Search found 20 matches
- Tue Apr 04, 2017 12:21 am
- Forum: Ideas and Suggestions
- Topic: Make bots NEVER recharge (until they comlpete their task)
- Replies: 10
- Views: 3760
Re: Make bots NEVER recharge (until they comlpete their task)
I think this idea only makes sense if robots belong to a specific roboport and only perform tasks in that roboport's range. That does leave you with some other issues, such as transferring robots and items from one side of the network to the other. These problems would be solvable with circuit netwo...
- Tue Mar 28, 2017 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Net Ideas
- Replies: 16
- Views: 6578
Re: Circuit Net Ideas
Any chance combinators will get special 'each red' / 'each green' signals that work the same as 'each' but only return the values of the red / green network respectively? It would be amazing if you could multiply two sets of signals together (other operations would also be nice, but multiplication i...
- Tue Mar 14, 2017 4:26 pm
- Forum: Implemented in 2.0
- Topic: Fluid physics (fix bizarreness, no extra calculation)
- Replies: 35
- Views: 15089
Re: Fluid physics (fix bizarreness, no extra calculation)
From my experience the proper way to fix this kind of a problem is to just make the value of current fluidlevel an array of size 2 and then when you read the value use value[gametick mod 2] and when writing use value[gametick+1 mod 2]. Also known as the pingpong method. You use a bit more memory bu...
- Thu Mar 09, 2017 9:30 pm
- Forum: Implemented in 2.0
- Topic: Fluid physics (fix bizarreness, no extra calculation)
- Replies: 35
- Views: 15089
Re: Fluid physics (fix bizarreness, no extra calculation)
The cost of simulating pipes is going over and touching each pipe - cache misses as each pipe tries to flow to adjacent pipes all scattered randomly in memory. So, iterating them all twice would make it twice as expensive. How about going through the pipes randomly? Then any fluctuations should eve...
- Wed Feb 15, 2017 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Improve Basic Circuit Overview
- Replies: 11
- Views: 5823
Re: Improve Basic Circuit Overview
I think it would already help a lot if pressing alt showed not only the signals chosen as inputs and outputs (which is already an option) but also their current value. And it'd be nice if the operator was still readable. I'd imagine this would look something like the following: http://i.imgur.com/Sa...
- Sat Dec 24, 2016 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network, reduction operations.
- Replies: 9
- Views: 3466
Re: Circuit network, reduction operations.
As a a side effect this removes the need for the 'Anything' and 'Everything' inputs, which are basically 'Each'. <br style="text-align: justify;">There is a large difference between "Each", "Everything" and "Anything".<br style="text-align: justify;"...
- Thu Dec 22, 2016 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network, reduction operations.
- Replies: 9
- Views: 3466
Re: Circuit network, reduction operations.
Yeah I don't think the option should be available unless you select 'Each' and output only 1 signal, since that's the only situation where it applies. It would be pointless to show it in any other circumstance. The image is only a rough example to get the idea across. I agree that applying a summary...
- Wed Dec 21, 2016 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network, reduction operations.
- Replies: 9
- Views: 3466
Circuit network, reduction operations.
In the 0.15 circuit network poll there's a suggestion for a 'Selector' combinator supporting operations like 'MAX' and 'MIN'. Personally I think the ability to calculate maximum and minimum values would a great feature, but I'd like to propose a slightly different way of achieving it. The way I see ...
- Tue Dec 20, 2016 11:43 am
- Forum: Ideas and Suggestions
- Topic: And / Or etc for circuitry
- Replies: 32
- Views: 9735
Re: And / Or etc for circuitry
That sounds like an awesome idea for a mod. Something like factorissimo, but for circuits (circuissimo?) sounds quite interesting. But it probably won't make it into the main game for the same reasons factorissimo won't.
- Tue Dec 20, 2016 1:25 am
- Forum: Ideas and Suggestions
- Topic: And / Or etc for circuitry
- Replies: 32
- Views: 9735
Re: And / Or etc for circuitry
Bitwise AND/OR/etc would be pretty epic though. What would really make the circuit system more powerful would be some way to combine the red and green circuits with arithmetic operations. That, and some ways to combine all the signals in a circuit into a single one (maximum / minimum / total etc.)....
- Wed Dec 07, 2016 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 10743
Re: Cylindrical / spherical / torus maps
Cube won't work. Look at your image, and walk down onto one of the lower 'sides'. Then walk right, off the edge of the side and onto the next side. You would expect to enter from the left side of the tile BUT YOU'RE NOT, you're now on the bottom of a tile. Rotation issues aside, this would make for...
- Tue Dec 06, 2016 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 10743
Re: Cylindrical / spherical / torus maps
An easier way to represent a sphere would be to divide the world up into big squares like this , and glue the correct edges together to make it into a cube. You do end up with a somewhat weird situation on the corners though, so it's not as simple as the torus. That said there's no curvature and eac...
- Tue Aug 09, 2016 7:01 pm
- Forum: Balancing
- Topic: Aliens and Evolution progress
- Replies: 3
- Views: 2666
Re: Aliens and Evolution progress
Arguably spawner kills are the most realistic way to drive evolution. Can't have evolution without natural selection. Time and pollution just increase the number of mutations, natural selection gives them a direction. Of course it would be far more interesting if the aliens actually mutated over tim...
- Tue Jul 05, 2016 2:40 pm
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 9581
Re: [0.13.x] Make Chain Signal connectable to circuit network
It would be nice if the Rail Chain Signal could be connected to the circuit network in the same way as the Rail Signal. You know, now that Rail signals are connectable to circuit network, in theory we don't need rail chain signal at all. We could just use plain rail signal and implement the lock lo...
- Tue Jul 05, 2016 12:10 pm
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 9581
Re: [0.13.x] Make Chain Signal connectable to circuit network
i looked around, but couldnt find this one, sorry but thanks for moving it. in my eyes you wont be able to set the signal to blue, just like you can set the signal of a normal rail signal to yellow. The question was what the chain signal should sent to the circuit network if it was blue, not if it ...
- Mon Jul 04, 2016 4:48 pm
- Forum: Implemented Suggestions
- Topic: [0.13.3] logic combinator
- Replies: 14
- Views: 5333
Re: [0.13.3] logic combinator
Hmm, I don't think your XOR works. If positive numbers are all TRUE, then 2 XOR 3 should be 0. You probably would need 4 combinators to do XOR (3 if A and B use the same signal). I think a superior schema would be to use 0 and 1, all using the same channel, where signals that don't conform are divi...
- Mon Jul 04, 2016 4:13 pm
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 9581
Re: [0.13.x] Make Chain Signal connectable to circuit network
Isn't it so, that the state is equal to the first non-chain-signal? Not necessarily, if there's a train in between a chain signal and a rail signal then the chain signal will be red, but the rail signal could be green (or yellow). And very difficult question: what should a chain-signal output, if i...
- Mon Jul 04, 2016 3:07 pm
- Forum: Implemented Suggestions
- Topic: [0.13.3] logic combinator
- Replies: 14
- Views: 5333
Re: [0.13.3] logic combinator
I don't think this would really add any new behaviour, most of these can be replicated using the arithmetic combinator if you consider all positive values TRUE and 0 FALSE (and negative values neither). Then you'd get: NOT A = (A == 0) A AND B = A * B A OR B = A + B A XOR B = NOT (A == B) A NAND B =...
- Sun Jul 03, 2016 2:27 pm
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 9581
Re: [0.13.x] Make Chain Signal connectable to circuit network
I suppose that would work (apparently chain signals also turn yellow at the same time as the next signal), but it'd be more elegant to connect to the chain signal directly. Also, if you want to make a template for a rail crossing then it's often better to use a chain signal, since those are less lik...
- Sun Jul 03, 2016 2:41 am
- Forum: Implemented Suggestions
- Topic: [0.13.x] Make Chain Signal connectable to circuit network
- Replies: 20
- Views: 9581
[0.13.x] Make Chain Signal connectable to circuit network
It would be nice if the Rail Chain Signal could be connected to the circuit network in the same way as the Rail Signal. As an example of when this could be useful: when you try to design a nice crossing (to keep your trains from killing you) the circuit network functionality of the Rail Signal is cr...