Search found 883 matches
- Mon Nov 13, 2023 12:14 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 46917
Re: Friday Facts #384 - Combinators 2.0
It is stated that this topic will be covered later as it is not yet implemented and we are deciding how and where do we want to do it. I am celebrating the implementation of wire selection (on the decider combinator for now). I was in good hope, that you will do this, after having seen what other n...
- Sun Nov 05, 2023 11:27 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30201
Re: Super force building - The circle is closing
So in the end, wooden boxes in empty spots of a super force built blueprint that are then removed with a filter planner seems like it does the job even better, just requires an extra step simple step. I thought of wooden boxes too. :D But it kind of did not satisfy me. Wooden boxes, if built, do bl...
- Sun Nov 05, 2023 8:47 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction in blueprints
- Replies: 6
- Views: 2846
- Sun Nov 05, 2023 8:42 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30201
Super force building - The circle is closing
The only piece in the puzzle, that is missing now, to fully close the circle is: NOTHING ... to be buildable I see, that super force building will be great to upgrade/modify existing builds. Like, if I want to upgrade an existing mall by just plopping the next blueprint over it. Except, if in the up...
- Mon Oct 23, 2023 4:13 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43393
Re: Friday Facts #381 - Space Platforms
IMO asteroid collectors need to be filter-able, meaning it would be nice to be able to set, what they collect.
- Sat Jan 15, 2022 12:00 am
- Forum: Ideas and Suggestions
- Topic: Rename "Belt speed" to "Belt throughput" in ingame tooltip
- Replies: 11
- Views: 2786
Re: Rename "Belt speed" to "Belt throughput" in ingame tooltip
Actually, throughput would be the correct terminology. I very much agree.
- Sun Nov 28, 2021 3:42 pm
- Forum: Off topic
- Topic: Motivational video for the cold season
- Replies: 0
- Views: 2060
Motivational video for the cold season
[Moderated by Koub : Too off topic, even for Off topic subforum.]
- Sun Oct 31, 2021 9:17 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
Re: Least multiple calculation
... This requires at most 31 steps: start with E = 0, M = chest content and T = 2^31 as long as T > 0: if M >= T * C: (subtract and compare EVERYTHING >= 0) M = M - T * C E += T T /= 2 ... That is for getting the quotients only, right? Or does (subtract and compare EVERYTHING >= 0) include getting ...
- Sun Oct 31, 2021 9:14 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
- Sun Oct 31, 2021 6:50 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
- Sun Oct 31, 2021 6:18 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
Re: Maximum multiple calculation
I am not happy with the setup of my question. I think, next time I need to factor in the total amount of combinators required and the growth of latency (because of loops) at worst case and maybe some other characteristics which might be important.
- Sun Oct 31, 2021 5:47 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
Re: Least multiple calculation
Well, the minimum amount you can make out of any chest worth of stuff is 0. I think you mean the maximum. Yes, correct. With the previous wording I was referring to the minimum among the quotients, which could have been better. I updated the wording. Your challenge is a division, then calculate the...
- Sun Oct 31, 2021 2:06 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 4591
Maximum multiple calculation
I have a group of signals with their respective values set in a const combinator. These represent the items required to make 1 of item E. Let's call these signals r1, r2, r3, ... rn. I also have a chest with various items and I am reading its contents. Let's call the signals derived from that c1, c2...
- Sat Oct 30, 2021 6:16 am
- Forum: Resolved Problems and Bugs
- Topic: Mod Manager breaks on mod swap
- Replies: 5
- Views: 2188
- Tue Oct 26, 2021 9:36 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 23320
Re: Contest: Longest train based nuclear reactor
To reduce train down time : build X number of parralel tracks 4 tile apart and park X number of train there. Then use pumps to make steam go through all of the train, wagon per wagon so that only the train in X position receive steam, when this X train is full it leaves the stations, and then the X...
- Tue Oct 26, 2021 6:51 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 23320
Re: Contest: Longest train based nuclear reactor
I found a tillable pattern that alligns with reactor connection points at 70 tiles. (No surprise, as 70 is the least common multiple of 7 (6 wagon length + 1 gap) and 10 (2x5 reactor width) and where in a single wagon setup all connections could be made. Doesn't mean there aren't shorter ones. But t...
- Tue Oct 26, 2021 5:53 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 23320
Re: Contest: Longest train based nuclear reactor
In a bottom up step, this is the one tillable pattern for a direct, 3 connection design I found: tillable hx2wagon setup 01.jpg Measuring the water throughput, it gave me a reliable 3k/s. ('writing "reliable", because in the upper row it is ~500/s higher ... which makes absolutely no sense...
- Tue Oct 26, 2021 5:14 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 23320
Re: Contest: Longest train based nuclear reactor
That's kind of missing the challenge. ... The challenge for the contest is to transmit the heat along the train, not the steam. Sounds far too easy. ;) Edit: I am just joking. Also I meant in comparrison to my own pipe attempt, which addmitedly missed your specs and also just in response to daves t...
- Tue Oct 26, 2021 4:29 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 23320
Re: Contest: Longest train based nuclear reactor
@DaveMcW: That seems to be the highly theoretical case, where one train can be loaded continuously while moving at max speed. Love that approach, because it leaves space for my engineering. Here is my unrequested attempt to transform it to ingame-reality: 1.) Needs S sibling stations + infrastructur...
- Sat Oct 23, 2021 7:32 pm
- Forum: Pending
- Topic: [1.1.42] Spidertron shift-queued route breaks on alt-tab
- Replies: 2
- Views: 1260