Search found 46 matches
- Fri Jul 27, 2018 6:18 am
- Forum: Combinator Creations
- Topic: Pairwise Multiplication using Squares
- Replies: 3
- Views: 4497
Re: Pairwise Multiplication using Squares
I took the idea and ran with it. The original design is limited to Β±46340 on either input (and the sum of both inputs). I worked around it by breaking each integer into 11-bit chunks and multiplying them in stages. The result is as follows: MassiveMultiplier.png 0eNrtXNuO20YM/ZVigL60dqG56WIE+YN8QdEu...
- Thu Jul 26, 2018 3:11 pm
- Forum: Technical Help
- Topic: cant screenshot combinators
- Replies: 13
- Views: 3927
Re: cant screenshot combinators
Just for the sake of experiment here:
- Does it do the same thing in windowed and fullscreen?
- Are you playing the Steam version? If so, does it do the same thing when you screenshot it with F12?
- Does it do the same thing in windowed and fullscreen?
- Are you playing the Steam version? If so, does it do the same thing when you screenshot it with F12?
- Mon Jul 23, 2018 5:08 pm
- Forum: General discussion
- Topic: Challenge: Generic max-speed train unload
- Replies: 80
- Views: 42884
Re: Challenge: Generic max-speed train unload
Thank you disentius. Are you pointing to your last post/screenshot in that thread? If you are pointing to that one, it sure looks very clean and I have a couple questions: - How many saturated belts does it output - after adding an input-balanced compressor/balancer? - Which compressor/balancer do ...
- Mon Jul 23, 2018 4:44 pm
- Forum: Gameplay Help
- Topic: Multiple Offshore Pumps to 1 pipeline
- Replies: 10
- Views: 10019
Re: Multiple Offshore Pumps to 1 pipeline
Other way around. Pipes won't do more than 50 flow.darkfrei wrote:After 50 pipes get 0 flow?
- Sun Jul 22, 2018 5:22 pm
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 7014
Re: Creating a trigger when material ceases running on a belt
Not in a position to give you a blueprint just now, but: Two decider combinators, one constant combinator. Constant: T = 1 Decider 1: If [iron, copper, whatever] = 0, output T (input count) Decider 2: If T > 60, output Red (1) Wire a belt (read input, hold) to Decider 1's input with green wire. Wire...
- Wed Jul 18, 2018 6:58 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 97105
Re: Version 0.16.51
Why would they lose the trademark (for real batteries) if games use the design? That's the hard-to-understand part. Yeah, sure games make more people believe that the design is nothing specific to Duracell, but that does not mean somebody will eventually be able to produce real clones just because ...
- Wed Jul 18, 2018 2:52 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 97105
Re: Version 0.16.51
Yes, but change in color and maybe in width of colored ring would have been enough to avoid trademark problems. New model is childish and difficult to detect as a battery. Especially in modded games where can be hundreds of items including several types of batteries. Agreed. Here's hoping they roll...
- Tue Jul 17, 2018 7:13 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 97105
Re: Version 0.16.51
It's so damn hard to understand all this weird reasoning for such a stupid change. Leaving aside the laws involved and whether or not they're stupid laws, there are only a few ways this could have gone: Wube makes the change immediately: We get a silly-looking battery, at least until someone on the...
- Fri Jul 06, 2018 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3520
Re: Custom constant value output for combinators
Agreed on all of the above, plus another thing that belongs in this category: For decider combinators, comparisons should be possible between "each" and "everything", or between "each" and "anything". As it stands, getting the maximum value (or the values tied...
- Wed Jun 27, 2018 4:45 pm
- Forum: Combinator Creations
- Topic: Rainbow belt w/o inserters
- Replies: 9
- Views: 8124
Re: Rainbow belt w/o inserters
I made a similar setup for a (ridiculous and long since scrapped) sushi system a couple of months ago. A useful QoL addition: Add a constant combinator which contains the number of each science pack you want on the belt. Wire it to the memory cell output (red). That way, science packs don't need to ...
- Mon Jun 25, 2018 5:37 pm
- Forum: Gameplay Help
- Topic: How to serialize signals?
- Replies: 4
- Views: 1479
Re: How to serialize signals?
I think I tried that once. IIRC, combinators can't use anything/everything/each on the right side of an operation.
- Mon Jun 25, 2018 5:10 pm
- Forum: Ideas and Suggestions
- Topic: [GUI] Display how much produced/used in vanilla GUI
- Replies: 1
- Views: 669
Re: [GUI] Display how much produced/used in vanilla GUI
I'm not sure I understand what you're asking for. How would this be different from the production stats you get when pressing 'P' in vanilla?
- Mon Jun 25, 2018 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Bot Recall
- Replies: 21
- Views: 9327
Re: Bot Recall
Not to mention sometimes you just want to deconstruct a roboport without having all of its logistics bots hauled to storage. Idea: Give each roboport something like a requester chest UI. Each roboport can specify the number and type of bots that should be kept on hand. If a roboport is below that li...
- Thu Jun 21, 2018 10:38 pm
- Forum: Gameplay Help
- Topic: Need some help with the rails ...
- Replies: 4
- Views: 1405
Re: Need some help with the rails ...
Same thing, though I admit I could have worded it better.
Assuming that's the case, see the following diagram:
Assuming that's the case, see the following diagram:
- Thu Jun 21, 2018 9:38 pm
- Forum: Gameplay Help
- Topic: Need some help with the rails ...
- Replies: 4
- Views: 1405
Re: Need some help with the rails ...
I just want to make sure I understand what you're trying to do here:
- The three horizontal rails in the picture are one-way, headed west
- The vertical rail is one-way, headed south
- You want each train to wait until the way is clear before turning
- Thu Jun 21, 2018 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Battle Royal for factorio
- Replies: 17
- Views: 4977
Re: Battle Royal for factorio
Offhand, I'd say you're going to have to either manually set all item values or create an algorithm to do it for you. DaveMcW wrote a script that gets the total raw materials for any item, which might be a good starting point.
- Thu Jun 21, 2018 6:18 pm
- Forum: Implemented mod requests
- Topic: Allow hiding optional dependencies
- Replies: 11
- Views: 2773
Re: Allow hiding optional dependencies
In that case, personal preference would be a tilde.
Code: Select all
"dependencies" : [
"~ the_other_mod >= 0.1.0"
]
- Thu Jun 21, 2018 4:03 pm
- Forum: Minor issues
- Topic: [0.16.51] Faint lines on flooring blueprint
- Replies: 1
- Views: 1337
Re: [0.16.51] Faint lines on flooring blueprint
Looks like a rounding error. Trying to perfectly align two partially-transparent objects (e.g., tile ghosts) sometimes creates a one-pixel 'seam' in the texture. I'm betting on it already being fixed for 0.17 as part of the graphics overhaul.
- Tue Jun 19, 2018 3:36 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 97105
Re: Version 0.16.51
Stable: 0.16.51 Experimental: 0.16.50 I think the duracell-lawyers were pretty angry. :? ?! Why would they be? Content placement actually benefits them. US trademark law says (broadly speaking) that a company can lose a trademark if they fail to defend it. The chance of a judge saying "no, tha...
- Thu Jun 14, 2018 9:12 pm
- Forum: Gameplay Help
- Topic: Equalising 3 train unloader
- Replies: 9
- Views: 3657
Re: Equalising 3 train unloader
Calculating maximum or minimum out of a group of signals is, generally speaking, a pain. Simplifying to "below average" saves a lot of combinators, with relatively little risk of starving one of your stations.