Search found 52 matches

by Amegatron
Mon Jul 25, 2016 6:32 pm
Forum: Combinator Creations
Topic: combinator computer MK2
Replies: 56
Views: 36879

Re: combinator computer MK2

I think minimum game speed is still too fast to debug. There's now a mod that allows you to record all signals tick-by-tick into an CSV file. That's handy for debugging very complicated stuff like CPUs. If we could clock our circuits manually then it would be easy to build some debugging tools, lik...
by Amegatron
Sat Jul 23, 2016 11:33 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

Yes, but the "integrator" method (with "hold" signal) amounts to the same. It reports how many units have been on the belt tile ON AVERAGE over a period of ticks. You don't need to know the count of the items, because they all need to pass through that one belt tile that you're ...
by Amegatron
Sat Jul 23, 2016 11:14 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

What other states do you need to distinguish? The circuit tells you how many items are on the belt tile on average. So it's a direct measure for how "dense" the belt is; this pretty much exactly corresponds to the current mining rate. Is this not what you're trying to report? The circuit ...
by Amegatron
Sat Jul 23, 2016 9:52 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

How about this solution that uses only 4 combinators :) : belt-integrator.png Well, it is pretty the same that I have (upper 4 comb-s in my scheme). Everything else is the logic to output and remember the result singnal based on values, collected by the counter :) (If X > 70, If X > 30 AND X <71, I...
by Amegatron
Sat Jul 23, 2016 7:21 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

Now I continued my first variant which uses pulses from belt, because it allows me to count how many items pass per time interval and thus allows to detect different states of an outpost: fully functional / partially depleted / depleted. The only thing I could not beat this time is a stalled belt, u...
by Amegatron
Fri Jul 22, 2016 10:23 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

I think I need a practical application first to start implementing something. I mean it is not so inspiring to implement something abstract which you don't know what will be usefull for :) I have basic knowledge of what (de)multiplexer is in electronics, but can't imagine what will be its interpreta...
by Amegatron
Fri Jul 22, 2016 10:10 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 220249

Re: Peace with Aliens

I don't know whether it was already proposed, or even whether it is related to "peace with aliens" key, but I would like to suggest to implement a building in game which will suppress aliens' spawning (migration) in a certain radius. Especially now since in 0.13 you can't just place a sing...
by Amegatron
Fri Jul 22, 2016 9:58 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

Sure, that's also possible and maybe even better (I don't think I will have too many outposts in the nearest future :)). But for me it was just more interesting to implement it this way :) I'm slowly moving towards creating my CPU in Factorio.
by Amegatron
Fri Jul 22, 2016 8:53 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

So, I've built a prototype for outpost monitor. monitor-prototype.jpg YELLOW : 4 dummy outposts. Despite it will take more than a year of 24/7 to get an integer overflow, I added 2 combinators to prevent it anyway :) PURPLE : display with memory-cells. Each cell needs 2 ticks to be rewritten. GREEN ...
by Amegatron
Wed Jul 20, 2016 6:08 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

Can be done even easier: Use a decider combinator with: In: Stone = 0 Output: Each Wire the input to the output. This pattern is a counter which counts every signal except the "reset" signal which in this case is "stone". Use a constant combinator to send a signal like "Red...
by Amegatron
Wed Jul 20, 2016 6:04 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Re: Resource depletion detector

I would implement it as follows: Screen Shot 2016-07-20 at 12.47.21 PM.png The belt is set to read in "hold" mode. Both deciders have their condition set to (stone) < 1 and are connected by green wire to the belt. The top combinator outputs 1 on red if it's true, and the bottom combinator...
by Amegatron
Wed Jul 20, 2016 1:47 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16199

Resource depletion detector

Hello there. I decided to implement a scheme that will determine that an outpost has depleted by using signals from belts. This is no way an ideal implementation, probably some of you will offer better variants. empty-belt.png Here red lamp indicates that belt is empty meaning that resources in outp...
by Amegatron
Mon Jul 18, 2016 6:00 pm
Forum: Tools
Topic: Generating Blueprints by Coding
Replies: 14
Views: 10130

Re: Generating Blueprints by Coding

bp.createEntity(bla) .setCondition(bla2) .setDirection(2) As for the offset, that's an issue I've had as well and have been trying to figure it out. A temporary solution is to use blueprint string's "fixer" button which will fix a blueprint if you click a few times with it. (Is this still...
by Amegatron
Mon Jul 18, 2016 4:46 pm
Forum: Railway Setups
Topic: eXpress Train System (0.13.X)
Replies: 3
Views: 3998

Re: eXpress Train System (0.13.X)

As for me I don't get why it is better than simple PAX stations in each outpost and a 1-1 train which can travel to any of thouse PAX stations.
by Amegatron
Sun Jul 17, 2016 3:03 pm
Forum: Implemented Suggestions
Topic: Entity that produces alerts on map
Replies: 4
Views: 1986

Entity that produces alerts on map

Hello there! Since combinators and circuits got huge update there could be more use of them if we could produce some alerts on the map on some conditions. Say, I have an outpot(s) and have some logic that determines, that it is not OK at the moment (resources depleted / biters attack / etc). So it w...
by Amegatron
Sun Jul 17, 2016 2:02 pm
Forum: Tools
Topic: Generating Blueprints by Coding
Replies: 14
Views: 10130

Re: Generating Blueprints by Coding

Nice library. Though I'm not goot at JS, i wrote a simple code to generate somthing like ROM. Also I noticed some strange things. For example, the generated blueprint has an incorrect preview in game: my combinators are spaced incorrectly in preview and wires are floating in the air :) But the actua...
by Amegatron
Wed Jul 13, 2016 7:16 pm
Forum: Combinator Creations
Topic: Delayed Pulse Generator
Replies: 9
Views: 8435

Re: Delayed Pulse Generator

Sorry for the late reply (didn't see your post :( ) You could consider something like this The 3 combinators on the left are a one short that provides a pulse of data,address and clear. In practice they'd be replaced by your circuitry. Two arithmetic combinators to the right are set to address =add...
by Amegatron
Sun Jul 10, 2016 9:32 pm
Forum: Combinator Creations
Topic: Delayed Pulse Generator
Replies: 9
Views: 8435

Re: Delayed Pulse Generator

Seems now I'm in a right direction - got an idea of a SR-latch to start/stop the clock :) Let me know if you still need the blueprint If you are just looking for a memory design, you might want to consider this RAM.jpg This is one memory cell. Additional ones can be daisy chained using red wires . ...
by Amegatron
Sat Jul 09, 2016 5:45 pm
Forum: Combinator Creations
Topic: Neural Networks in factorio
Replies: 4
Views: 5015

Re: Neural Networks in factorio

I guess neural networks will be just an abstract exercise in Factorio :) Also, I really doubt someone will implement real perceptron with back propogation learning, or some other types of networks :) And even if someone does it, I do not see any use of them for now. But never mind, I also considered...
by Amegatron
Sat Jul 09, 2016 2:15 pm
Forum: Ideas and Suggestions
Topic: Remotes for the circuit network
Replies: 10
Views: 13255

Re: Remotes for the circuit network

I want to add my vote for such a feature. I imagine it such: we have a special entity called e.g. transmitter. It has a parameter like "Frequency" at which it transmits all incoming signals to some range. Also there is a receiver which can listen at a specified frequency. Both receiver and...

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