Search found 14 matches

by guitarmanmike
Thu Feb 23, 2017 9:34 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Early super compact GREEN CIRCUIT
Replies: 11
Views: 24150

Re: Early super compact GREEN CIRCUIT

My only issue with it is that the copper and iron requirement is not 1 to 1 so this design is going to be copper starved if you try to lengthen it or upgrade it. If you make the middle belts iron only and move the copper belts (preferrably 2 belts or 3 lanes of copper for every 2 lanes of iron) to t...
by guitarmanmike
Tue Aug 09, 2016 1:38 am
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 19370

Rocket Silo should connect to circuit network

TL;DR. : Rocket silo should have the ability to be connected to the circuit network. It should give the option to trigger the launch on a circuit condition. Also it should read whether a rocket is ready and output onto a chosen output signal or a new 'Rocket' signal. "Why" : Manually launc...
by guitarmanmike
Wed Aug 03, 2016 6:00 pm
Forum: Gameplay Help
Topic: Make trains go certain paths
Replies: 4
Views: 6365

Re: Make trains go certain paths

It depends on your situation. Are there other automated trains that are going to be using the rail you don't want this train to path down? You could maybe add rail signals on the wrong side of the tracks to prevent the train from taking that path however that might not work for both directions I wou...
by guitarmanmike
Fri Jul 29, 2016 9:54 pm
Forum: Combinator Creations
Topic: Backup protection using combinator and belt sensor.
Replies: 0
Views: 1736

Backup protection using combinator and belt sensor.

I built this backup protector and figured I'd post it here real quick I don't have much time to do the Blueprint and proper image sharing so ill come back and do that after the long weekend. Explanation: 1)The empty belt is the protected area this area should never be able to have an item backup. 2)...
by guitarmanmike
Fri Jul 29, 2016 6:48 pm
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

For any devs reading this: if this is how it actually works then there is an obvious optimization to be made here: evaluate everything from bottom to top. This gives you 'lazy evaluation' meaning that, if you encounter an OR that is true, you don't have to evaluate the rest of the list. And if you ...
by guitarmanmike
Fri Jul 29, 2016 6:10 pm
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

For example: (A OR B) AND (C OR D) Is impossible to formulate with how the system presumably works now. It is not impossible if you can do one of the conditions in a combinator. You could write it as (A OR B) AND (C OR D) = (A OR B) AND (X) so if you can do either C OR D or A OR B outside in a comb...
by guitarmanmike
Fri Jul 29, 2016 3:25 am
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

kingarthur wrote:i had not read your post at the time i replied as yours wasnt showing yet. i didnt intend to copy what you had said already
I wasn't saying you had copied anything I was just saying that it was consistent with how I thought the algorithm works.
by guitarmanmike
Fri Jul 29, 2016 3:05 am
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

they way i understand its function to be is that the list of conditions is read from top to bottom adding all the and statements together. or statements reset the where the list starts reading from. if you only have and statements the list starts at the top with the very first condition. if the lis...
by guitarmanmike
Fri Jul 29, 2016 2:29 am
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

It is top to bottom in the sense that the algorithm evaluates the operations sequentially top down and the result gets passed to the next operator. If you think of it as an algorithm which would operate on an arbitrary array of operands it kinds of makes sense to call it top down. Operands ops = [ B...
by guitarmanmike
Fri Jul 29, 2016 12:42 am
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

That does not correspond with: maybe my description just sucks so im simply what i was trying to say my results are. after rerunning the data it shows that conditions 1,2, and 4 = true train will move or conditions 3 and 4 = true train will move condition 4 has to be true in both case for the train...
by guitarmanmike
Thu Jul 28, 2016 9:44 pm
Forum: Gameplay Help
Topic: Oil, derivates and combinators?
Replies: 23
Views: 11086

Re: Oil, derivates and combinators?

Hi XKnight, Looks like a pretty cool setup. Can you explain how the combinators are setup to create that PI controller? I hope I am understanding it correctly in that the green signal is in effect the duty cycle of your "consumer" pump which moves oil out of your monitored storage tank. Th...
by guitarmanmike
Thu Jul 28, 2016 8:30 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 37965

Re: How to avoid an oil deadlock

Probably the simplest way to avoid a deadlock on oil is to add a steam engine and pump to each of the three types of storage and wire the pump to turn on at =2400. This will let the steam engine consume the extra oil product that is causing your refineries to stop. Yes it is wasting the abundant pro...
by guitarmanmike
Thu Jul 28, 2016 6:16 pm
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 10078

Re: combining train waiting conditions

So it seems like the logic is as follows.

Train Leaves = (A1 x A2 x A3 ... An) OR ((O1 + O2 + O3 ... On) >0)

Where each A term is an AND condition and each O term is an OR condition. (The 0 or 1 from the A..An conjuction is treated as a boolean.)
by guitarmanmike
Fri Mar 18, 2016 2:33 am
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 131345

Re: Splitter not working properly

Sorry if there are any rules about resurrecting posts, but I figured this would be the best place to post this since this is where I found the idea. I doubled up XKnights design and made this fairly symmetrical (and in my opinion good looking) version which will have 100% throughput (both lanes) for...

Go to advanced search