: Entity flag to make demolisher AI ignore a player building
Replies: 2
Views: 174

Entity flag to make demolisher AI ignore a player building

Please consider adding a way to make the demolisher AI ignore a building (so it will not investigate or attack such a player-built structure). It's totally fine if it runs into the object on its own (or is pulled into it by a player) that it destroys it, simply that it doesn't go out of its way to ...
by gridstop
Tue Dec 24, 2024 2:19 pm
Forum: Technical Help
Topic: [2.0.28] Startup hang with no log output on linux
Replies: 1
Views: 440

[2.0.28] Startup hang with no log output on linux

When launching from Steam, Steam shows the game as 'Running' and 'ps aux' shows the binary running, so it's not just waiting for Steam cloud sync or anything, but nothing ever appears, no game window. I had already run on 2.0.28 a couple times yesterday, so it's not specifically that, but I've never ...
by gridstop
Thu Oct 31, 2024 1:49 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
Replies: 14
Views: 3251

Re: [raiguard] [2.0.10] Alt + Click not registering on Linux

For cinnamon users,

Open System Settings, click the 'Window' icon, then go the Behavior tab.
Change the "Special key to move and resize windows" from Alt to something else, like Super (the windows key) or just disable it.
by gridstop
Sun Oct 27, 2024 6:55 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
Replies: 14
Views: 3251

Re: [raiguard] [2.0.10] Alt + Click not registering on Linux


Is your xfce4 configured to use Alt-click to drag windows around? I remember this being the default at some point, and it wouldn't interfere with Alt-keyboard or combined modifier click combos. Alt-click is working for me on my Linux installation, but I had to change Alt-click since it interfered ...
by gridstop
Sun Oct 20, 2024 3:34 pm
Forum: Ideas and Suggestions
Topic: [2.0] Add circuit output to fluid pumps
Replies: 0
Views: 505

[2.0] Add circuit output to fluid pumps

TL;DR
Add an option to pulse fluid transferred to the circuit network to pumps.


What ?
Add an option such that a pump can pulse the circuit network every time it transfers fluids from the input to output fluid boxes. Use a similar UI to inserters "read hand contents = pulse" or the new ...
by gridstop
Fri Dec 27, 2019 12:27 am
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 32162

Re: Pick-A-Signal combinator?

mrvn,

Because the sum of all the negative values doesn't change, you can accumulate that statically alongside the deciders. So in my setup there was a column of constant combinators and arithmetics,each one adding the negative value of the item for that row, and then the decider checking for > 0 of ...
by gridstop
Sat Apr 20, 2019 5:01 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator

Thanks! Erase fluids works perfectly and no issues with creative mod & fluid recipes now.

Of course now this means I pretty much have to make a new factory...
by gridstop
Sat Apr 20, 2019 1:11 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator

Yeah the pushing inputs back out is something I think most people don't know about because when would they ever run into it, took me longer than I care to admit to figure out what was going wrong back in my first CC factory. I think that's why some people are annoyed for instance they can't put ...
by gridstop
Fri Apr 19, 2019 10:24 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator


I might have missed something, but is this actually needed still? From my testing, it seems that just changing the recipe discards the fluids already. And since the recipe will be set to nothing when the fluids aren't compatible, all the fluidboxes will be cleared by the game. The only time they ...
by gridstop
Fri Apr 19, 2019 12:40 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator

Also there's a crash when combined with Creative Mod. The 'find recipes' function dies when you feed it a fluid, presumably when it sees the weird infinite fluid recipe that the fluid sources use.

Error occurs in find_recipe in rc.lua, Unknown virtual-signal name: create-mod_free-fluid-sulfuric ...
by gridstop
Thu Apr 18, 2019 11:04 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator

The set-no-recipe first change works great. The speed detection is awesome too, even works when using a electric switch to power beacons on & off.

I did some experimenting with the fluid discard and added a GUI checkbox for 'discard fluids' and then in cc.lua move_items() right at the top before ...
by gridstop
Tue Apr 16, 2019 3:26 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 178
Views: 98129

Re: [MOD 0.16 / 0.17] Inventory Sensor 1.7.3

Thanks! Works great.
I was going to ask if there was a way to show when the fluid box is locked to a resource (due to a source or sink) but truly has 0 contents (sensor shows nothing and entity itself shows 0.0 of the locked fluid type on the tooltip). Even if you can sense it I'm not sure what you ...
by gridstop
Sun Apr 14, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator


I see why you'd want this, but I can't think of a good way to implement it without a million edge cases. In particular, what should happen if a recipe has more than one output? What happens when there is no output? What about recipes with output probabilities?
This is why I feel like it's better ...
by gridstop
Sun Apr 14, 2019 4:40 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator



Please make this optional. While it certainly helps to figure out resources needed to build a certain amount, at the same time it collides with any setup which wants to buffer input for a continuous production.


I guess I don't understand how it conflicts with anything? If you want to make 1000 ...
by gridstop
Sun Apr 14, 2019 3:46 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 178
Views: 98129

Re: [MOD 0.16] Inventory Sensor 1.6.6

The sensor already reads the fluid boxes of fluid wagons and assembly machines, but could you add normal fluid storage tanks to the supported items? I've been hacking it in by hand. I've been using it to work around the horrible floating point truncation when connecting wires to tanks. Honestly it ...
by gridstop
Sun Apr 14, 2019 3:08 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 101329

Re: [MOD 0.17] Crafting Combinator

Hey, really awesome to see this updated. I still absolutely love it and it adds so much potential to the game. I've spent probably hundreds of hours messing around with nano factories with this mod (and plan to again in 0.17 or 0.18 eventually)

Couple current things:
1) The new fluid anti-mixing ...
by gridstop
Fri Mar 08, 2019 9:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.3] Train leaves disabled station
Replies: 30
Views: 21133

Re: [kovarex] [0.17.3] Train leaves disabled station

Couldn't you easy support both schemes if when using a signal to enable/disable the stop you also send it to the wagon for conditions (just OR your wait condition with the inverse of the stop disable condition)? Or automatically generate a new 'this stop disabled' and/or 'this stop enabled' signal ...
by gridstop
Sun Mar 03, 2019 3:10 pm
Forum: Combinator Creations
Topic: Nano factory with push down automata
Replies: 15
Views: 34122

Re: Nano factory with push down automata

I did another one of these with a bit different sub-product calculation system (calculates all sub-components at once and inserts them into a single register instead of using a stack) for 0.16. Also did a lazy bastard rocket launch and nuclear power (with a single centrifuge & single reactor of ...
by gridstop
Thu May 11, 2017 10:49 pm
Forum: Combinator Creations
Topic: Nano factory with push down automata
Replies: 15
Views: 34122

Re: Nano factory with push down automata

I did actually do this before 15.0 dropped. Got lazy bastard too. Research took a LONG time. Let it run overnight twice.

Here's the final setup. I used the crafted artifacts mod to make the chemical processes more interesting (had to make superconductors). Otherwise all it would ever do is make ...

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