Search found 366 matches

by torne
Thu May 29, 2025 9:32 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 26
Views: 1231

Re: Random Number on Selector Combinator

Personally I wouldn't particularly want to implement my own MT based on the wikipedia description even in a normal programming language as it's just a bunch of fiddly math stuff that I don't have any particularly solid grasp on, so my advice for doing it in combinators would be "don't", but I'm just ...
by torne
Mon May 26, 2025 3:13 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 26
Views: 1231

Re: Random Number on Selector Combinator



Your example here suggests one simple test: we could take the *difference* between consecutive values in the sequence and see if the differences look uniformly distributed. The "x+1 => x" generator would fail this test very quickly, since the difference would always be 1 - we wouldn't need much ...
by torne
Sun May 25, 2025 1:24 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 26
Views: 1231

Re: Random Number on Selector Combinator


If i understand properly, you talk only about the last step in the logic, the one where a very large number in the order of magnitude of the seed// 32 bits is made into one in a range that would be the user end result ? by doing %N operation on it, if 0-N is the desired range for RNG in user's ...
by torne
Tue May 20, 2025 6:40 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 26
Views: 1231

Re: Random Number on Selector Combinator


1st combinator creates random number 0..2^32-1. Initial seed=0.
2nd combinator truncates sign bit
3rd combinator truncates to % N.


LCGs are a good default when you don't need security and want it to be fast and simple, yeah. However, note that using % N for the final step introduces the "modulo ...
by torne
Wed Apr 30, 2025 7:13 pm
Forum: Outdated/Not implemented
Topic: Edgeless Planets
Replies: 3
Views: 267

Re: Edgeless Planets

If you loop both horizontally and vertically, that would actually be a torus-shaped planet :)

Lots of games do that anyway of course, but it doesn't correspond to how a spherical planet would work. I'm not sure this really adds much to Factorio, but in general if you do want to make a flat 2D map ...
by torne
Wed Apr 09, 2025 8:43 pm
Forum: Gameplay Help
Topic: mining drill bug?
Replies: 4
Views: 378

Re: mining drill bug?

The information that appears in the sidebar when you point at a machine does not tell you the current electricity consumption - only the maximum (and minimum if it's not zero), so nothing in your screenshot shows how much power it's consuming right now.

You need to look in the electric network info ...
by torne
Tue Mar 18, 2025 12:44 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 26
Views: 5841

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

This is a super useful tool, but I had two issues with using the blueprint below:

1. The auto launch blueprint only includes 746 foundations, but the full blueprint has 839, so this ends up being exactly 50 foundations short after the manual launches.

2. The auto launch blueprint contains 10 rare ...
by torne
Wed Mar 12, 2025 8:51 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 861

Re: Train interruption exceeds train limit


Well, the cycle starts with an empty train. Its purpose is to carry material, so put as static schedule entry the loading station. Call all loading stations with the same train layout the same name, so the train will pick some open loading station, no matter the material.

...

This is what was ...
by torne
Fri Feb 21, 2025 3:05 pm
Forum: Gameplay Help
Topic: Can't leave caches for local network to repair defences unless I remove all logistics drones
Replies: 2
Views: 260

Re: Can't leave caches for local network to repair defences unless I remove all logistics drones

In most setups for outposts/wall repairs you just wouldn't have any logistics robots in those networks. Supplies would come in by train and be unloaded directly into storage/passive provider chests for the construction robots to use.
by torne
Thu Feb 20, 2025 11:03 pm
Forum: Balancing
Topic: Please, decrease power consumption for burner inserter
Replies: 15
Views: 1375

Re: Please, decrease power consumption for burner inserter


And how I have to look? The big power consumption removes any benefits of burner inserter. There is the differences:


Yes, if you only supply the exact amount of fuel needed by the boilers themselves then you won't have enough fuel to also supply the burner inserters while still running the ...
by torne
Wed Feb 19, 2025 1:34 pm
Forum: Gameplay Help
Topic: Personal roboport not working
Replies: 5
Views: 697

Re: Personal roboport not working

"personal logistics" in the inventory controls whether the logistics robots in your base's roboport network will deliver items from the base to your inventory and take items from your inventory trash slots to base storage. This doesn't have anything to do with personal roboports in your armour or ...
by torne
Sat Feb 08, 2025 2:21 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 909

Re: figuring out suitable amount of turbines for 32x reactor core?

The reactor bonus is only applied if the reactors are fully aligned with other.
by torne
Sat Feb 08, 2025 12:23 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 909

Re: figuring out suitable amount of turbines for 32x reactor core?


I thought the reactor bonus would compensate for this. Am not a fan of infinitely wide designs.


A 2xN reactor always has three neighbours for every reactor except for the four on the "corners" which only have two. It's not possible for a different shape to equal this while still leaving every ...
by torne
Thu Feb 06, 2025 10:40 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1364

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes

It would still happen if a pipe in between happened to get removed first; once that happens there are two separate fluid systems and it doesn't matter how the fluid flow works. Pushing the fluid out when marked for deconstruction avoids that.
by torne
Thu Feb 06, 2025 10:05 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1364

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes

There's only a few meaningfully different scenarios here:

1. The fluid system has enough spare space to hold all the fluid in the marked-for-deconstruction entities. With the current system no fluid is lost in this case, regardless of whether the deconstruction is cancelled or goes ahead. With the ...
by torne
Thu Feb 06, 2025 9:05 pm
Forum: Modding interface requests
Topic: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Replies: 22
Views: 1364

Re: Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes


So then why does it happen when marked for deconstruction? You can accidentally right click on a tank while in map view, or mark a few too many entities for deconstruction. Flushing entities when marked for deconstruction makes less sense than doing it when actually deconstructed. I see no reason ...
by torne
Wed Jan 29, 2025 6:56 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 556

Re: need help for a Mega Mall feature.

Ah yes, if you have the same limit for all items then Muche's method of outputting an RGB color value per-item using "each" and then having the lamp pick up its color from the appropriate item signal works. I haven't used this since it was added so forgot it existed now.

You can make this work for ...
by torne
Wed Jan 29, 2025 6:48 pm
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 930

Re: Logistic requests - "inf" behaves as "none" rather than infinity

Ah, you are correct, sorry! I had never noticed that case before, and I must have tested it wrong.

So, yeah, "trash unrequested" does handle requested items with no autotrash threshold differently than requested items with a specific autotrash threshold, and thus the two thresholds are not handled ...
by torne
Wed Jan 29, 2025 6:17 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 556

Re: need help for a Mega Mall feature.

The simplest thing you can do to reduce it to just *one* combinator each is to have a single constant combinator outputting "green=1", connected to all of the lamps (using whichever color of wire you aren't using to connect each lamp to its decider), and then only have the decider that outputs red ...
by torne
Wed Jan 22, 2025 1:16 am
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 930

Re: Logistic requests - "inf" behaves as "none" rather than infinity


Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to some arbitrary finite ...

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