Search found 53 matches

by Muche
Mon Jun 19, 2017 4:58 pm
Forum: Gameplay Help
Topic: How does the train identification number work?
Replies: 3
Views: 11771

Re: How does the train identification number work?

I'll add that each substantial change of the train (adding or removing a wagon/locomotive) changes this ID; schedule changes are okay though.
by Muche
Fri Jun 16, 2017 10:27 pm
Forum: Gameplay Help
Topic: Need an unique number for a circuit network
Replies: 18
Views: 5711

Re: Need an unique number for a circuit network

It seems incredibly unlikely that you will ever have that happen. You can make it happen by having two outposts built but not connected to the power/circuit network yet and connecting them at the same time by building one power pole. Solutions proposed so far effectively use world position to disti...
by Muche
Tue Jun 13, 2017 4:32 pm
Forum: Gameplay Help
Topic: Need an unique number for a circuit network
Replies: 18
Views: 5711

Re: Need an unique number for a circuit network

Simpler idea: Every outpost outputs a signal: M=1. M is then automatically the number of outposts. So the new one can take M+1. I think this causes problems when you dismantle an (older) outpost. The next new outpost detects M-1, takes M as ID, conflicting with previous outpost. Anyways, here is my...
by Muche
Mon Jun 12, 2017 2:34 pm
Forum: Gameplay Help
Topic: Need an unique number for a circuit network
Replies: 18
Views: 5711

Re: Need an unique number for a circuit network

I have this idea: There is an outpost number coordinator circuitry that remembers the maximum number of used outpost id and broadcasts it (let's say as signal M, minimum of 1). The outpost circuitry, when first connected to the network (i.e. M>0), reads M, remembers it forever as its ID and broadcas...
by Muche
Sun Jun 11, 2017 8:29 pm
Forum: General discussion
Topic: Parallel Computing and Factorio
Replies: 14
Views: 7938

Re: Parallel Computing and Factorio

Whether or not the exchange happens on the same frame isn't really relevant, because no other force is meddling in this exchange. As noted above by @iamwyza, which is based on https://forums.factorio.com/viewtopic.php?f=5&t=39893 and https://www.factorio.com/blog/post/fff-188 I think, each play...
by Muche
Sun Jun 11, 2017 4:12 am
Forum: Gameplay Help
Topic: Train Contents, Reading, Loading Cargo with Inserters
Replies: 17
Views: 20499

Re: Train Contents, Reading, Loading Cargo with Inserters

It seems my solution is too complicated - both train contents and desired amounts are gated via combinators (plus one delay (via OR ) was needed when the train was switched from automatic to manual and stayed in the station - for one tick inserters thought the train is empty), and extra combinators ...
by Muche
Sat Jun 10, 2017 4:20 pm
Forum: General discussion
Topic: Have you seen spawners being built?
Replies: 11
Views: 4684

Re: Have you seen spawners being built?

Previously, I have seen a bunch of biters sitting at a spot which they chose, I guess, but I didn't stick around to see a spawner pop up. With the help of debug setting show-enemy-expansion-candidate-chunks (shows chosen spot as blinking circle on the map), I've found a future spot, put a radar near...
by Muche
Fri Jun 09, 2017 8:01 pm
Forum: General discussion
Topic: Parallel Computing and Factorio
Replies: 14
Views: 7938

Re: Parallel Computing and Factorio

In your example, *you* are the entity with full access to both threads, which is fine, as you are the thread manager. Your actions are also significantly less frequent. Were they done 60 ups, there would be no difference to the current system. So your proposal is to separate parts of factory, each o...
by Muche
Thu Jun 08, 2017 8:17 pm
Forum: Gameplay Help
Topic: "Balancing the output for input"
Replies: 10
Views: 5315

Re: "Balancing the output for input"

Maybe you're looking for this lane balancer? http://i.imgur.com/qAzhijB.png If one lane of the output is blocked/only one lane moves, it makes sure both input lanes move. 0eNqVlEtugzAQhq8SzaqVTIV5pMTL3KGrqqqAWJElY1vGTosQd+8QmpQ0bgUr8DD/Ny8PPVTSc2OFcsB6ELVWLbDXHlpxVKUcba4zHBgIxxsgoMpmPDlbqtZo66KKSwcD...
by Muche
Thu Jun 08, 2017 1:35 am
Forum: General discussion
Topic: Parallel Computing and Factorio
Replies: 14
Views: 7938

Re: Parallel Computing and Factorio

@bobucles, in your example, the only messages sent seem to be: Sarah->Joe: Build X amount of low density structures and notify me when it's done. Joe->Sarah: Ok. Sarah->Bill: Build Y amount of control units and notify me when it's done. Bill->Sarah: Ok. Joe->Sarah: X low density structures done. Sar...
by Muche
Mon Jun 05, 2017 9:46 am
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10297

Re: Beacons fully becomes the trash!

Obviously that I can make a lot of solar panels, problems is that beacons with no modules just consume electricity and giving nothing, what is really illogical and completely meaningless. There no reasons why it must consume any kind of electricity, a lot or not - it doesn't metter, it just complic...
by Muche
Sat Jun 03, 2017 9:05 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23172

Re: [MOD 0.15.12+] Long Reach Research 0.4.0

Have you considered displaying researched bonuses in the bonuses window (i.e. in the player character section next to logistic slots/quick bar count/follower robot count)?
by Muche
Fri Jun 02, 2017 6:41 pm
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24597

Re: How to PROPERLY use Enable/Disable of a Train Station

We are so close to a fully capable railway system... I keep hoping for a signal which is emitted (somehow...) when a train decides to path to a specific station. Without that, any kind of system like this will be limited by the problem of trains pathing to a station which already has trains on the ...

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