Search found 238 matches
- Tue Mar 12, 2024 1:21 am
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5446
Re: Pairwise Arithmetic / each op each
Thanks for the blueprints, I incorporated them where I could. div and especially mod got a bit smaller and faster as result. The right shifts using your multipliers are currently the same speed as the ones I had previously, but using more combinators. Maybe there are ways to make them smaller, but ...
- Sun Mar 10, 2024 3:56 am
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5446
Re: Pairwise Arithmetic / each op each
MUL can be implemented in 3 cycles, 20 combinators. Hint: Try the identity: ab=((a + b)^2 - (a - b)^2) / 4 Solution: ab=(a/4 + b)^2 - (a/4 - b)^2 ab=((a>>2) + b)^2 - ((a>>2) - b)^2 + (a&2)*b + (a&1)*b You could have mentioned the technical reason for the division by 4. At first glance this ...
- Sat Mar 09, 2024 5:19 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5446
Re: Pairwise Arithmetic / each op each
I see. Accounting for that makes the output identical, and since it is a straight improvement (-2 ticks, -19 combinators) over the one from the OP, I'll be stealing this one.
- Sat Mar 09, 2024 4:49 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5446
Re: Pairwise Arithmetic / each op each
There are still wordings i'm not familiar with like : MUL/MULUH/MULSH. It has already been answered, but I'll add my 2c as well: MUL, like in my first post, is obviously multiply. For the other two, it depends on which variant of assembly/abbreviations you currently work with. I was first trying to...
- Tue Mar 05, 2024 5:30 pm
- Forum: PyMods
- Topic: pY Alternative Energy - Discussion
- Replies: 179
- Views: 84426
Re: pY Alternative Energy - Discussion
Hi, just got an error: The mod Pyanodons Alternative Energy (1.2.20) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalternativeenergy::on_nth_tick(61) __pyalternativeenergy__/scripts/wind/wind.lua:94: attempt to concatenate local 'direction' ...
- Mon Mar 04, 2024 9:45 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 12885
Re: Friday Facts #400 - Chart search and Pins
Not sure about minimap, but for the other cases that's already possible. Default keybind is ctrl + alt + left click.diederTheBeater wrote: ↑Sun Mar 03, 2024 7:30 pmIt would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly.
- Fri Mar 01, 2024 7:07 pm
- Forum: Technical Help
- Topic: Port randomization issue when hosting
- Replies: 2
- Views: 213
Re: Port randomization issue when hosting
If your modem is more than a pure modem, e.g. it has some kind of firewall or NAT or also acts as a router, check if you can configure port forwarding rules for it. If you can't or that doesn't help, you'll have to contact your ISP.
- Thu Feb 29, 2024 1:49 pm
- Forum: Modding interface requests
- Topic: Enable removal or hiding of shield equipment and active defense equipment
- Replies: 2
- Views: 232
Re: Enable removal or hiding of shield equipment and active defense equipment
Are you aware of the no base mod? It should help you figuring out the minimal properties you need.
- Fri Feb 23, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 48873
Re: Friday Facts #384 - Combinators 2.0
I've recenently managed to design almost-fully-functinoal vector to vector divisor. It has some flaws (i.e., it likes off-by-one errors due to calcuations precision), but it generally works for larger numbers. How it works: Divide a very big constant by a denominator Use vector multiplication to mu...
- Fri Feb 09, 2024 7:22 pm
- Forum: Ideas and Suggestions
- Topic: \data\core\backers.json file
- Replies: 16
- Views: 4144
Re: \data\core\backers.json file
When you grab the file from Github, you should take the version that matches your currently installed version of factorio, not the newest one. This change from 3 weeks ago is likely giving you trouble. If everything else fails, you can always head to the factorio website and download the whole game ...
- Fri Feb 09, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 18535
Re: Friday Facts #397 - Factoriopedia
Looks normal to me, foundry (tech) unlocks foundry (recipe) which creates foundry (item) which places foundry (entity). In 1.1, techs that only unlock a single thing also tend to follow this pattern. You're right about the naming, but as far as I've seen in the FFF, the corresponding research packa...
- Fri Feb 09, 2024 3:18 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 18535
Re: Friday Facts #397 - Factoriopedia
And I noticed something else about the unlocked by in the screenshots. The Foundry is unlocked by itself. Have I misunderstood something or is this a mistake? Looks normal to me, foundry (tech) unlocks foundry (recipe) which creates foundry (item) which places foundry (entity). In 1.1, techs that o...
- Mon Feb 05, 2024 2:24 am
- Forum: Gameplay Help
- Topic: Why doesn't my train run
- Replies: 3
- Views: 534
Re: Why doesn't my train run
You don't need signals as long as there's only one train. Once you add signals, track that is supposed to be used in both directions always needs them in pairs; having an unpaired signal makes that section of track one way, and if you happen to have unpaired signals on both sides of the track no aut...
- Fri Feb 02, 2024 1:47 pm
- Forum: Technical Help
- Topic: [1.1.101] GPU Performance issues
- Replies: 28
- Views: 1458
Re: [1.1.101] GPU Performance issues
short answer: factorio tries to use multithreading whenever possible. For details, see the FFF blog posts; optimizations, including parallelization, are a recurring topic there. The ideas and suggestions section in this forum also has its share of great multithreading ideas(tm) and why they won't wo...
- Sun Jan 28, 2024 10:50 pm
- Forum: Gameplay Help
- Topic: blueprint copy paste history
- Replies: 3
- Views: 399
Re: blueprint copy paste history
Already possible, default keybind is Shift + Mouse Wheel. In the controls settings it's called Next/Previous Clipboard under the Tools section.
- Sat Jan 13, 2024 5:37 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 721
Re: Help dividing entity stats based on existing entity stats
Assignment is "=", not "==". See the Lua 5.2 manual.
- Sat Dec 30, 2023 4:09 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 875
Re: Is a train junction parallel multiplexer possible?
Thanks, guys. I think I get it now. Maybe, maybe not… I should have a LOT more space in between my wait area and my drop off area, and then build something like sparr's 4-to-6 mux junction (but perhaps scale it up to 20-to-10 or something). Not necessarily. Depending on how many trains go to each s...
- Mon Dec 25, 2023 3:36 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 4372
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
It is moddableRanakastrasz wrote: ↑Sun Dec 24, 2023 10:35 pmI would be absolutely shocked if the limit of 300% is not itself moddable.
FFF 375 wrote:This is also why we created an overall machine limit on productivity to be +300% (modifiable by mods if needed)
- Thu Dec 21, 2023 2:58 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 26098
- Wed Nov 22, 2023 5:58 pm
- Forum: Modding help
- Topic: mod communicating with the outside world
- Replies: 7
- Views: 835
Re: mod communicating with the outside world
isn't it a major security issue to be able to run arbitrary code from a remote device ? What you can do via rcon is the same as what any mod and any player with access to /c can do; you're still constrained by the limits of the modding API. And since the server owner has to explicitly enable rcon v...