Search found 988 matches
- Tue Sep 06, 2016 12:19 am
- Forum: Gameplay Help
- Topic: What are the priorities for the train leave conditions?
- Replies: 21
- Views: 5995
Re: What are the priorities for the train leave conditions?
Not entirely true, with the new evaluation order it is always possible to rewrite the expression to an equivalent expression that works: it is possible to rewrite your expression to the equivalent A AND C OR A AND D OR B AND C OR B AND D OK, that's "multiplying" out the expression, but it...
- Mon Sep 05, 2016 10:15 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Effecient mining setup for robots
- Replies: 17
- Views: 64434
Re: Effecient mining setup for robots
Why is it a pain? It's one combinator and a bit of wiring (all of which is blueprinted so you don't even have to do it yourself more than once).Frightning wrote:The downside: making belt based system load chests evenly is a pain. Bots do it automatically (the fill requestors requesting the same item uniformly).
- Mon Sep 05, 2016 10:02 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Effecient mining setup for robots
- Replies: 17
- Views: 64434
Re: Effecient mining setup for robots
That setup has been on the forums for quite a while, but it got largely ignored when it was posted. I think the posted (belt-based) mining setup is overengineered, but I have to say that if you have blueprints like those it's rather easy to set up a belt-based outpost without a lot of "manual w...
- Mon Sep 05, 2016 9:51 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Quick-setup resizable mining outpost
- Replies: 11
- Views: 15641
Re: Quick-setup resizable mining outpost
It's a 4-4 balancer with too many splitters (more than needed); I think it also tries to balance the belt lanes, but I haven't checked if it actually works, probably it does. The splitter based balancer is mostly unnecessary, because the loader already uses a combinator-based balancer (and it's due ...
- Mon Sep 05, 2016 9:37 pm
- Forum: Combinator Creations
- Topic: combinator computer MK2
- Replies: 56
- Views: 37156
Re: combinator computer MK2
The problem is that even if the modder has found the mod to be safe in 0.14, it's impossible to convey that information. You cannot declare the mod to be compatible with 0.13 and 0.14. You have to release two separate mods just to cover this triviality, and it's quite silly. Versioning and dependenc...
- Mon Sep 05, 2016 9:26 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
You cannot output a constant from a decider, you'd need another combinator and then multiply. So it's probably the smallest possible solution to use two combinators (one decider, one arithmetic). As you can see, the circuits grow quickly if you try to make things clean :). Of course there's nothing ...
- Mon Sep 05, 2016 7:46 pm
- Forum: Combinator Creations
- Topic: combinator computer MK2
- Replies: 56
- Views: 37156
Re: combinator computer MK4
I've updated the original post with a link to video and a sheet with source etc. Blueprint string will have to wait until the mod is updated for 14.xx :( I think I might try and play around with this. I'd need to write an assembler in LUA and maybe also a simulator to debug the programs. The goal w...
- Mon Sep 05, 2016 7:34 pm
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 16377
Re: Getting past mid-game
This is my current base: What you've shown is a very clean and organized main bus layout. My bases certainly don't look that neat. You can make life easier for yourself if you don't bus plates and steel. Create a specialized bus with Iron Plates, Gear Wheels and Green Circuits. Only run belts with ...
- Mon Sep 05, 2016 5:01 pm
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 16377
Re: Getting past mid-game
I am a bit frustrated with all that reaching the point when I find no fun in expanding my factory. I'd like to win the game, at least once. Any hints, then? "Winning the game" is easy, even with the most horrible factory. All you need to do is to make a rocket. But it's not the point of F...
- Mon Sep 05, 2016 2:13 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Quick-setup resizable mining outpost
- Replies: 11
- Views: 15641
Re: Quick-setup resizable mining outpost
That's a nice variation of the chest balancer. I don't believe it does balance more evenly, but it simplifies the configuration if you want to vary the chest count (as you point out). It's not really a big advantage because usually you have a blueprint that includes the chest balancer and it will no...
- Mon Sep 05, 2016 1:48 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Hi, a question. Do I need a neutral constant signal in the depot in the combinator for number or wagons or can I just input a wagon signal from a combinator? I've tried to replace the "wagon count" and "inserter bias" numbers with constants, but it's not straightforward. If you ...
- Sun Sep 04, 2016 5:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: WIP Kilobase
- Replies: 15
- Views: 12628
Re: WIP Kilobase
It's a very small base and these posts usually don't draw a lot of attention.
- Sun Sep 04, 2016 2:02 pm
- Forum: Combinator Creations
- Topic: One more Smart Furnace®
- Replies: 43
- Views: 22920
Re: One more Smart Furnace®
The more I think about the damn smart furnace stuff the more I'm annoyed that we can't use the Inserter filter signals themselves as Stack Size override. Would make everything a lot less f'd up. :roll: In my opinion, this will make all things a very little easier, but most problems won't be affecte...
- Fri Sep 02, 2016 11:11 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
More trains are coming, I also thought about the long term effects, and we need trains to pause a while at the depot to ensure fuel is loaded or they will eventually run out. If you load the fuel with a Stack Inserter then a pause is not necessary. Put a buffer chest at each locomotive, and fill th...
- Thu Sep 01, 2016 11:24 pm
- Forum: Gameplay Help
- Topic: Metapost: I'm writing a guide and I have questions...
- Replies: 6
- Views: 1691
Re: Metapost: I'm writing a guide and I have questions...
I think you should make animated GIFs, host those externally and link them with the img tag. If the video needs to be large, you can embed it in another way or just provide a link. I think you should keep the GIFs small so they can be inlined (keep in mind that it doesn't matter if they're hosted ex...
- Thu Sep 01, 2016 10:58 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Well, the signal does not mean that there are too few trains. It just happens that if there is no train ready to be dispatched (= depot is empty), but the circuit has already found a route for the next train, then you see the signal X=2 (and the resource count) on the wire, because the depot is wait...
- Thu Sep 01, 2016 10:25 pm
- Forum: Gameplay Help
- Topic: What are the priorities for the train leave conditions?
- Replies: 21
- Views: 5995
Re: What are the priorities for the train leave conditions?
WHYYYYYYYY? Why do we need to repeat any condition that we want as an AND with highest priority? Why couldn't it just stay the simple top to bottom evaluation? (Okay, this was probably internal optimization, but it's SO INCONVENIENT from a user perspective) The old implementation ("top to bott...
- Thu Sep 01, 2016 10:04 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
You can ignore those values, X is just a counter that goes through the different phases of the algorithm. I could have filtered those values from the bus but it's not necessary and just adds extra combinators that make the depot bigger and harder to understand. If you look on the left side of the de...
- Thu Sep 01, 2016 10:09 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
That multiprovider sounds really interesting, though I think it will need a separate buffer for each material. You can mix the buffer, it does not make a difference, because you have to use filter stack inserters anyway. The trick is to avoid that the inserters are left holding residual items. So y...
- Wed Aug 31, 2016 6:24 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 180176
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Here's the latest version of the depot that I use now. It contains a fix for the "depot can get stuck in phase 2" problem, and looks a lot nicer and cleaned up. For upgrading, leave the constant combinators at the top and right (that contain the resource configuration), and place the bluep...