Search found 858 matches
- Sat Jan 15, 2022 12:00 am
- Forum: Ideas and Suggestions
- Topic: Rename "Belt speed" to "Belt throughput" in ingame tooltip
- Replies: 11
- Views: 2049
Re: Rename "Belt speed" to "Belt throughput" in ingame tooltip
Actually, throughput would be the correct terminology. I very much agree.
- Sun Nov 28, 2021 3:42 pm
- Forum: Off topic
- Topic: Motivational video for the cold season
- Replies: 0
- Views: 1862
Motivational video for the cold season
[Moderated by Koub : Too off topic, even for Off topic subforum.]
- Sun Oct 31, 2021 9:17 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
Re: Least multiple calculation
... This requires at most 31 steps: start with E = 0, M = chest content and T = 2^31 as long as T > 0: if M >= T * C: (subtract and compare EVERYTHING >= 0) M = M - T * C E += T T /= 2 ... That is for getting the quotients only, right? Or does (subtract and compare EVERYTHING >= 0) include getting ...
- Sun Oct 31, 2021 9:14 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
- Sun Oct 31, 2021 6:50 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
- Sun Oct 31, 2021 6:18 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
Re: Maximum multiple calculation
I am not happy with the setup of my question. I think, next time I need to factor in the total amount of combinators required and the growth of latency (because of loops) at worst case and maybe some other characteristics which might be important.
- Sun Oct 31, 2021 5:47 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
Re: Least multiple calculation
Well, the minimum amount you can make out of any chest worth of stuff is 0. I think you mean the maximum. Yes, correct. With the previous wording I was referring to the minimum among the quotients, which could have been better. I updated the wording. Your challenge is a division, then calculate the...
- Sun Oct 31, 2021 2:06 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 3458
Maximum multiple calculation
I have a group of signals with their respective values set in a const combinator. These represent the items required to make 1 of item E. Let's call these signals r1, r2, r3, ... rn. I also have a chest with various items and I am reading its contents. Let's call the signals derived from that c1, c2...
- Sat Oct 30, 2021 6:16 am
- Forum: Resolved Problems and Bugs
- Topic: Mod Manager breaks on mod swap
- Replies: 5
- Views: 1777
- Tue Oct 26, 2021 9:36 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 18104
Re: Contest: Longest train based nuclear reactor
To reduce train down time : build X number of parralel tracks 4 tile apart and park X number of train there. Then use pumps to make steam go through all of the train, wagon per wagon so that only the train in X position receive steam, when this X train is full it leaves the stations, and then the X...
- Tue Oct 26, 2021 6:51 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 18104
Re: Contest: Longest train based nuclear reactor
I found a tillable pattern that alligns with reactor connection points at 70 tiles. (No surprise, as 70 is the least common multiple of 7 (6 wagon length + 1 gap) and 10 (2x5 reactor width) and where in a single wagon setup all connections could be made. Doesn't mean there aren't shorter ones. But t...
- Tue Oct 26, 2021 5:53 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 18104
Re: Contest: Longest train based nuclear reactor
In a bottom up step, this is the one tillable pattern for a direct, 3 connection design I found: tillable hx2wagon setup 01.jpg Measuring the water throughput, it gave me a reliable 3k/s. ('writing "reliable", because in the upper row it is ~500/s higher ... which makes absolutely no sense...
- Tue Oct 26, 2021 5:14 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 18104
Re: Contest: Longest train based nuclear reactor
That's kind of missing the challenge. ... The challenge for the contest is to transmit the heat along the train, not the steam. Sounds far too easy. ;) Edit: I am just joking. Also I meant in comparrison to my own pipe attempt, which addmitedly missed your specs and also just in response to daves t...
- Tue Oct 26, 2021 4:29 pm
- Forum: Energy Production
- Topic: Contest: Longest train based nuclear reactor
- Replies: 89
- Views: 18104
Re: Contest: Longest train based nuclear reactor
@DaveMcW: That seems to be the highly theoretical case, where one train can be loaded continuously while moving at max speed. Love that approach, because it leaves space for my engineering. Here is my unrequested attempt to transform it to ingame-reality: 1.) Needs S sibling stations + infrastructur...
- Sat Oct 23, 2021 7:32 pm
- Forum: Pending
- Topic: [1.1.42] Spidertron shift-queued route breaks on alt-tab
- Replies: 2
- Views: 1011
- Fri Oct 15, 2021 1:20 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 297
- Views: 145134
Re: Friday Facts #365 - Future plans
for the developers, small DLCV make bug fixing and possibly balancing (especially between new content and basic content) easier and smoother Quite the contrary is true. [*] the above also includes that players may move off to other games before the big DLC arrives and possibly not come back because...
- Fri Oct 08, 2021 12:51 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 7044
Re: How to use the train limit with double headed trains/stations
... As such a train can do a U-turn by going through any of the stations, ... . If a train is west of the destination then it wants to go to the bottom stop. But if you only enable the top stop then it will move past the station, make a U-turn and go to the top stop. ... Ah yes, they can also go pa...
- Thu Oct 07, 2021 10:48 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 7044
Re: How to use the train limit with double headed trains/stations
I don't think there is a solution to this problem. Wait, wait, wait, wait wait, ... . In my first solution I was focused on the example given by you. Two trains and not a problem if one of them moves slightly, before it actually can go to the target station. With the bigger picture of an arbitrary ...
- Thu Oct 07, 2021 8:07 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 7044
Re: How to use the train limit with double headed trains/stations
Ok, I am down to 6 combinators and 4 ticks delay. 0eNrtXFtu4zYU3Ys+C3sgUiIpGpj+JLOBdj4KFANBsZmEqC0Zkpw2GHgB3Ue7sa6kevghS5R9buJk2qI/CRyZR+Q9vA8eXeWrd7fcmHVu09KbffXsPEsLb/bzV6+wD2myrP9WPq+NN/NsaVbexEuTVf0pT+zS2048my7Mb96Mbb9MPJOWtrSmHd98eI7TzerO5NUXTkZOd+gTb50V1ZgsrW9U4XD5QUy8Z282DfgHUeEvbG7m7Rf4djKA5...
- Thu Oct 07, 2021 5:24 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 7044
Re: How to use the train limit with double headed trains/stations
As far as I understand it, the stuttering is a result of a feedback loop which is caused by the stations being input and output at the same time. What if you use two stations in each direction, all the same name (top1, top2 and bottom1, bottom2 instead of top and bottom). top1 and bottom1 are enable...