Search found 128 matches

by SuicideJunkie
Thu Jan 02, 2025 10:30 pm
Forum: Combinator Creations
Topic: Balanced holmium solution input
Replies: 5
Views: 775

Re: Balanced holmium solution input

I've been using the new sorter combinator for that job.
My use case is the iron/steel overflow. It goes into a bin of mixed quality plates.

The sorter combimator chooses the largest quantity item.
I then have a red/green lookup table constant+decider that maps plates to bins of the same quality ...
by SuicideJunkie
Thu Jan 02, 2025 10:20 pm
Forum: Combinator Creations
Topic: 1-Combinator RS-latch
Replies: 9
Views: 5227

Re: 1-Combinator RS-latch


Hi,

Thanks for the idea! I've updated the latch for more general usage. Red wire is used as a memory cell.
...
I have not actually tested this thoroughly, please correct me if there's any issues with this setup.
I'm not clear on how that differs significantly from the classic; {S} > {R} ? Output ...
by SuicideJunkie
Sat Dec 14, 2024 8:42 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 47
Views: 77213

Re: Fuel consumption control for thrusters in Space Age

I've just been using an extra tank and pumping when fluid < 180 (adjusted by constant for convenience).
The engines fill while the ship is idle so they get a hearty jump start on any transits, and then quickly ramp back to the natural flow restriction of the 180/25000 fluid level.
by SuicideJunkie
Sat Dec 14, 2024 4:28 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 10
Views: 924

Re: [2.0.14] Bug with Ag Tower + Circuit network


Ok, looking at the logic, it is designed that a given tree is only going to be harvested by the tower that planted it. So, as of now - that's how they work. To do otherwise would increase the performance cost of towers growing trees. It also works this way so one tower growing won't pollute ...
by SuicideJunkie
Sat Nov 23, 2024 8:06 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 120
Views: 166032

Re: Digital Display, Yay!

Well, the minimalist digital display has hit rock bottom.

One math combinator, one lookup table digit-basing constant.
And one input constant.


Now with leading zero removal and parameterized input signal choice.
digital_display_2d.png
0eNrd3Ntv8jYUAPB/BVnankzXhISbNk1AuLRPk/awh65CAdxiLSQsMb2s4n ...
by SuicideJunkie
Sun Sep 17, 2023 3:53 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 92648

Re: Friday Facts #376 - Research and Technology


if you want to build refinery before organizing oil outpost, no, must build outpost first
You just need to touch grass oil. I picture an engineer arriving at unknown world, having no clue what's needed and what's not. Stumbles upon oil — my goodness, time to remember how to build that oil ...
by SuicideJunkie
Fri Sep 08, 2023 8:33 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 226515

Re: Friday Facts #375 - Quality

Gotta agree with the naming scheme issues.
Legendary items are Unique. And that's good for antiques roadshow but terrible for manufacturing.

My two cent suggested list:
T1: Crude (or "Functional" if you are optimistic)
T2: Good
T3: Improved
T4: Excellent
T5: Perfect

Blueprints are definitely ...
by SuicideJunkie
Fri Aug 05, 2022 10:54 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 120
Views: 166032

Re: Digital Display, Yay!

A self-calibrating analog clock!
The module to the left side detects sun-up via the accumulator (first chargeup is ignored so construction order doesn't impact the numbers)
The calibration module then detects the day length and adjusts the start time, and the indicator starts rotating!

Self ...
by SuicideJunkie
Tue Jan 25, 2022 11:29 pm
Forum: Gameplay Help
Topic: Train Signal UI Oddity
Replies: 0
Views: 805

Train Signal UI Oddity

I was working on a scheme to detect a train stopped at a closed signal in order to trigger logic, by reading a signal just ahead of the closed signal going red... except it never went red...

The right hand signal is permanently closed via logic for this example. The test train is pathing to a temp ...
by SuicideJunkie
Mon Jan 03, 2022 9:47 pm
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 4899

Re: Why does the train not skip a scheduled stop if it becomes inaccessible?

If there's an open stop elsewhere, the train would simply path to it and carry on.
So closing the isolated stop should kick the train back to the load stop. Even just blinking it closed for one tick would be sufficient I'd expect.
The real trick will be not closing it if there is a train actually ...
by SuicideJunkie
Mon Jan 03, 2022 4:51 pm
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 4899

Re: Why does the train not skip a scheduled stop if it becomes inaccessible?

Good to know that fiddling with train limits won't help and why.

I may be able to swing a track isolation detection circuit and close the stop to prevent lockups on the main network. Can't do anything if the train has committed to the final offramp, but that is to be expected.
by SuicideJunkie
Mon Jan 03, 2022 5:47 am
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 4899

Why does the train not skip a scheduled stop if it becomes inaccessible?

The picture should hopefully explain it.
Can anyone shed some light on the train-brain logic of why it is doing what it is doing so I can design a workaround?

Train was on its way, then the station becomes inaccessible (track destroyed).
Note: There are still accessible stops, but they are all ...
by SuicideJunkie
Wed Dec 22, 2021 6:36 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 120
Views: 166032

Re: Digital Display, Yay!

I spent a few days thinking about how you could multiplex multiple digits with fewer than M combinators.
The divide by each, and each modulo 10 part came to me, and I'll use that to save almost 40% on my ETA digit generation :)

But I gave up on the display segment compression bit. Turns out I was ...
by SuicideJunkie
Sat Dec 11, 2021 6:38 pm
Forum: Won't fix.
Topic: [0.17.11] Cloning combinators doesn't preserve signals "in flight"
Replies: 2
Views: 2261

Re: [0.17.11] Cloning combinators doesn't preserve signals "in flight"

This does come up in game for Space Exploration mod.
Whenever a ship is launched and the contents are cloned to the travel surface, all of our combinator computers get rebooted.

Observations:
When power is cut, combinators retain their outputs.
Even when not connected to any network, the powered ...
by SuicideJunkie
Wed Dec 08, 2021 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [Boskid] [1.1.48] Train stopped on gate cannot be cloned
Replies: 1
Views: 2782

[Boskid] [1.1.48] Train stopped on gate cannot be cloned

(Reproduced unmodded, build 59155, linux64)
1) Lay track
2) Add a gate on the track
3) Move train onto gate
4) Clone region.
5) Train evaporates on paste.

Ideally, the cloning process should copy the current state of the gate (i.e. lowered) so that the train can be placed as well.

This is an issue ...
by SuicideJunkie
Sun Oct 03, 2021 1:57 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 120
Views: 166032

Re: Digital Display, Yay!

Inspiration struck and over the last week I made a stock compatible 32 character alphanumeric display with individually addressable colours. (Forget the receiver dish logic and wire your own messages in. Perhaps even make a scrolling marquee since that only requires a simple bit shift with this ...
by SuicideJunkie
Thu Jul 01, 2021 2:33 am
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 3439

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

for the record, it's not never. run the game sped up and you'll see.
I did check.
Stops do not get treated like signals according to empirical testing, and no other pathing rules on the wiki's list care about ticks.

After 10 minutes of waiting, the train did not repath through (A) + (B) while ...
by SuicideJunkie
Mon Jun 28, 2021 9:19 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 3439

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

I'm certainly not expecting suggestions from random people such as myself to be implemented without consideration.

There are already existing rules of very similar nature in existence, as I quoted, so the devs clearly believe this sort of thing is appropriate in general, and it is not impossible ...
by SuicideJunkie
Mon Jun 28, 2021 1:56 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 3439

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

What to keep here in mind is that Factorio doesn’t take the train length into account. It could lead to stupid situations, when the train is longer and tries to go through the circle and back, but now blocking the whole circle and itself.

Adjusted formatting.

Going into the roundabout cannot ...
by SuicideJunkie
Sat Jun 26, 2021 9:26 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 3439

Train Pathing Improvement (Re: chain signals & parked obstructing trains)

TL;DR
Trains can get into a permanently waiting situation which is fairly easy to path out of with existing rules tweaked.


What ? #1
1) When pathfinding inside a chain signal sequence, the train's currently occupied block should not be discounted from consideration due to being reserved.

0 ...

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