Search found 354 matches

by Theikkru
Tue Nov 10, 2020 10:23 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

As a corollary to this topic and the scenario (B) above, I'd like to add that, in the name of consistency, I'd welcome the addition of a 1W power requirement on other normally un-powered devices (such as belts) when hooked into a logic circuit. Not only would that add a bit of realism, (given the ex...
by Theikkru
Tue Nov 10, 2020 9:31 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing. It's inconsistency between logic devices, not just a difference from full power. (See link i...
by Theikkru
Tue Nov 10, 2020 1:53 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

There is a difference in placing 1000+ solars and 840+ accumulators to increase general power production, and placing 1 solar and 1 accumulator to have isolated electric network that backups the power needs for up to 40 combinators. From a problem solving standpoint, I don't see the difference. Sol...
by Theikkru
Tue Nov 10, 2020 1:29 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

That's my point. Players are already taught by other, far more obvious mechanics that low power is bad. Having combinators break logic too is needlesly punishing and just adds frustration and confusion to the problem.
by Theikkru
Tue Nov 10, 2020 1:18 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

[...]you could just not have a crappy power supply.[...] "Just put down another solar mat." [...]until every single consequence and wrinkle[...] "Consequences and wrinkles" should not be there just for the sake of being punishing; they should be there as part of an interesting p...
by Theikkru
Tue Nov 10, 2020 6:39 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

Again, the issue I have isn't that the problem can't be solved, it's that: 1. it's disproportionately difficult to diagnose, because the symptoms are so obscure and intermittent, making it very difficult for an unaware player to determine the cause 2. it can wreak all sorts of havoc in the factory u...
by Theikkru
Tue Nov 10, 2020 2:58 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

[...]Usually people build that in the form of a solar panel & accumulator, and use that, on an isolated grid[...] I get what you're saying, but I just want to point out that this is the perfect example of what I mean. A big reason people go through the effort of building fancy power systems is ...
by Theikkru
Tue Nov 10, 2020 2:29 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I'm well aware that you can work around this; I can think of a few ways to make the circuit resistant to this problem, but they all feel like really clunky workarounds (e.g. backup power for the logic control of a backup power system, or shutting off the logic circuit if accumulators reach 0) compen...
by Theikkru
Tue Nov 10, 2020 2:11 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

[...]There are ways to prepare backup power via steam engines or steam turbines that only kick in once accumulator charge is low.[...] The irony is, I encountered this problem when trying to design this very thing; the logic for my nuclear setup was behaving strangely when I tried to boot it up (an...
by Theikkru
Tue Nov 10, 2020 1:45 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 15028

Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

See this topic . I'm told this is intended behavior, but it feels really broken, and seems like bad game design, since it can cause all sorts of strange problems that are really hard to find, diagnose, and fix. I propose that at the very least, all powered logic devices on the same electrical networ...
by Theikkru
Mon Nov 09, 2020 11:13 pm
Forum: Not a bug
Topic: [1.0.0] Combinator behavior inconsistent below 50% power
Replies: 6
Views: 2099

[1.0.0] Combinator behavior inconsistent below 50% power

It took me forever to diagnose this, but it appears that combinators intermittently fail to respond to pulse signals when running below 50% power satisfaction. This is inconsistent with other devices like inserters, which operate slower under low power, but still generate single-tick pulse signals r...
by Theikkru
Mon Nov 09, 2020 4:24 pm
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 18
Views: 9090

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

That's the point; it's a one-size-fits-all design that has enough heat buffering to prevent overloads under intermittent use, while also maintaining a healthy steam buffer to handle spikes above rating. As I mentioned above, the turbines are left out intentionally to make setting it up simpler when ...
by Theikkru
Sun Nov 08, 2020 3:13 am
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 18
Views: 9090

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

Your setup is unfortunate. You actualy need about 4 steam tanks to hold the heat to prevent overheating. Make the math. :idea: I'm not sure what you're trying to say. It's primarily the heat pipes that store the heat and prevent overheating, not the tanks. The steam tanks are mostly there as an ext...
by Theikkru
Sat Oct 31, 2020 8:10 pm
Forum: Gameplay Help
Topic: Train Stop Help
Replies: 3
Views: 1375

Re: Train Stop Help

See my replies in this similar topic. It's also a good idea to go through the basic and advanced rail signal mini-tutorials if you haven't already.
by Theikkru
Thu Oct 29, 2020 5:30 pm
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 18
Views: 9090

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

I've updated the wiring in the blueprint to account for a case where the circuitry could possibly get stuck depending on the signal timing when reloading fuel under low power conditions. (I've had some trouble reproducing it reliably.) Hopefully I've serialized it enough that it can't get jammed any...
by Theikkru
Sun Oct 25, 2020 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.0.0] Biter lost in forest
Replies: 1
Views: 884

[Oxyd] [1.0.0] Biter lost in forest

Don't know how or when this guy got himself into this predicament, but he obviously doesn't know how to get out of it:
welp.png
welp.png (3.88 MiB) Viewed 884 times
The save has replay enabled, so maybe you can find out how he got there.
by Theikkru
Thu Oct 15, 2020 7:10 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 2733

Re: Sunflower junction (8-way RHD unbuffered double roundabout; 10-car max)

Is that because they actually take a left turn/the inner circle when they do a U-turn? Yes. I'm currently trying to redesign it so the trains entering the junction in a left turn don't block the exit to their immediate right... OK I've fixed it so that the blocking no longer occurs. This had the si...
by Theikkru
Thu Oct 15, 2020 4:07 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 2733

Re: Sunflower junction (8-way RHD unbuffered double roundabout; 10-car max)

It's an unbuffered junction governed by chain signals, so it shouldn't ever deadlock, so long as the exit lanes remain unobstructed. I don't have a good way to measure throughput since there isn't a neat tool (like the 4-way throughput tester) that will work properly on this thing; there can technic...
by Theikkru
Thu Oct 15, 2020 12:19 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 2733

Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)

As far as I'm aware, no-one's posted an 8-way junction. The lack of one's been weighing on my mind for a while now, so I sat down and made one. I'm not entirely convinced there's a practical necessity for such a thing, but here it is anyways: Sunflower.png 0eNqlndtuXEcORf+ln2WjWHf6N/I4CAa+aBIBsmzIcm...
by Theikkru
Wed Oct 14, 2020 12:08 am
Forum: Spread the Word
Topic: Elon Musk tweets about factorio
Replies: 11
Views: 9642

Re: Elon Musk tweets about factorio

[...]They are also using low orbits, where air resistance will naturally cause debris to fall[...] There's an interesting corollary on top of this. Because air resistance is dependent on the frontal cross-section of an object, (which is a square function of size,) and its momentum is dependent on t...

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