Search found 5707 matches
- Sun Mar 17, 2024 1:41 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. That's the issue though, right? You're not removing the issue of multiplexing, you're just shifting it from groups of sig...
- Sun Mar 17, 2024 9:51 am
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
Nice use of -2G to filter out the original signal count for the stored signal. Much better than the red*green multiplier. I hope I got the labels right in the screenshot below. I tried your circuit and my own, based on the idea of using a decaying signal instead of a memory, with a really dirty sig...
- Sat Mar 16, 2024 10:47 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
With these insane crafting speeds can we see easy access to a option to reduce game speed? It was already difficult to troubleshoot setups that ran at 'max speed' before. Looking at the demo video in this post, I can't tell what is going on at all. That or some feature built in to show detailed cra...
- Sat Mar 16, 2024 10:45 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks s...
- Sat Mar 16, 2024 10:43 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
You can mod the radar prototype for that. Non-scanning radars have been a thing for a while.
- Sat Mar 16, 2024 10:40 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
I would add a separate antenna for wireless transmission. Would it add any new features that a wireless radar can't already do? Or rather, is a wireless antenna needed because the radar gets in the way of some vital function? I could see there maybe being a need for a local vs. global network. For ...
- Sat Mar 16, 2024 10:38 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17948
Re: Friday Facts #395 - Generic interrupts and Train stop priority
The 'No path' icon flashes to let you know that something is wrong. Destination full is just a solid icon shown in alt-mode. These should make it easier to tell at a glance what a train is up to, without having to do the mental pause to verify there is no flying text notification coming soon. Probl...
- Sat Mar 16, 2024 10:30 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
Anyone have something like that? What do you want to achieve in the end? If we don't know the whole task, it may be we're trying to solve an XY-problem while the complete task could be solved with a different approach that doesn't require a sticky signal. There is no built in method to make a signa...
- Sat Mar 16, 2024 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Requster / Buffer / Provider chest combination
- Replies: 11
- Views: 562
Requster / Buffer / Provider chest combination
TL;DR There should be a chest that combines the requester, buffer and provider chest. What ? I'm asking for a generic logistic chest that mimics and slightly extends what the personal logistic (request / auto-trash) allows but for chests. request-chest-plus.png The chest should allow reading the co...
- Sat Mar 16, 2024 9:28 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
The arithmetic combinator "each / 2 = each" at the top with it's output fed back into the input looks like a "20 cycle decay" operator, so the signal being fed back will hold for ~20 ticks. Yes, that is its purpose. I just selected number large enough that I would get a long eno...
- Sat Mar 16, 2024 7:24 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
Note: The multiplicator doesn't need the topmost arithmetic combinator as the signals aren't in sync anyway and the memory cell can be set to store values of 1 or can be made 1 when you filter out the "1" signal. Saves 2 combinators right there. The "1" generator should maybe be...
- Sat Mar 16, 2024 6:02 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
Final product: My on-demand assembler: on-demand-assembler.png 0eNrtXUty40iSvcoYl91kT/w/ss5ezX7McjtVJaMkSKIVf01SmZWdlgfoW/SmL9YnGQAUf0AE3D1AikoBi6qUKBIE4kV4vOfh8eL74G76ki1Xk/lmcPN9MLlfzNeDm//7PlhPnubjafHa5tsyG9wMJptsNhgO5uNZ8dv9avy4mcyfbu8Xs7vJfLxZrG52r40Orw1+DAeT+UP2x+CG/xiCVx2v19nsblpcYza+f57Ms5E8...
- Sat Mar 16, 2024 4:41 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
Re: How to pick a single signal from a wire and make it sticky?
Replying to myself but maybe other can use this too. It's not quite right yet as the output count doesn't change as the input count changes. Here we go: sticky-pick-one.png 0eNrll9uOmzAQhl9l5csuqWITAkHqvkKr9LJaIQOTxCoYZExUFPHuHUO7u0kIBZK0K/UGycb+PZ5vDnAgYVJCroTUxD8QEWWyIP63AynEVvLEzOkqB+IToSElFpE8Na...
- Sat Mar 16, 2024 3:41 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 6192
Re: How do YOU use mining drills?
Let's focus on this for a minute. Wether you do mining productivity reasearch or not doesn't change the extra ore you get from the productivity modules. Similar wether you use productivity modules or not doesn't change the extra ore you get from productivity research. In both cases each module and ...
- Sat Mar 16, 2024 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 616
Re: Filter inserters should allow using the items signal count as stack size
NO, that's not what I want. The filters will be set by wire. The requested feature is just to have the filter inserter set it's stack size to the signal count of the item it's picking up. If you have the filters set by wire, and send the same set of signals to all the inserters, all of the stack fi...
- Sat Mar 16, 2024 2:48 pm
- Forum: Gameplay Help
- Topic: How to pick a single signal from a wire and make it sticky?
- Replies: 19
- Views: 987
How to pick a single signal from a wire and make it sticky?
When one places a decider combinator and sets it to "Anything > 0: Anything" it will output a single signal from the input. The problem is that it will always output the signal with the lowest ID or something. So the output constantly changes as signals appear and disappear. What I need is...
- Sat Mar 16, 2024 2:38 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 6192
Re: How do YOU use mining drills?
My post draw some attention :) I'll try answering my own challenge. Assumptions are: Energy is free oil/water/sulphur is free All machines (assemblers, etc.) have Prod 3 modules (when their recipe allows it) All machines (assemblers, etc.) are affected by 4 beacons with speed modules (this means th...
- Sat Mar 16, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
The fact that radars will only have one channel per surface is rather limiting. This is how my rail blueprint looks like: rail-blueprint.png Because I sometimes need to transmit more than red/green long distance so my rails have 2 channels. So please consider adding channels to radars. You already h...
- Sat Mar 16, 2024 2:01 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23637
Re: Friday Facts #402 - Lightspeed circuits
This one felt... surprisingly short. One thing I will say however is that the simple addition of being able to hook radars into the wire network is GREAT. It should allow a full implementation of LTN, which I am glad for. However: I'd like to offer an improvement: Currently, red and green circuits ...
- Sat Mar 16, 2024 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 616
Re: Filter inserters should allow using the items signal count as stack size
That doesn't limit the number of items you load or remove excess, doesn't handle balancing items between cargo wagons, doesn't handle the requested number of items not being divisible by the number of wagons, doesn't handle loading items with many inserters when you need many items but just one for...