Ah, I tried it on a Gleba surface on my test world (Nauvis), thinking that might but have been it - but confirmed in game cultivation does set. I guess I do not know how to properly test Gleba from the editor.
There seems to be signals for the special "Iron bacteria cultivation" etc, but wiring these to a Biochamber seems to achieve nothing at all.
Tested in world editor, can manually select the recipe, and it is researched, but my dreams of making copper/iron on demand from the same chambers seems ...
Now fractions sound a lot more complex, could be of real use for probabilities but i don't know if it would be a digression or not. I don't even know if it would differ in binary notation that just "non-integers" and how difficult it would be to do some pairwise operation showing a decimal parts in ...
Similar RAM design as I'm using? .global mem 10 at https://qon.github.io/combinassembly/ on my phone, but I can't see a blueprint there? Gives source code.
Possibly though, how have you done w/ R/W latencies?
If that bp is supposed to be a normal multiplier ("32x32->32" bit?), why does it ...
I'm not sure what you mean. It seem to me that when your blueprint is stopped
Ah sorry, my bad - made some last second changes, adding a counter to the left of the mixer to show how it might be used. The actual mixer is the two substations and everything in between.
Ahh this is my pet obsession, glad to see others bit by the same bug. Well, kinda, actual goal is to build a per-signal computer some day, such that each signal is effectively its own core, independent programs, memory etc. Maybe I'm not alone there?
May have to break my mod virginity on the map then, rather like staying vanilla . Understandable though, and excited to hear that there's more in store for train orders - the limitations are a little frustrating without these hacks currently.
Sorry, hate to be that guy, just didn't get a chance to, hoped it might click. Here's a test case - 100% reproducible sadly. If you go back a few versions (I think just 2) it'll start working for sure.
In the save that the station the train is waiting on is disabled. It's also inaccessible, but ...
A train waiting on an enabled , inaccessible, station did not start moving when that station became disabled. I had to manually tell it to skip the stop.
New in 0.17.48 I believe, if this is the new norm it will likely break my whole train network :(
I mean, how do you compactly load T=140 with steel, and T=165 with half Iron and half Copper without mixing? Currently, I have a completely conventional 2x12-chest (6 blue belt) station loader stack filter inserters and it nearly works, except for the garbage ...
I suppose I could compute the number of slots consumed by the train contents and never allow a train to become full, and use circuit managed dispatch conditions (to ensure a train never leaves when an inserter is midswing), but this would be very combinator-intense. It's also rather messy with ...
That solution also requires the trains to arrive completely empty, for trains to only ever leave due to "full inventory", and for _every_ train being serviced to conform to this to ensure they never pause midswing. Oh, and the target contents to be evenly divided by stack size * inserters ...
Not actually complex at all, just count how many tiles are pathable from the start, accepting the map once it exceeds some threshold.
Algorithm you want to use for that is floodfill, same thing paint uses for its fill tool. Pseudo code is often expressed in just 5 lines, although in practice a ...
A picture is worth a thousand words, so here's two:
https://i.imgur.com/WJUYYiA.png
https://i.imgur.com/5JjHftz.png
You can sometimes reduce the leaking by setting input priorities (on either splitter, interestingly), but this isn't always an option, and is inconsistent in operation.