Search found 53 matches
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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)?
- 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 ...