Search found 2120 matches

by Qon
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

BlueTemplar wrote:
Sun Dec 04, 2022 2:52 am
Yes, please take pity on mod players !
https://clips.twitch.tv/DarkTalentedGoo ... v6HZ3meJI2
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 sliders 8-) :lol:
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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. ...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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 ...
by Qon
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...
by Qon
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.
by Qon
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...
by Qon
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

Wingysam wrote:
Fri Mar 15, 2024 4:31 pm
Is there a mod that implements the radar feature in the current version of the game?
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

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