Search found 44 matches
- Thu Sep 14, 2017 11:00 am
- Forum: Show your Creations
- Topic: 2 science/s (beaconed)
- Replies: 2
- Views: 4654
Re: 2 science/s (beaconed)
Man I just redesigned my science setup for 1s. Your setup is so much nicer! The only thing I will change is for example the copper wire/yellow science part. I will move the copper wire assembler 2 tiles down and let it eject into a chest on top. Than you can directly insert into the yellow science a...
- Tue Aug 01, 2017 10:06 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115906
Re: Do we need steam tanks?
As for detecting when steam is dropping... I guess this could be achieved most compactly with a clock circuit and a D latch? Every clock signal, check if current value < stored value, and on that same tick store the current value to the latch. You might get away with checking just the steam level i...
- Mon Jul 31, 2017 2:59 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115906
Re: The perfect OCD compliant nuclear power plant! --- Now v2.4!
My calculation already assumes that. The first 485°C are not considered in my calculation. 500°C to 1000°C = 0.5 GJ in heat pipes and exchangers (5GJ in the reactor according to the wiki). Since you need 4 heat exchangers per effective reactor (1 Reactor = 1 effective Reactor, 2 R = 4 e.R., 4 R = 12...
- Mon Jul 31, 2017 11:43 am
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 31171
Re: Nano factory with push down automata
That is super cool. I was building a very similar setup, but wasn't happy enough with it to post it. very very cool! You should make a movie and post it on reddit. My plan was to contact the guy with the self expanding mining grid to combine both. https://www.youtube.com/watch?v=xF--1XdcOeM edit: re...
- Mon Jul 31, 2017 11:11 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115906
Re: Do we need steam tanks?
Some other discussion made me wonder if tons of steam tanks for nuclear power are actually needed. Correct me if I'm wrong but here is how I think nuclear reactors work: - fuel is consumed at a steady rate at all times - if fuel is consumed the reactor adds heat to the internal storage until it rea...
- Tue Jul 25, 2017 9:24 am
- Forum: Energy Production
- Topic: Very simple controlled reactor setup
- Replies: 12
- Views: 13204
Re: Very simple controlled reactor setup
That is a good point. In my setup it is more or less solved by having one fuel cell on the belt in front of each inserter. The easiest way to prevent the system from restarting the reactors is to add virtual steam to the storage. When I am happy with my solution I will post an overview. Currently it...
- Mon Jul 24, 2017 10:15 am
- Forum: Energy Production
- Topic: Very simple controlled reactor setup
- Replies: 12
- Views: 13204
Re: Very simple controlled reactor setup
Very nice concept, thank you. I improved it a bit: I removed the steel chest and instead have ONE of the inserter that removes the empty fuel cell "read hand content" in Hold mode. The condition is also "steam>5k". All other inserters insert use "empty cell >0" and remo...
- Sun Mar 05, 2017 4:59 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 418312
Re: Combinators 101
Abstract Data types in Factorio I was building a bigger automation project and was running into a reappearing problem. Multiple signals on one wire are tricky to separate. Just to clarify, I am talking of arbitrary signals with unknown type, value, and number. There is the way to use a “database” wi...
- Sat Feb 25, 2017 7:03 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 82561
Re: [MOD 0.14] Crafting Combinator
Ok I was able to figure it out myself. In case someone is interested. Most changes are in the script/entities.lua file: in RecipeCombinator:update I added: local amount = 0 for i, pro in pairs(recipe.products) do if pro.amount>0 then amount = pro.amount break elseif pro.amount_min>0 then amount = pr...
- Fri Feb 24, 2017 5:51 pm
- Forum: Show your Creations
- Topic: N WAY N EASY, nearly perfect BELTBALANCER with circuit logic
- Replies: 7
- Views: 6966
Re: N WAY N EASY, nearly perfect BELTBALANCER with circuit logic
I posted this a while ago on reddit . http://i.imgur.com/WXd6f6f.gif It was the same principle, but I didn't understand the belt mechanics good enough to find the solution. Good job. If I understand it correctly the last problem is lane balance. That one might be quite annoying to tackle... the dirt...
- Fri Feb 24, 2017 10:27 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 82561
Re: [MOD 0.14] Crafting Combinator
Hey theRustyKnife Thank you for your mod. I like to build more complex combinator builds and I work on an automated crafting station with a single assembler. All in one factory or something... I think this build will be a awesome. The thing is it would make things much much easier, if you could make...
- Sat Feb 18, 2017 3:59 pm
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 67037
Re: Multiple signals on one wire (multiplexing)
The clock in my builds I always had a lot more ticks that the channels that I used so I did not observe what you observe. But if your read the descriptions of V2.1 carefully you will see that the last threee ticks of the clock should not be used as channels. I assume that is why :) You can just let ...
- Tue Jul 26, 2016 10:33 am
- Forum: General discussion
- Topic: A way to divide red by green signal?
- Replies: 9
- Views: 10377
Re: A way to divide red by green signal?
This is an interesting problem. I didn't check XKnights solution in detail, but isn't there a simple way like how we divide in second class of school? A/B=C can be changed to B*C=A and even simpler to B+B+B...(C times)=A. Because of the mixing of red and green cable we have to change it to: A-B-B-B....
- Mon Jun 27, 2016 9:20 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195660
Re: Smart, dynamic train deliveries with combinator Magick
In my system, all stations are connected to the cpu with the red wire. A counter iterates through the stations, and is shuffled by another circuit to make sure two stations of the same type aren't polled in a row. That shuffled number is pulsed out as a yellow signal to all stations. Any station wh...
- Fri Jun 24, 2016 12:13 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 102405
Re: Combinator Contraptions
I use this version: it is almost identical, but I wanted to try this yED software.Guu wrote:circuit that can filter out a predetermined signal or signals from the total flux
One should add that it can only works on positive signals.
image of circuit
- Fri Jun 24, 2016 11:44 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195660
Re: Smart, dynamic train deliveries with combinator Magick
...Explanation... Thanks, that was really well explained. Maybe the decentralization is the better way to do it. My current system works the same and although I send demand and supply numbers, the processor makes decisions on a train to train basis and anything above 1 is neglected anyway. Anyway, ...
- Thu Jun 23, 2016 1:44 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195660
Re: Smart, dynamic train deliveries with combinator Magick
I think that's still less of a problem with my system because of the order I poll the stations, but you've convinced me to implement it anyway. I'll probably increment a counter when a train is queued up for the requester station and decrement it when a train departs the requester. That will let me...
- Fri Jun 17, 2016 10:30 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195660
Re: Smart, dynamic train deliveries with combinator Magick
My current system is already based on train load and I use 2500 for Oil, 12k for ores for example and 4k uranium ore. At each unloading/loading station the resources will get divided by the amount per train. The requirement is just that each resource has a fixed train load, which is reasonable. Exac...
- Thu Jun 16, 2016 10:31 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195660
Re: Smart, dynamic train deliveries with combinator Magick
I lost a little bit track of the development here, but maybe it is relevant for this system. I try to optimize my circuits and make modules out of the big mess. As a first step I worked on the train counter for 60 stations. I posted it in the multiplexing thread . I managed to have a train counter u...
- Thu Jun 16, 2016 10:17 pm
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 67037
Re: Multiple signals on one wire (multiplexing)
I used the multiplexing storage cell from the previous post to make a train counter. As soon as a train leaves a station it adds +1 to the destination station and -1 to the current station. I build it as modular as I could, 7 combinators per station. There is up to one second delay (60 stations = 1 ...