Search found 238 matches

by Nidan
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 ...
by Nidan
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 ...
by Nidan
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

almania wrote:
Sat Mar 09, 2024 5:03 pm
I try to offer all 3 input combos where possible: GRN/RED on the same input connection, or GRN/GRN or RED/RED across two.
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.
by Nidan
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...
by Nidan
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' ...
by Nidan
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

diederTheBeater wrote:
Sun Mar 03, 2024 7:30 pm
It would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly.
Not sure about minimap, but for the other cases that's already possible. Default keybind is ctrl + alt + left click.
by Nidan
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.
by Nidan
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.
by Nidan
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...
by Nidan
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 ...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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...
by Nidan
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.
by Nidan
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...
by Nidan
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

Ranakastrasz wrote:
Sun Dec 24, 2023 10:35 pm
I would be absolutely shocked if the limit of 300% is not itself moddable.
It is moddable
FFF 375 wrote:This is also why we created an overall machine limit on productivity to be +300% (modifiable by mods if needed)
by Nidan
Thu Dec 21, 2023 2:58 am
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 26098

Re: Friday Facts #388 - Smaller things for 2.0

Locane wrote:
Wed Dec 20, 2023 9:56 pm
Why not just make underground belts made with "track drag" try to use maximum distance by default? It would circumvent most of the use cases this feature is trying to solve I think.
Underground belts and pipes already work like that.
by Nidan
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...

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