Search found 311 matches
- Tue May 27, 2025 1:56 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 24
- Views: 1145
Re: Random Number on Selector Combinator
but then I was looking at the wikipedia page to try and see if there was a chance i could make one in game, https://en.wikipedia.org/wiki/Mersenne_Twister. and I could see the n=624 in the C code, but then for other values like "a" "b" "c" and Umask and Lmask, the values are in hexadecimal, and ...
- Mon May 26, 2025 1:50 pm
- Forum: Resolved Requests
- Topic: GameViewSettings slightly incorrect defaults
- Replies: 4
- Views: 328
Re: GameViewSettings slightly incorrect defaults
Like PennyJim, I'd list the value that takes priority first. In addition, I'd avoid "and" and "or", lest someone attempts to evaluate the expression. How about "Value of `default_show_value` if set, `true` otherwise"?
- Mon May 26, 2025 9:37 am
- Forum: Off topic
- Topic: AI Insights trong Factorio
- Replies: 1
- Views: 213
Re: AI Insights trong Factorio
Just to make sure: Which kind of AI? Generative AI which became a big topic in the recent years (example keywords: ChatGPT, LLM), or decades old game AI (for controlling NPCs, enemies, ...)?
Both are, of course, not intelligent but apply some algorithms to their input data. Regarding game AI, I'd ...
Both are, of course, not intelligent but apply some algorithms to their input data. Regarding game AI, I'd ...
- Fri May 09, 2025 12:26 am
- Forum: Duplicates
- Topic: [2.0.47] Decider combinator thinks negative number greater than 0
- Replies: 2
- Views: 172
Re: [2.0.47] Decider combinator thinks negative number greater than 0
Not a Bug, as per the discussion following this post .
Outputting Anything when the condition is not using Each will output a single signal out of the input signals. In particular, Anything will pick the first input signal in some game defined order that roughly resembles the order the items appear ...
Outputting Anything when the condition is not using Each will output a single signal out of the input signals. In particular, Anything will pick the first input signal in some game defined order that roughly resembles the order the items appear ...
- Thu May 08, 2025 6:57 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 10879
Re: Combinator cookbook 2.0
Tertius' setup gives the pairwise minima min(Each[red], Each[green]), the selector combinator min(all input signals). Calling both operations minimum is perfectly fine. You just need to be precise and indicate which of them is meant, if there's risk of confusion.
- Fri Apr 25, 2025 1:52 am
- Forum: Combinator Creations
- Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
- Replies: 21
- Views: 1890
Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
The question is, what is it supposed to do? Validating something without a goal to validate against is … difficult.
This =>
I then tried to make a program that would count up to 314 and restart for a few hours.
Where "few hours" is time spent trying, not the amount of time the program is ...
- Thu Apr 24, 2025 10:36 pm
- Forum: Combinator Creations
- Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
- Replies: 21
- Views: 1890
Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Interesting work.
Re 2.0 combinators: The changes made in 2.0 really shine when you're frequently working with Each. Stuff that's rather cumbersome in 1.x reduces to a single combinator in 2.0. With the goal of sticking close to x86, these improvements become mostly meaningless. The selector ...
Re 2.0 combinators: The changes made in 2.0 really shine when you're frequently working with Each. Stuff that's rather cumbersome in 1.x reduces to a single combinator in 2.0. With the goal of sticking close to x86, these improvements become mostly meaningless. The selector ...
- Thu Apr 24, 2025 1:47 pm
- Forum: Not a bug
- Topic: [2.0.43] Electromagnetic plants having larger fluid storage
- Replies: 5
- Views: 256
- Wed Apr 16, 2025 1:59 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 5650
Re: Unbeatable anti-cheat.
2)Cheating on achievement can be done the same way, but it's even easier, you can just be a bunch of spectators while other people do all the hard work or edit your filesave later on.
With a little bit of modding, you can also trivialize the steam/unmodded achievements. Get or make yourself a ...
- Mon Apr 14, 2025 9:49 pm
- Forum: Modding help
- Topic: What makes Foundries able to craft transport belts?
- Replies: 4
- Views: 269
Re: What makes Foundries able to craft transport belts?
Space age changes happen in the space-age mod:
data/space-age/base-data-updates.lua
data/space-age/base-data-updates.lua
- Wed Apr 09, 2025 12:18 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1850
Re: Multiple Fluid Selector Circuitry
Simplifying a bit, I read the instructions as:
$1 := max(in_r1, in_r2)
out_1 := signal in_g1 value $1 if $1 < in_r3 else signal R value in_r3
I would like to have a single (decider) combinator
Impossible. While a decider combinator can evaluate arbitrary logic, it'll either produce all it's ...
- Tue Apr 08, 2025 8:09 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1850
Re: Multiple Fluid Selector Circuitry
I'm not saying that the arithmetic combinator is the mapping; it is not. As consequence, your attempt at interpretation went off the rails. I don't even know how that mapping is supposed to look like (mathematically), the description is quite vague.
From
For example map signals '1', '2' and '3 ...
From
For example map signals '1', '2' and '3 ...
- Tue Apr 08, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1850
Re: Multiple Fluid Selector Circuitry
Apparently I managed to miss the "mapping" in the part I quoted and focused on the "filtering" part...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...
Say we have 3 Signals on one wire channel. With some conditions met I'd like to map them to a yet unspecified but dynamic 4th signal type that's given on the other wire channel. For example map ...
- Tue Apr 08, 2025 7:22 am
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 1850
Re: Multiple Fluid Selector Circuitry
Wube could add a mapping function to the selector combinator that filter's a signal type on red(green) channel that is given by input on the other channel. That'd be great. ...
In case you still need a solution for this, here's a hint: With 2.0 you can do this with a single decider combinator ...
- Mon Apr 07, 2025 7:05 am
- Forum: Gameplay Help
- Topic: Any idea why this condition is not completing?
- Replies: 5
- Views: 363
Re: Any idea why this condition is not completing?
04-06-2025, 12-56-06.png
It doesn't show anything in a mouse-over.
I will admit, my interrupt might be suspect, but that still doesn't explain the non-completion.
04-06-2025, 12-57-30.png
Your interrupt condition is "ANY request zero", which isn't tied to a specific planet but checks all ...
- Sat Mar 22, 2025 4:41 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1986
- Views: 729501
Re: Simple Questions and Short Answers
1. Can I move my game save to a self-hosted server?
Yes
2. Will the server pause the game when no one is logged in?
There's a setting for that
3. How saves are being handled on a server instance, can I still manually save?
The same as your single player world: Autosaves at regular ...
- Thu Mar 20, 2025 12:09 am
- Forum: Gameplay Help
- Topic: How can I get the distance travelled by space platform?
- Replies: 4
- Views: 1486
Re: How can I get the distance travelled by space platform?
My combinators:
Hub: read speed (in km/s) -> V
Distance: D + V -> D (loops back to it's own entry, so D is increased)
Distance (in km): D / 60 (because speed is read every tick but unit is km/s)
My problem:
When implementing this, I noticed, that my calculated travel distance is way lower ...
- Thu Mar 13, 2025 11:26 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 5650
Re: Unbeatable anti-cheat.
I like to split cheats into two groups:
Resource based: Anything that gives you a resource benefit, regardless whether actual resources, unit health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is ...
Resource based: Anything that gives you a resource benefit, regardless whether actual resources, unit health, etc.
These will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is ...
- Wed Mar 12, 2025 8:05 am
- Forum: Pending
- Topic: Science packs lost without reason
- Replies: 3
- Views: 243
Re: Science packs lost without reason
There's no research going on now, but that doesn't say anything about 7 minutes ago. On the production side there's also a matching bump for the same time, which I suspect is science. Hard to see due to the scale of the production graph.
I'd suspect there was a research started which either ...
I'd suspect there was a research started which either ...
- Tue Mar 11, 2025 9:26 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 10879
Re: Combinator cookbook 2.0
Yes, the stack size will lag one tick behind. Unless the output signal changes, which will result in one tick without stack size signal. When controlling inserters and having somewhat stable inputs this probably isn't an issue since the combinators are usually done updating before the inserter is ...