Seems like I would rather just learn the map string format and write code that decodes the string, then modify it and then re-encode it if there's that many slidersBlueTemplar wrote: ↑Sun Dec 04, 2022 2:52 amYes, please take pity on mod players !
https://clips.twitch.tv/DarkTalentedGoo ... v6HZ3meJI2
Search found 2120 matches
- Sun Mar 17, 2024 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Master Settings / Startup ressources slider / shuffle resources
- Replies: 32
- Views: 13833
Re: Master Settings / Startup ressources slider / shuffle resources
- Sun Mar 17, 2024 10:27 pm
- Forum: Technical Help
- Topic: Little help
- Replies: 8
- Views: 476
Re: Little help
LuaEntity API call when LuaEntity was invalid. . Check if entity is valid before doing other things with it, every event. This error happens if you have a LuaEntity that has become invalid (like an entity deleted from the surface) while you keep hold a reference to it and try to do something with i...
- Sun Mar 17, 2024 10:21 pm
- Forum: Combinator Creations
- Topic: Find maximum value iterative
- Replies: 4
- Views: 371
Re: Find maximum value iterative
Awesome idea! I couldn't think of it, and you implemented it in such satisfactory way. I see concepts for the first time and I've been playing for years. That version also has a continuation for sorting all signals (giving each signal an index based on relative size), if that's interesting. Wow. Pl...
- Sun Mar 17, 2024 8:53 pm
- Forum: Combinator Creations
- Topic: Find maximum value iterative
- Replies: 4
- Views: 371
Re: Find maximum value iterative
Welcome to combinator programming and the forum! If you want to peek at my blueprint, here it is: 0eNrdWd1umzAUfhdfQ4cxEIK0i6rX06T1ZtIURfw4iTUwyJhuUcUD7C12sxfbk8xAF35CiE1p1e2mKvicj3PO5/Nj5xEEcYEzRigH3iMgYUpz4H15BDnZUz+u3vFjhoEHCMcJ0AD1k+opwiGJMNPDNAkI9XnKQKkBQiP8HXiw1EYAHgjjhXhzwmgk9A8dTVNJ87ajiZQ0P...
- Sun Mar 17, 2024 4:15 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
and then you go and safe 2 more combinators. :) Now I have to rearange everything vertical and make it 9x4. Or maybe I should combine the free space from 2 blocks and place a beacon there. Slight visual rewire (same connections so behaves exactly the same): 0eNrNWNuu4jYU/RXLT70kiIQAAU0fqj6N1IuqPlXt...
- Sun Mar 17, 2024 4:03 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
Giving time slots on a clock is just very inflexible. When having a varying amount of endpoints to mux and demux from and to and when trying to dedicate communication time to endpoints at a flexible as-needed schedule with flexible as-needed lengths of time and with endpoints signaling that they ar...
- Sun Mar 17, 2024 12:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
To multiplex channels onto the radar you need a clock. Wrong. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. In fact, you should avoid clocks if you know how because these are just some of the issues you might come across. ...
- Sun Mar 17, 2024 11:02 am
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
The top right combinator can be removed and you can take output from the green wire from the bottom right combinator instead, if you don't mind -2.1G output temporarily. I haven't seen the -2.1G output thought, even temporarily, It's only if you remove the output combinator and use the green wire f...
- Sun Mar 17, 2024 10:52 am
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
The previous one worked better, this one you need to disable the green signal after the initial pasting otherwise it initialize in a flickering state between green circuit and nothing. [...] I had no magic lamp. And made sure to paste the blueprint in editor all in a electricity coverage. It does w...
- Sun Mar 17, 2024 10:03 am
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
Tried removing more combinators: 0eNrNmN2uozYQgF/F8lV/SBQI+VX3otqrlbatql5V7SpyYJJYCzayTU7TozxA32KfrU/SMc4PISEBes7R3qAEPOOZ+eYH/EyXSQ6Z4sLQ+TONQUeKZ4ZLQef0J7bmEfnI0kyTlZIpSWVMuIiSPIaYrKQiMSzz9ZqLtUeENERABFoztev/KT6ILDeafCOk6AlYM8O38C2RgqwVgCBPXAExkpgNkEgKbfCaLrlgBtXiKns/gZXBhWaDyokGY3Aj3SfvK8u1WxNxFe...
- Sun Mar 17, 2024 2:10 am
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
Seems to work: 0eNrlmduu6jYQhl/F8lUPgMiJk9qLqldbarvV9qpqt5CTDGDtxI5sh1W6xAPst+iz9Uk6TjiEQBZJFnupUm8QBHs8M98/HmOeaZjkkCkuDF080xh0pHhmuBR0QX9kax6RH1iaabJSMiWpjAkXUZLHEJOVVCSGMF+vuVgPiJCGCIhAa6Z2oz/EO5HlRpMvhBRDAWtm+Ba+JFKQtQIQ5IkrIEYSswESSaENvqYhF8ygWRxlnyewMjjQbNA40WAMLqRH5PvacF2OibiKcm6I5mvBEn3wL5Uk...
- Sat Mar 16, 2024 7:48 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
Note: The multiplicator doesn't need the topmost arithmetic combinator as the signals aren't in sync anyway and the memory cell can be set to store values of 1 or can be made 1 when you filter out the "1" signal. Saves 2 combinators right there. Feel free to modify it if you need it to be...
- Sat Mar 16, 2024 7:01 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 992
Re: How to pick a single signal from a wire and make it sticky?
This could be improved but I don't feel like doing that right now so I'll post this as it is right now: 0eNrtmt2O6jYQgF/FymUbONiEX6lXvTpSq6rqZXuKTGLAOokT2c6e0hW971v02fokHcfsAoGAHdhddLZ7gTYwjGfmm5mMHR6DeVqyQnKhg+ljkDAVS15onotgGvxIlzxGP9CsUGgh8wxleYK4iNMyYQla5BIlbF4ul1wsQyRyjQSLmVJUrn8TH0VRaoVygZaSMYG...
- Sat Mar 16, 2024 9:30 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
I made an assembly language for combinators to sidestep most of the issues that fiddling with combinators and wires manually creates: https://qon.github.io/combinassembly/ Some instructions: https://github.com/Qon/combinassembly 2D-layout is a planned feature. Size issue kind of fixed: https://mods...
- Fri Mar 15, 2024 10:02 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
One chanel is 2 cables (red and green) and each cable can transmit around 200 signals (1 signal per item icon)... I think that 1 chanel (400 signals) are enough. Why would you need more than that? Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more...
- Fri Mar 15, 2024 9:37 pm
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 73
- Views: 5282
Re: Fluid Mechanics Still Broken, 6 Years Later?
I say throw all the current fluid code out and rewrite it. Another of my favorite games (using Unity game engine), created a system of pipes that are basically conveyor belts with different graphics. It does mean that fluids only will flow in one direction. Which does greatly simplify the code and ...
- Fri Mar 15, 2024 9:10 pm
- Forum: Modding help
- Topic: Do i need to publish my mods in order to test them?
- Replies: 6
- Views: 401
Re: Do i need to publish my mods in order to test them?
No, a mod does not have to be published on the mod portal for testing. You don't even have to compress your mod. You can copy the uncompressed folder with the files and subfolders it contains into the mod folder and test the mod. Thanks for bringing this up. I was reading through this thread but co...
- Fri Mar 15, 2024 9:02 pm
- Forum: Modding help
- Topic: Do i need to publish my mods in order to test them?
- Replies: 6
- Views: 401
Re: Do i need to publish my mods in order to test them?
No, you don't need to publish it.
And you don't need to compress it either to test it. You have some bug in your mod or placed it in the wrong spot.
And you don't need to compress it either to test it. You have some bug in your mod or placed it in the wrong spot.
- Fri Mar 15, 2024 8:18 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
Would it be bold ask for an "integrated circuit" a box 2x4 tiles which opens a virtual surface (a sort of space platform of a fixed size, one chunk , 32x32 tiles ). Box has 4 inputs and 4 outputs wires connectors. Only combinator's items are allowed to place inside the "integrated ci...
- Fri Mar 15, 2024 8:07 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23728
Re: Friday Facts #402 - Lightspeed circuits
https://mods.factorio.com/mod/fff-402-radars
https://mods.factorio.com/mod/shortwave_fix (best one imo, what I wish the FFF implemented instead)
https://mods.factorio.com/mod/aai-signal-transmission