Search found 86 matches

by farcast
Mon Nov 01, 2021 1:48 am
Forum: Gameplay Help
Topic: Maximum multiple calculation
Replies: 13
Views: 4609

Re: Maximum multiple calculation

It's possible to use pairwise multiplication to perform pairwise division, so that a separate circuit is needed per recipe instead of per ingredient. Divide some large number P by each recipe value (divide by each is a new feature), pairwise multiply the results with each chest value, then divide aw...
by farcast
Wed Oct 27, 2021 7:48 pm
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 2160

Re: Aerial: An efficient 2xN reactor

mrvn wrote: ↑
Wed Oct 27, 2021 10:46 am
Attach them as file instead of pasting them when they get too big. You can attach a whole book that way.
That makes sense, I'll add it to the first post.
by farcast
Wed Oct 27, 2021 8:09 am
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 2160

Re: Aerial: An efficient 2xN reactor

Aerial landfill & roboports : 0eNqk3d2OJMmZJuZbWfRxcZHfn5n5AHOiCxAE6HA1EDjDXm4DZJNoNgUNBrx3ZbIrq6mmZzGeIDAYgoRleoS/4W5fREU+73998++/+/O3f/zhu+9//OZf/uub33z7p//44bs//vjdH77/5l+++T+++90ffvxv/+e3P/743fe//dO//F/f/4//+bs/f/ebf/3Tj9/++vf/9q//LWKvl9f/9f/57ocf//zr3/3qT9/99vtf/+5ff/qPX/1vrytqf/Ppmz99/+s//...
by farcast
Wed Oct 27, 2021 8:08 am
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 2160

Aerial: An efficient 2xN reactor

TL;DR Feature list: -Belt fed -Full roboport coverage for automated construction -All in one self tiling blueprint -3.04 GW base + 1.6GW per added segment -Tankless main reactor -Works in all orientations -Fuel efficiency ranges from 37% to 100%, reaching 100% when running at 63% power capacity or a...
by farcast
Sat Oct 09, 2021 12:28 am
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 9185

Re: How to use the train limit with double headed trains/stations

You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both statio...
by farcast
Fri Oct 08, 2021 8:20 pm
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 9185

Re: How to use the train limit with double headed trains/stations

You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both station...
by farcast
Tue Oct 05, 2021 12:50 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 71679

Re: All the different ways to automate a nuclear power plant

One covarex centrifuge can produce fuel for 13 reactors. Assuming you don't use any of it for nukes or nuclear fuel for trains. I don't know how many centrifuge per reactor you need to process uranium ore before covarex but it's certainly way more than 1 per 60 reactors. And you also need a ton of ...
by farcast
Sun Oct 03, 2021 4:56 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 71679

Re: All the different ways to increase the efficiency of a nuclear power plant

I suppose it depends on how often you either can't or won't build build enough fuel cell production for your reactors to decide if waiting for fuel is worth the added complexity. In my experience, never, so that's why I'm against it. Others might have a different experience.
by farcast
Sat Oct 02, 2021 11:25 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 71679

Re: All the different ways to automate a nuclear power plant

Say you have 4 reactors in a 2x2 setup. That produces 480 MW of power at 4 fuel cells every 200s. And now assume you are just using 120MW of power or 4 fuel cells every 800s but you had a brownout because fuel run low. ... Note: if you do have some alternative power your case needs less fuel produc...
by farcast
Fri Oct 01, 2021 11:52 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 71679

Re: All the different ways to automate a nuclear power plant

Larger reactors should be fueled all simultaneous. So you should check that each reactor has a fuel cell ready to go in. If your fuel production is too slow and you only fill a few reactors then you loose the neighbour bonus and you go into a death spiral with each cycle producing less energy so le...
by farcast
Thu Jul 08, 2021 10:46 pm
Forum: General discussion
Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Replies: 13
Views: 6369

Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)

Awesome! Do you have code to actually execute your compilation? Release when? The idea is that compiling comb script would result in a program that, when executed, generates a set of combinators in some global container that can then be simulated and manipulated by the rest of the program. Meaning ...
by farcast
Thu Jul 08, 2021 1:57 am
Forum: General discussion
Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Replies: 13
Views: 6369

Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)

This seems like the best place to post this now so: I've been working on making a language for combinators based on c++. This gives the advantage of all the quality of life tools for c++ automatically working with this language that I've been calling comb script. The key detail that makes this possi...
by farcast
Sun Jun 06, 2021 1:00 am
Forum: Combinator Creations
Topic: Height fields
Replies: 10
Views: 3381

Re: Height fields

That looks awesome! Do you have any videos of trains going from item source to destination? No videos, but I made a save file with a bunch of trains moving around given pseudorandom destinations. I recommend having the show-rail-paths debug option enabled to better see what's happening. The circuit...
by farcast
Fri Jun 04, 2021 11:34 pm
Forum: Combinator Creations
Topic: Height fields
Replies: 10
Views: 3381

Re: Height fields

This sounds really interesting. I really want to know more about it. I don't quite understand the full system and what it is capable of though. Are all stations named the same or something so that you can force them to any other station via signals? Yes, every station has the same name, and every t...
by farcast
Thu Jun 03, 2021 11:39 pm
Forum: Combinator Creations
Topic: Height fields
Replies: 10
Views: 3381

Re: Height fields

So it's called a height field, that's good to know. I've been using a height field as a way to control train routes entirely with combinators. Stations would output a large value to a particular signal, which then propagates through rail junctions. Trains are assigned a particular signal to follow w...
by farcast
Wed Apr 14, 2021 3:17 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7722

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

Here it is, an automated system for finding the lossless buffer size of a reactor. It works by simulating what I've found so far to be the worst case scenario, and detecting brownouts. It needs the editor extensions mod for the adjustable power sink with higher priority than accumulators. Running th...
by farcast
Tue Apr 06, 2021 10:31 pm
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7722

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

... Because of the explicit timer, I don't have the issue with fuel cell flood you discussed; if a reactor hasn't completed its cycle, nothing happens. That actually wouldn't have fixed the problem, which is the circuit not knowing that the system would always have a minimum amount of energy, even ...
by farcast
Tue Apr 06, 2021 5:35 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7722

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

I found a way to control the pumps without needing an extra combinator. Disabling the output pump if the steam level changes at all will have it active every other tick. If the steam level drops to the level that enables the input pump, then in the next tick the output will be disabled while the inp...
by farcast
Mon Mar 29, 2021 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.30] Blueprinted power pole connections can be overwritten when connecting to pre-existing power poles
Replies: 1
Views: 3123

[Lou][1.1.30] Blueprinted power pole connections can be overwritten when connecting to pre-existing power poles

Overwritten connections.png When blueprinted power poles are placed near other power poles, it's possible to form 5 new connections causing the blueprinted connections to be removed. I expected the blueprinted connections to always be preserved unless the blueprint overlaps with pre-existing power ...

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