Search found 533 matches

by JohnyDL
Fri Nov 17, 2023 11:41 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Now Imagine to have behind each output two check-boxes: "to red" and "to green", booth of them checked by default. No more. ... No - Just different outputs to different channels if ONE set of conditions is TRUE. Okay so set of conditions are true you send some things to red some...
by JohnyDL
Fri Nov 17, 2023 9:05 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

To me round number meant integers as opposed to decimal as is often used in comon langage and i thought it for the weights of item. The quote from #382 is This created some kind of rough base for testing, and we then modified many things a lot. Most non-intermediate utility stuff was cut to be at m...
by JohnyDL
Tue Nov 14, 2023 2:34 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Even knowing full well that it's not the case, every time I look at this, my brain thinks that decider will output a fixed value of "check 1, red circuit 8" when it's on. That's an intereting take, and I can see how you read it that way, for me it's saying it will output with the current ...
by JohnyDL
Tue Nov 14, 2023 9:53 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Yes , i tend to think it would be a fun puzzle :) Give us access to raw value like stack size, number of slot, weight of one item, and then we could do the math with combinator, it's not super advanced maths, ideally when the research is done it auto-update the value, but there is room for differen...
by JohnyDL
Mon Nov 13, 2023 2:09 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

"Rocket capacity" seems oddly specific to me too. Item mass seems like the most general property to output. Rocket capacity is tied very specifically to a single vanilla feature, but I imagine mods (like SE!) will start making use of weight/mass in other contexts. Mass makes more sense to...
by JohnyDL
Sun Nov 12, 2023 11:25 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

I would like to have an option not only to select different outputs but also choose the channel (red or green) to output to. You select WHERE to output by the cable(s) you connect to the combinator You select WHAT to output by the tick boxes in the combinator menu If you want to output only from th...
by JohnyDL
Sun Nov 12, 2023 10:12 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

I've attached a visual mock-up of this: sort_index_example2.jpg (EDIT: fixed output request order in example image - evaluating hypothetical circuits by hand is hard!) This might be doable with something comparable to each/every as the index.... though I can see a way of doing it manually without a...
by JohnyDL
Sun Nov 12, 2023 8:32 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

I will personally never use the circuits as I have found them too complicated to use in-game and the tutorials on them, both in-game and outside it, have all been insufficient. Like one other person, this has led to me building multiple, small, simple, scaleable outpost-style bases for mining and d...
by JohnyDL
Sun Nov 12, 2023 4:29 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

[*]Min/Max/Latch (of a particular signal over time) -> I think 2 combinators, if red >= green output red, if green > red output green, feed both back into either red or green (on both) and have the other side be data, and have a reset control signal too, I think you need 2 for min max cause you nee...
by JohnyDL
Sun Nov 12, 2023 2:31 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Something else I realized would be awesome to have in a single combinator: random numbers, possibly with a range. (Ab)using the random signal selector combinator needs signal input (which limits the range/resolution to the total number of different signals), and possibly folding the different possi...
by JohnyDL
Sun Nov 12, 2023 2:08 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

I suggest adding a filter combinator. This combinator will take as a filter the types of signals from, for example, the green wire and pass these types from the red to the output. Or skip those that are not specified. This is possible with the 2.0 Decider if Control signal on Red != 0 then the Data...
by JohnyDL
Sun Nov 12, 2023 2:01 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

It's great that it's possible , but that workaround feels cumbersome and considering that the new combinator is named the Selector it feels counter-intuitive to be performing an operation like this on the Decider. You're right I'd split the Selector as is to a Sorter Combinator and a LookUp Combina...
by JohnyDL
Sun Nov 12, 2023 11:21 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Oh, that's an illustrative example! Picking the first item (in signal order - the order displayed in the tooltip) just takes one combinator. So if you move all of those to the train, and no more arrive, then that's easy: just repeat. Just separating them out in signal display order just takes 3 com...
by JohnyDL
Sun Nov 12, 2023 2:05 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

The function is indexing signals to process them one by one in some additional logic. Is there a problem in 1.1 that the selector combinator would solve? I don't understand what is meant by the above quote. If you want do do the same thing for every input signal, that's straightforward. If you want...
by JohnyDL
Sun Nov 12, 2023 1:34 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Some time ago I was thinking about how to enumerate all non-zero signals in a circuit. I thought that I didn’t have enough knowledge about combinators, but it turned out that this is now almost impossible. But at least it will be like this until version 2.0 I'm curious what you mean by "enumer...
by JohnyDL
Sun Nov 12, 2023 1:08 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 310
Views: 40324

Re: Friday Facts #384 - Combinators 2.0

Oooh more circuit stuff, this is amazing :D I have so many ideas popping into my head for how it could be used many of which others have mentioned: A cycling output from a memory cell -> with a handful of combinators, take a snapshot of signals, then output them one after another, when last signal i...
by JohnyDL
Thu Sep 21, 2023 11:55 am
Forum: Ideas and Suggestions
Topic: Robot Recall Signals
Replies: 2
Views: 310

Re: Robot Recall Signals

completely missed that, never mind me XD
by JohnyDL
Thu Sep 21, 2023 9:49 am
Forum: Ideas and Suggestions
Topic: Robot Recall Signals
Replies: 2
Views: 310

Robot Recall Signals

It'd be nice if it were possible to set certain roboports to request some robots to come back to them if they're not busy Having all your building robots defaulting to docking where they finished working rather than where they're most likely to be needed next would be nice Having logistic robots dis...
by JohnyDL
Fri Dec 04, 2020 5:03 pm
Forum: Questions, reviews and ratings
Topic: Searching for a mod (from AntiElitz Nov DangOreus stream)
Replies: 0
Views: 867

Searching for a mod (from AntiElitz Nov DangOreus stream)

Last week AntiElitz did a subscriber event with DangOreus mod, but I can't seem to find a list of the mods he used. The one I'm specifically looking for was to unlock new areas on the map required filling that square with a certain amount of pollution I tried a bunch of different searches and I can'...
by JohnyDL
Wed Jan 29, 2020 7:37 pm
Forum: Minor issues
Topic: Shadows under power lines don't match up [0.18.1]
Replies: 2
Views: 1192

Re: Shadows under power lines don't match up [0.18.1]

I knew it wouldn't be a must fix urgently :) I'm happy enough that it didn't get moved to the won't fix sub forum

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