Search found 329 matches
- Thu Sep 15, 2016 6:10 am
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
Ok, I found the point of difference in all our math: the beacon sharing. Your formula is based on sharing the beacon effect among as many machines as possible, effectively distributing the beacon burden across all machines. My math was based on if beacons were not shared, meaning that each pump had...
- Thu Sep 15, 2016 12:16 am
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
- Modules effects are completely additive regardless of the source. You're usage of the formula partly implies that the direct modules take affect first, then the beacons, resultuing in a partly multiplicative effect. The same applies to any combination of mods. (I tested in game to make sure of th...
- Wed Sep 14, 2016 10:12 pm
- Forum: Combinator Creations
- Topic: Multi Stack Filter Inserter
- Replies: 4
- Views: 5202
Re: Multi Stack Filter Inserter
Emmm, Dumb question, but what is the problem with negative values? Just specify items that you don't need, and use hold signal from the belt and inserter as a filter. https://giant.gfycat.com/FarflungLimitedEasteuropeanshepherd.webm But if you want to go a little bit further you can notice, that ins...
- Wed Sep 14, 2016 9:48 pm
- Forum: Combinator Creations
- Topic: Remember Lowest / Highest Value
- Replies: 6
- Views: 7351
Re: Remember Lowest / Highest Value
Maybe this is not critical (for some builds), but I just want to point that this build requires 2 ticks to update its internal state. This means if you send next values: tick #100: "100 A" ...nothing... tick #200: "110 A" tick #201: "105 A" ...nothing... Resulting state...
- Wed Sep 14, 2016 4:56 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4780
Re: Pulse mode: a good friend or an insidious enemy?
That isn't a problem of lost signals though, it's more like balancing a synchronisation act between your belts and inserters and hope they match up. As I already mentioned pulse mode is not the main cause of these problems, but it strengthens all of them and make more frequent. What if your copper ...
- Wed Sep 14, 2016 4:34 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4780
Re: Pulse mode: a good friend or an insidious enemy?
The point there was that as long as the combinators are battery-backed, it doesn't matter if the inserters are powered or not. If they can move from residual power, great -- the combinators can still track it. If they can't, it's still fine. This is true not for all systems. Example: imagine you ha...
- Wed Sep 14, 2016 6:49 am
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
Actually, the only difference I can see in our formulas is what our E is. In your case, you denote it as net energy. For me, I used it as gross energy gain, which is why I just replaced it with 1 MW for 0.1 oil/s. And the more I look at the calculation, the more I feel like you are wrong on your en...
- Tue Sep 13, 2016 11:31 pm
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
It's actually slightly worse than that. If the beacon is not shared with any other pumps, then each beacon actually decreases the net gain: Math, queen of all sciences... E = base net gain (MW) B = amount of beacons E*(1 + 0.5*B) - 0.09*(1 + 0.7*B) - 0.48*B Profit (B=0): E*(1 + 0.5*0) - 0.09*(1 + 0...
- Tue Sep 13, 2016 10:57 pm
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
Interesting. I'll have to double-check your math to fully trust it however. I'm kinda surprised that Efficiency3 actually helps with refineries, but it sorta makes sense. Each beacon saves 210kW per refinery (and with 4 refineries that's 840kW saved per beacon, with 480kW used. So net profit). It s...
- Tue Sep 13, 2016 10:33 pm
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8188
Re: Oil and Perpetual Steam Energy
Small addition to that post: There was discussion on reddit about rocket fuel, so... - assembler I/II/III + beacons: number of effect receivers - 8, beacons around - 8 - chemical plant + beacons: number of effect receivers - 8, beacons around - 8 - oil refinery + beacons: number of effect receivers ...
- Tue Sep 13, 2016 10:14 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4780
Re: Pulse mode: a good friend or an insidious enemy?
Only combinators need to be on a separate power grid, if the inserters lose power they'll just stop working. There won't be any dropped signals, same for pumps as without power they block the pipes. Unfortunately, inserters have quite big energy buffer and very low drain power (for example: fast in...
- Tue Sep 13, 2016 10:05 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4780
Re: Pulse mode: a good friend or an insidious enemy?
- Power your combinator computer with an independent solar/accumlator network. Do not forget about all inserters near every assembler :D Also, all pumps and maybe some critical roboports. BTW, computer is not very interesting... gathering information from your factory and giving orders - this is th...
- Tue Sep 13, 2016 9:58 pm
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4780
Pulse mode: a good friend or an insidious enemy?
At this moment we have two different kind of entities with pulse mode support: all belts and all inserters. For arithmetic and decider combinators pulse mode is "native" language so they are out of scope. At the first sight, pulse mode is quite useful thing, using this mode you can connect...
- Tue Sep 13, 2016 4:48 pm
- Forum: Not a bug
- Topic: [13.20] Smelting: remaining tick is preserved until new item
- Replies: 3
- Views: 1575
Re: [13.20] Smelting: remaining tick is preserved until new item
By design? really?Rseding91 wrote:This is by design.
In comparison with real world this looks like: "I don't know what item I will melt in an hour, but it is already 3% processed."
- Tue Sep 13, 2016 4:47 pm
- Forum: Not a bug
- Topic: [13.20] Bot-based delivery awakens inserter
- Replies: 2
- Views: 1085
Re: [13.20] Bot-based delivery awakens inserter
This means I can connect flickering combinator to filter inserter (set filter mode) and their rotation time will be 1 tick less. This is nice.Rseding91 wrote:The sleeping inserter mechanics have existed since before 0.10. What you're describing is expected behavior and is unlikely to ever change.
- Tue Sep 13, 2016 4:40 pm
- Forum: Not a bug
- Topic: [13.20] Weird behaviour with cross-chunk inserting
- Replies: 2
- Views: 1127
Re: [13.20] Weird behaviour with cross-chunk inserting
This is just how it works. Chunks are updated in specific orders and the order changes when things are built in the chunk, go inactive in the chunk, and wake up later. Wow, so many weird behaviours are explained in a single sentence... Some time ago I noticed unexpected 1-tick decompression with a ...
- Tue Sep 13, 2016 4:34 pm
- Forum: Gameplay Help
- Topic: Train Station Inserter Problem ... Need Help!
- Replies: 6
- Views: 2660
Re: Train Station Inserter Problem ... Need Help!
Maybe you need this?
viewtopic.php?f=8&t=28268
viewtopic.php?f=8&t=28268
- Tue Sep 13, 2016 8:55 am
- Forum: Combinator Creations
- Topic: Customisable Scrolling Display
- Replies: 13
- Views: 13753
Re: Customisable Scrolling Display
Actually, this is very simple task (at least for me). https://fat.gfycat.com/GeneralNeighboringLacewing.webm I didn't watch your youtube video, but just want to list all properties of this build: - probably the most noticeable difference is storing the entire alphabet in one combinator. - second imp...
- Sat Sep 10, 2016 2:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 71297
Re: Yet another green cells build :)
Why ratio for heavily moduled assemblers is more close to 1:1. I've experienced this myself, but i have no explanation to the phenomenon. Both circuit and wire assemblers should be slowed down by the same amount, shouldn't they? Nope. Wire production (4 x productivity module 3 and assembler III: sp...
- Sat Sep 10, 2016 1:42 pm
- Forum: Not a bug
- Topic: [13.20] Bot-based delivery awakens inserter
- Replies: 2
- Views: 1085
[13.20] Bot-based delivery awakens inserter
Testing build: furnaces +300% speed, input filtered inserters with iron ore/copper ore (activated in the same moment), output fast inserters. After inserting 3 iron ore filtered inserters will be switched to copper. After copper - to iron and again from the beginning. Signals from output inserters i...