Honestly I am kind of disappointed that the devs did not mention the mod version of "train stop limits" that has been updated every version for 3 years.
https://mods.factorio.com/mod/Concurren ... estriction
Search found 16 matches
- Fri Oct 09, 2020 4:48 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 96876
- Fri Dec 02, 2016 5:09 pm
- Forum: Combinator Creations
- Topic: Hysteresis or "Thresholding" Requester Chest
- Replies: 2
- Views: 2552
Re: Hysteresis or "Thresholding" Requester Chest
Intresting idea.
There is a thread with more compact implimentations for hysteresis
viewtopic.php?f=193&t=32432
There is a thread with more compact implimentations for hysteresis
viewtopic.php?f=193&t=32432
- Mon Sep 26, 2016 7:10 pm
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 35884
Re: Simple hysteresis with two combinators
You have an interesting design siggboy, looks like Vox_Imperatoris built the same one as you. XKnight has a really cool design, took me a while to figure it out.
- Mon Sep 26, 2016 3:50 pm
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 35884
Re: Simple hysteresis with two combinators
A reddit thread by Vox_Imperatoris was posted earlier today. They put together a similar solution using a diffrent method.
https://www.reddit.com/r/factorio/comments/54igl7/combinators_for_beginners_like_me_a_very_simple/
Its awesome to see how many ways things can be created in factorio. The only ...
https://www.reddit.com/r/factorio/comments/54igl7/combinators_for_beginners_like_me_a_very_simple/
Its awesome to see how many ways things can be created in factorio. The only ...
- Thu Sep 22, 2016 4:38 pm
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 35884
Re: Simple hysteresis with two combinators
I think of it more as upper and lower trigger points. If a value rises above the upper trigger turn on, if it fall below the lower trigger turn off. If the value is between the upper and lower triggers keep the current state.
- Sat Sep 10, 2016 5:39 am
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 35884
Simple hysteresis with two combinators
You can use a two combinator solution to implement hysteresis in any system.
http://i.imgur.com/mgKZNMt.png
So quick explanation.
C = negative of the center value
H = hysteresis, plus minus this are your trigger points
Constant: C
Arithmetic: each / H
Decider: each > 0 = 1 each
So if you wanted ...
http://i.imgur.com/mgKZNMt.png
So quick explanation.
C = negative of the center value
H = hysteresis, plus minus this are your trigger points
Constant: C
Arithmetic: each / H
Decider: each > 0 = 1 each
So if you wanted ...
- Tue Aug 04, 2015 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Boolean Combinators
- Replies: 14
- Views: 10712
Re: Boolean Combinators
I will only be talking about AND, OR, and XOR. Shifts, compliment, and bit selection are nice but can be done using existing methods.
I say that these mathematical atoms are necessary. Giving users access to these you enable them to develop new ways of thinking and If you want to build a system why ...
I say that these mathematical atoms are necessary. Giving users access to these you enable them to develop new ways of thinking and If you want to build a system why ...
- Tue Aug 04, 2015 7:19 am
- Forum: Ideas and Suggestions
- Topic: Boolean Combinators
- Replies: 14
- Views: 10712
Re: Boolean Combinators
The problem is not that they can not be built, I am doing so for my CPU. The problem exists that it is not an efficient use of game resources. I could easily implement it by splitting out all the bits but in doing so would require at minimum of 31 divides and multiplies (and a < 0 for the sign bit ...
- Mon Aug 03, 2015 4:06 am
- Forum: Ideas and Suggestions
- Topic: Boolean Combinators
- Replies: 14
- Views: 10712
Boolean Combinators
Can we get some Boolean combinators so we can compute things with without having to split each bit out. Alternately exposing it as a modding api in some way.
- AND &
- OR |
- XOR ^
- Compliment ~
- RShift >>
- LShift <<
- Bit Select
- Thu Apr 09, 2015 8:58 pm
- Forum: Mods
- Topic: [Mod 0.11.20] Steampunk V 0.1.1
- Replies: 13
- Views: 29459
Re: [Mod 0.11.20] Steampunk V 0.1.1
Would love to see a Burner Lamp for lighting my base.
I don't know if its possible to make a flamethrower turret based on fuel pipes. ( since I wont be using electric turrets )
I don't know if its possible to make a flamethrower turret based on fuel pipes. ( since I wont be using electric turrets )
- Tue Feb 03, 2015 6:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.14] Desync Loop
- Replies: 1
- Views: 1630
[0.11.14] Desync Loop
So I just tried to join (Z903) a game ( I was the third player ), we got a desync loop.
One player was in combat (inzainia) when I joined the game. So it may be related. We restarted and that player moved out of combat and I was able to join ( the game was manually paused on join).
Attached is the ...
One player was in combat (inzainia) when I joined the game. So it may be related. We restarted and that player moved out of combat and I was able to join ( the game was manually paused on join).
Attached is the ...
- Sat Jan 03, 2015 2:10 am
- Forum: Implemented Suggestions
- Topic: Asyncronous map downloading
- Replies: 0
- Views: 1124
Asyncronous map downloading
Using the saving and replay features built into the game it may be possible to run the simulation and have a connecting client download the map. This feature would allow clients to download the map without the server stopping for the entire download time.
This method assumes that a replay may be ...
This method assumes that a replay may be ...
- Mon Dec 01, 2014 10:13 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Split by 3, 5, 7, 9
- Replies: 11
- Views: 44966
Re: Split by 3, 5, 7, 9
Ya its fine to add them to the wikissilk wrote:I hope it is ok, that I included the pics into the wiki, if not just tell:
https://forums.factorio.com/wiki/inde ... _splitters
Thanks!skomick wrote:Beautiful. I actually bookmarked this topic!
- Sun Nov 23, 2014 5:42 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 22493
Re: Faster Belt Corners
I actually like that corners slow down the flow of items. it adds an interesting "law" to the game that the player has to get around :)
I have to agree with -root. The problems corners create are one of the more interesting things to work to avoid. Its easy to deal with early game, just add a ...
I have to agree with -root. The problems corners create are one of the more interesting things to work to avoid. Its easy to deal with early game, just add a ...
- Fri Nov 21, 2014 4:59 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Split by 3, 5, 7, 9
- Replies: 11
- Views: 44966
Re: Split by 3, 5, 7, 9
Yes it is a perfect split. If you put 30 iron in the input you will get 10 out each path of the 3 split.
Even if the input is fully loaded but not if the output is blocked.
Even if the input is fully loaded but not if the output is blocked.
- Fri Nov 21, 2014 4:01 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Split by 3, 5, 7, 9
- Replies: 11
- Views: 44966
Split by 3, 5, 7, 9
Hey everyone,
So a while ago I came up with a way to use splitters to split a stream of resources by odd numbers ( or any number for that matter ).
The basic principle is to find the next biggest power of two and route the undesired fraction back into the input. This creates a recursive splitting ...
So a while ago I came up with a way to use splitters to split a stream of resources by odd numbers ( or any number for that matter ).
The basic principle is to find the next biggest power of two and route the undesired fraction back into the input. This creates a recursive splitting ...