Search found 86 matches
- Mon Nov 01, 2021 1:48 am
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4635
Re: Maximum multiple calculation
It's possible to use pairwise multiplication to perform pairwise division, so that a separate circuit is needed per recipe instead of per ingredient. Divide some large number P by each recipe value (divide by each is a new feature), pairwise multiply the results with each chest value, then divide aw...
- Wed Oct 27, 2021 7:48 pm
- Forum: Energy Production
- Topic: Aerial: An efficient 2xN reactor
- Replies: 3
- Views: 2182
- Wed Oct 27, 2021 8:09 am
- Forum: Energy Production
- Topic: Aerial: An efficient 2xN reactor
- Replies: 3
- Views: 2182
Re: Aerial: An efficient 2xN reactor
Aerial landfill & roboports : 0eNqk3d2OJMmZJuZbWfRxcZHfn5n5AHOiCxAE6HA1EDjDXm4DZJNoNgUNBrx3ZbIrq6mmZzGeIDAYgoRleoS/4W5fREU+73998++/+/O3f/zhu+9//OZf/uub33z7p//44bs//vjdH77/5l+++T+++90ffvxv/+e3P/743fe//dO//F/f/4//+bs/f/ebf/3Tj9/++vf/9q//LWKvl9f/9f/57ocf//zr3/3qT9/99vtf/+5ff/qPX/1vrytqf/Ppmz99/+s//...
- Wed Oct 27, 2021 8:08 am
- Forum: Energy Production
- Topic: Aerial: An efficient 2xN reactor
- Replies: 3
- Views: 2182
Aerial: An efficient 2xN reactor
TL;DR Feature list: -Belt fed -Full roboport coverage for automated construction -All in one self tiling blueprint -3.04 GW base + 1.6GW per added segment -Tankless main reactor -Works in all orientations -Fuel efficiency ranges from 37% to 100%, reaching 100% when running at 63% power capacity or a...
- Sat Oct 09, 2021 12:28 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9236
Re: How to use the train limit with double headed trains/stations
You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both statio...
- Fri Oct 08, 2021 8:20 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9236
Re: How to use the train limit with double headed trains/stations
You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both station...
- Tue Oct 05, 2021 12:50 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 72726
Re: All the different ways to automate a nuclear power plant
One covarex centrifuge can produce fuel for 13 reactors. Assuming you don't use any of it for nukes or nuclear fuel for trains. I don't know how many centrifuge per reactor you need to process uranium ore before covarex but it's certainly way more than 1 per 60 reactors. And you also need a ton of ...
- Sun Oct 03, 2021 4:56 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 72726
Re: All the different ways to increase the efficiency of a nuclear power plant
I suppose it depends on how often you either can't or won't build build enough fuel cell production for your reactors to decide if waiting for fuel is worth the added complexity. In my experience, never, so that's why I'm against it. Others might have a different experience.
- Sat Oct 02, 2021 11:25 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 72726
Re: All the different ways to automate a nuclear power plant
Say you have 4 reactors in a 2x2 setup. That produces 480 MW of power at 4 fuel cells every 200s. And now assume you are just using 120MW of power or 4 fuel cells every 800s but you had a brownout because fuel run low. ... Note: if you do have some alternative power your case needs less fuel produc...
- Fri Oct 01, 2021 11:52 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 72726
Re: All the different ways to automate a nuclear power plant
Larger reactors should be fueled all simultaneous. So you should check that each reactor has a fuel cell ready to go in. If your fuel production is too slow and you only fill a few reactors then you loose the neighbour bonus and you go into a death spiral with each cycle producing less energy so le...
- Thu Jul 08, 2021 10:46 pm
- Forum: General discussion
- Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
- Replies: 13
- Views: 6409
Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Awesome! Do you have code to actually execute your compilation? Release when? The idea is that compiling comb script would result in a program that, when executed, generates a set of combinators in some global container that can then be simulated and manipulated by the rest of the program. Meaning ...
- Thu Jul 08, 2021 1:57 am
- Forum: General discussion
- Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
- Replies: 13
- Views: 6409
Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)
This seems like the best place to post this now so: I've been working on making a language for combinators based on c++. This gives the advantage of all the quality of life tools for c++ automatically working with this language that I've been calling comb script. The key detail that makes this possi...
- Sun Jun 06, 2021 1:00 am
- Forum: Combinator Creations
- Topic: Height fields
- Replies: 10
- Views: 3398
Re: Height fields
That looks awesome! Do you have any videos of trains going from item source to destination? No videos, but I made a save file with a bunch of trains moving around given pseudorandom destinations. I recommend having the show-rail-paths debug option enabled to better see what's happening. The circuit...
- Fri Jun 04, 2021 11:34 pm
- Forum: Combinator Creations
- Topic: Height fields
- Replies: 10
- Views: 3398
Re: Height fields
This sounds really interesting. I really want to know more about it. I don't quite understand the full system and what it is capable of though. Are all stations named the same or something so that you can force them to any other station via signals? Yes, every station has the same name, and every t...
- Thu Jun 03, 2021 11:39 pm
- Forum: Combinator Creations
- Topic: Height fields
- Replies: 10
- Views: 3398
Re: Height fields
So it's called a height field, that's good to know. I've been using a height field as a way to control train routes entirely with combinators. Stations would output a large value to a particular signal, which then propagates through rail junctions. Trains are assigned a particular signal to follow w...
- Wed Apr 14, 2021 3:17 am
- Forum: Combinator Creations
- Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
- Replies: 15
- Views: 7757
Re: Using one turbine to control an arbitrarily large number of nuclear reactors
Here it is, an automated system for finding the lossless buffer size of a reactor. It works by simulating what I've found so far to be the worst case scenario, and detecting brownouts. It needs the editor extensions mod for the adjustable power sink with higher priority than accumulators. Running th...
- Tue Apr 06, 2021 10:31 pm
- Forum: Combinator Creations
- Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
- Replies: 15
- Views: 7757
Re: Using one turbine to control an arbitrarily large number of nuclear reactors
... Because of the explicit timer, I don't have the issue with fuel cell flood you discussed; if a reactor hasn't completed its cycle, nothing happens. That actually wouldn't have fixed the problem, which is the circuit not knowing that the system would always have a minimum amount of energy, even ...
- Tue Apr 06, 2021 5:35 am
- Forum: Combinator Creations
- Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
- Replies: 15
- Views: 7757
Re: Using one turbine to control an arbitrarily large number of nuclear reactors
I found a way to control the pumps without needing an extra combinator. Disabling the output pump if the steam level changes at all will have it active every other tick. If the steam level drops to the level that enables the input pump, then in the next tick the output will be disabled while the inp...
- Mon Mar 29, 2021 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.30] Blueprinted power pole connections can be overwritten when connecting to pre-existing power poles
- Replies: 1
- Views: 3132
[Lou][1.1.30] Blueprinted power pole connections can be overwritten when connecting to pre-existing power poles
Overwritten connections.png When blueprinted power poles are placed near other power poles, it's possible to form 5 new connections causing the blueprinted connections to be removed. I expected the blueprinted connections to always be preserved unless the blueprint overlaps with pre-existing power ...
- Mon Mar 29, 2021 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
- Replies: 5
- Views: 1958
Re: [kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
I'm having this problem in [1.1.30], was it reintroduced at some point?