Search found 16 matches

by Z903
Fri Oct 09, 2020 4:48 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82454

Re: Friday Facts #361 - Train stop limit, Tips and tricks

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
by Z903
Fri Dec 02, 2016 5:09 pm
Forum: Combinator Creations
Topic: Hysteresis or "Thresholding" Requester Chest
Replies: 2
Views: 2166

Re: Hysteresis or "Thresholding" Requester Chest

Intresting idea.

There is a thread with more compact implimentations for hysteresis
viewtopic.php?f=193&t=32432
by Z903
Mon Sep 26, 2016 7:10 pm
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 30652

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.
by Z903
Mon Sep 26, 2016 3:50 pm
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 30652

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 i...
by Z903
Thu Sep 22, 2016 4:38 pm
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 30652

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.
by Z903
Sat Sep 10, 2016 5:39 am
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 30652

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 40, ...
by Z903
Tue Aug 04, 2015 11:06 pm
Forum: Ideas and Suggestions
Topic: Boolean Combinators
Replies: 14
Views: 9256

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 ...
by Z903
Tue Aug 04, 2015 7:19 am
Forum: Ideas and Suggestions
Topic: Boolean Combinators
Replies: 14
Views: 9256

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) ...
by Z903
Mon Aug 03, 2015 4:06 am
Forum: Ideas and Suggestions
Topic: Boolean Combinators
Replies: 14
Views: 9256

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
by Z903
Thu Apr 09, 2015 8:58 pm
Forum: Mods
Topic: [Mod 0.11.20] Steampunk V 0.1.1
Replies: 13
Views: 27861

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 )
by Z903
Tue Feb 03, 2015 6:51 am
Forum: Resolved Problems and Bugs
Topic: [0.11.14] Desync Loop
Replies: 1
Views: 1462

[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 d...
by Z903
Sat Jan 03, 2015 2:10 am
Forum: Implemented Suggestions
Topic: Asyncronous map downloading
Replies: 0
Views: 935

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 sav...
by Z903
Mon Dec 01, 2014 10:13 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Split by 3, 5, 7, 9
Replies: 11
Views: 33427

Re: Split by 3, 5, 7, 9

ssilk 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

:)
Ya its fine to add them to the wiki

skomick wrote:Beautiful. I actually bookmarked this topic!
Thanks!
by Z903
Sun Nov 23, 2014 5:42 am
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 19392

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 a...
by Z903
Fri Nov 21, 2014 4:59 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Split by 3, 5, 7, 9
Replies: 11
Views: 33427

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.
by Z903
Fri Nov 21, 2014 4:01 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Split by 3, 5, 7, 9
Replies: 11
Views: 33427

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. I...

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