you don’t need this at all, since what you’re describing can be done with only one or two arithmetic combinators and some judicious bitwise operators:
to check if a bit is set (to get its value), you just need to calculate the bitwise AND of the input and a constant with just that bit set (here ...
Search found 21 matches
- Mon Dec 23, 2024 1:41 am
- Forum: Ideas and Suggestions
- Topic: Add "nth bit is set" to circuit signal comparisons
- Replies: 2
- Views: 277
- Sun Dec 22, 2024 10:09 pm
- Forum: Ideas and Suggestions
- Topic: withhold productivity outputs until a crafting cycle completes
- Replies: 5
- Views: 502
Re: withhold productivity outputs until a crafting cycle completes
Actually, with the "set recipe" circuit signal option, can't this be pretty easily automated too? Especially the productivity > 100% case.
Actually i cant reproduce this exploit at all
i just tried this in‐game: it works when deconstructing the machine (whether by hand or with bots) and ...
- Sun Dec 22, 2024 8:52 pm
- Forum: Ideas and Suggestions
- Topic: withhold productivity outputs until a crafting cycle completes
- Replies: 5
- Views: 502
withhold productivity outputs until a crafting cycle completes
TLDR
asynchronous productivity can be manually exploited for free crafts, so make productivity output synchronously.
what?
when a machine’s productivity progress bar fills up, add its productivity results to the output of the machine only when the “main” green crafting progress bar fills up ...
asynchronous productivity can be manually exploited for free crafts, so make productivity output synchronously.
what?
when a machine’s productivity progress bar fills up, add its productivity results to the output of the machine only when the “main” green crafting progress bar fills up ...
- Tue Dec 17, 2024 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Automatically repair damaged *items* in logistical network
- Replies: 4
- Views: 654
Re: Automatically repair damaged *items* in logistical network
this is a great idea! i can imagine construction bots moving over to the logistic chest containing the item and repairing it like an entity. they could also repair damaged items in the player's inventory by hovering over them. personal roboports would be even more useful!
speaking of which, being ...
speaking of which, being ...
- Fri Dec 13, 2024 8:09 pm
- Forum: Not a bug
- Topic: [2.0.25] Dropping items on belt allows for over compression
- Replies: 1
- Views: 190
[2.0.25] Dropping items on belt allows for over compression
when dropping items on a belt, if you continue dropping them ever so slightly behind the items already on the belt, the items will be dropped exactly where your pointer is, arbitrarily close (compressed) to the items ahead. this always happens and is independent of the save used.
i expected ...
i expected ...
- Thu Dec 12, 2024 10:12 pm
- Forum: Balancing
- Topic: buff or rename piercing shotgun shells
- Replies: 7
- Views: 796
Re: buff or rename piercing shotgun shells
my bad, i only saw there was a Balancing subforum immediately after i posted.

- Wed Dec 11, 2024 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 15
- Views: 6092
Re: Change train station already added to schedule
+1 bump. i think this is even more necessary in 2.0 due to interrupts: let’s say you start setting up a wildcard interrupt with a destination of [item] unload , finish setting the complex wait conditions on it, then realize you misspelled it as [item]unload (without the space). you then have to add ...
- Wed Dec 11, 2024 4:33 pm
- Forum: Ideas and Suggestions
- Topic: show flamethrower turret fluid damage multiplier in Factoriopedia
- Replies: 0
- Views: 119
show flamethrower turret fluid damage multiplier in Factoriopedia
TLDR
the different fluids the flamethrower turret can take as input have different damage multipliers, but this isn’t shown in Factoriopedia.
what?
display the damage multiplier of each fluid the flamethrower turret can take as input in its Factoriopedia entry.
why?
the mechanic of each ...
the different fluids the flamethrower turret can take as input have different damage multipliers, but this isn’t shown in Factoriopedia.
what?
display the damage multiplier of each fluid the flamethrower turret can take as input in its Factoriopedia entry.
why?
the mechanic of each ...
- Wed Dec 11, 2024 4:21 pm
- Forum: Ideas and Suggestions
- Topic: rename “firearm magazine” to “rounds magazine”
- Replies: 5
- Views: 415
rename “firearm magazine” to “rounds magazine”
the names of magazines in the bullet ammo category go like this:
firearm magazine
piercing rounds magazine
uranium rounds magazine
notice how they're all named [qualifier] rounds magazine except for the first. for shotgun shells, cannon shells and rockets, this kind of pattern holds with no ...
firearm magazine
piercing rounds magazine
uranium rounds magazine
notice how they're all named [qualifier] rounds magazine except for the first. for shotgun shells, cannon shells and rockets, this kind of pattern holds with no ...
- Wed Dec 11, 2024 4:00 pm
- Forum: Duplicates
- Topic: [2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count
- Replies: 2
- Views: 345
[2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count
in the tooltips and Factoriopedia entries for regular and piercing shotgun shells, their pellet counts are reported as 144 and 256 respectively. this is actually the square of their respective real pellet counts (12 and 16).
- Wed Dec 11, 2024 3:41 pm
- Forum: Balancing
- Topic: buff or rename piercing shotgun shells
- Replies: 7
- Views: 796
buff or rename piercing shotgun shells
TLDR
“piercing” shotgun shells aren’t actually piercing in 2.0, so make them so or rename them.
what?
increase “piercing” shotgun shells’ pellets’ damage to something like 12 physical or rename them to something like “dense shotgun shells”.
why?
in 2.0, the only difference between regular ...
“piercing” shotgun shells aren’t actually piercing in 2.0, so make them so or rename them.
what?
increase “piercing” shotgun shells’ pellets’ damage to something like 12 physical or rename them to something like “dense shotgun shells”.
why?
in 2.0, the only difference between regular ...
- Mon Oct 21, 2024 10:03 pm
- Forum: Duplicates
- Topic: [2.0.8] some new technologies lack summaries
- Replies: 1
- Views: 155
[2.0.8] some new technologies lack summaries
the new “Steam power”, “Electric mining drill” and “Advanced combinators” technologies lack flavor text summaries. they’re the only base‐game techs without descriptions.
- Mon Oct 21, 2024 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard][2.0.8] “Pump connection” tips and tricks demo seems broken
- Replies: 1
- Views: 1420
[Pard][2.0.8] “Pump connection” tips and tricks demo seems broken
when selecting the “Pump connection” demo in the tips and tricks popup, nothing happens for quite a long time. so long that i thought the demo got completely broken by 2.0, but after around 25 seconds , the fluid train shows up. as far as i can tell, no other demo takes anywhere near that long to ...
- Mon Oct 21, 2024 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.8] instantly loud tips and tricks demos
- Replies: 2
- Views: 823
[Donion] [2.0.8] instantly loud tips and tricks demos
a loud noise plays when selecting the “Requester chest” tips and tricks entry. a similar, quieter noise happens when selecting the “Personal logistics” / “Passive provider chest” and “Active provider chest” entries. it sounds like all the robots are placed and start flying the instant the demo is ...
- Sun Feb 04, 2024 2:15 pm
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 1337
Re: add support for newer codecs
Did you miss the massive thing where Unity tried to retroactively change its license agreement?
And which license is it under? Because the link you gave only said "royalty-free" which leaves a whole heap of nasty stuff open.
the format and algorithms of JPEG XL are standardized as ISO 18181 ...
- Sat Feb 03, 2024 2:05 am
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 1337
add support for newer codecs
Factorio 1.1 contains over 1 GiB of graphics data and over 128 MiB of sound data, encoded in PNG and Ogg Vorbis, respectively. both of these codecs are quite old and have been superseded in recent years. i hope that the Factorio devs implement support for these better codecs to reduce download sizes ...
- Fri Jan 19, 2024 1:35 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 1490
Re: Make inserter speeds simpler (for 2.0?)
The thing is… inserter speeds don’t have any meaning except “it’s fast enough” or “it’s not so add more inserters.”
i’m just saying that it’s quite difficult to calculate when a certain number of inserters is “fast enough”, even for chest‐to‐chest transfers without any items‐on‐belt ...
- Fri Jan 19, 2024 1:18 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 1490
Make inserter speeds simpler (for 2.0?)
i think inserter rotation speeds are much too complicated to reason about, especially for new players. for example, without looking it up, how many full turns per second does the regular, basic, yellow inserter make? (equivalently, what is its chest‐to‐chest throughput, without any capacity bonus ...
- Fri Dec 08, 2023 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Always show underground max range visualization
- Replies: 6
- Views: 1377
Re: Always show underground max range visualization
yes, exactly this! i’ll also add that this “maximum range” should be shown while placing the first half of the underneathie, so that you can place it exactly right the first time! right now, i often place the “out” underground belt first, then reverse it, then place the “in” underground belt at the ...
- Sat Jan 21, 2023 5:50 am
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 8925
Re: Empty Module Slots and Upgrade Planner - Let's Talk
+1. i just ran into this problem and thought of the exact same solution. it seemed so obvious that i was shocked it didn’t work.