Search found 329 matches

by XKnight
Sun Jul 03, 2016 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.3] [Rseding91] Smelting progress and rounding errors
Replies: 18
Views: 10411

[0.13.3] [Rseding91] Smelting progress and rounding errors

These bugs may be splitted into separate reports, but I will post them here because they are related to each other. Initial question: how many iron plates can be produced using 6 coal and a steel furnace? Using math: Energy from coal: 8 Mj (according to the game info) * 6 = 48 Mj Iron smelting time:...
by XKnight
Sun Jul 03, 2016 7:36 pm
Forum: General discussion
Topic: Chaining wires for 0.13
Replies: 38
Views: 13224

Re: Chaining wires for 0.13

Everyone (in this thread so far) seems to agree that wire chaining should return, including me. It'd be cool if wire chaining was the default, but holding shift had the origin point not move, and if holding shift while disconnecting a wire allowed chain disconnects. I think shift is not the best ho...
by XKnight
Sun Jul 03, 2016 4:02 pm
Forum: General discussion
Topic: The perfect acc./solarpanel ratio. Wiki seems wrong
Replies: 19
Views: 7640

Re: The perfect acc./solarpanel ratio. Wiki seems wrong

Old Info Full day - 25000 -1 Day - 12500- 0.5 Night - 2500- 0.10 Dawn or Dusk - 5000- 0.2/ea Your Info Full day - 24966 - 1 Day - 12482 - 0.5 Night - 3994 - 0.16 Dawn or Dusk - 4245 - 0.17 After performing several expiriments on 0.13.3 without any mods, I can confirm that: - full day length is 2500...
by XKnight
Sat Jul 02, 2016 9:14 pm
Forum: Ideas and Suggestions
Topic: [0.13] Connection method of red/green wires
Replies: 10
Views: 3245

Re: [0.13] Connection method of red/green wires

Also, am I the only one who is disturbed with the new combinator graphics?
What do you think about this? (I copy-pasted "∗" symbol from 0.12 and pasted into 0.13)
Image
by XKnight
Sat Jul 02, 2016 9:04 pm
Forum: Ideas and Suggestions
Topic: [0.13] Connection method of red/green wires
Replies: 10
Views: 3245

Re: [0.13] Connection method of red/green wires

Totally agree, new behaviour is terribly inconvenient and produces over complicated highly entangled builds. I even began to write my own suggestion, but then I found this one. I will post my videos here to clarify the differences: https://giant.gfycat.com/ParchedSecondaryAmethystgemclam.webm https:...
by XKnight
Sat Jul 02, 2016 5:03 pm
Forum: Resolved Problems and Bugs
Topic: *[13.1]Train PF don't give penalty to circuit closed signal
Replies: 16
Views: 9607

Re: [0.13.1] Train pathfinding algo ignores locked blocks

Loewchen wrote:The PF does not see signals but blocks, so I could imagine that it considers the block as occupied and as the block is part of both routes both get the same penalty and the shortest route is considered fastest. More testing would be necessary to confirm that.
Pic
by XKnight
Sat Jul 02, 2016 11:01 am
Forum: Resolved Problems and Bugs
Topic: [0.13.3] Landfill 1x1 should be disabled
Replies: 7
Views: 6614

Re: [0.13.3] Landfill 1x1 should be disabled

It is strange, I don't see any tactics here... only 4.5 times profit. If you reduce landfill price to 5 stone and disable 1x1 landfill result will be the same and more user-intuitive. https://fat.gfycat.com/CandidPowerfulBantamrooster.webm Edit: Admit, disabling 1x1 won't fix this issue, user still ...
by XKnight
Sat Jul 02, 2016 10:37 am
Forum: Resolved Problems and Bugs
Topic: [0.13.3] Landfill 1x1 should be disabled
Replies: 7
Views: 6614

[0.13.3] Landfill 1x1 should be disabled

Using 1x1 landfill you can fill 20 tiles using only 3 landfill:

Appearently 1x1 landfill is op and sould be disabled.
by XKnight
Fri Jul 01, 2016 10:37 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 35359

Re: Laser turrets without spending drain energy

I'm stating how do you know the difference between a bot dying and a bot just repairing? If you just always make sure there are 50 bots, when the attack is over, you'll have 51 bots. Each time you'd need more and more bots to go repair before you detect any issue and start shooting. From the robopo...
by XKnight
Fri Jul 01, 2016 8:44 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 35359

Re: Laser turrets without spending drain energy

DemiPixel wrote: The only negative is that if a construction bot dies, how do you deal with that...?
Obviously, robots always may die even in the simplest build, so the only way to deal with this is to request additional robots from the main base.
by XKnight
Fri Jul 01, 2016 7:53 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 35359

Re: Laser turrets without spending drain energy

Very nice, I had approximately the same idea, but with the "guard" turret: all other turrets are enabled when the guard turret fires (measured via increased energy consumption in a separate accumulator). But your way is definitely simpler, although with a small damage-price. https://giant....
by XKnight
Thu Jun 30, 2016 8:35 pm
Forum: Resolved Problems and Bugs
Topic: *[13.1]Train PF don't give penalty to circuit closed signal
Replies: 16
Views: 9607

*[13.1]Train PF don't give penalty to circuit closed signal

Train pathfinding algo ignores blocks that were locked using circuit network signal. As a result, train prefer "shortest path + unknown waiting time" than "slightly longer path". https://fat.gfycat.com/SmugPhonyIvorygull.webm In my opinion, locked signal should have some extra va...
by XKnight
Sun Jun 26, 2016 6:36 pm
Forum: Gameplay Help
Topic: Intermediate Combinator Help for the Digital Display
Replies: 2
Views: 2648

Re: Intermediate Combinator Help for the Digital Display

Small mistakes: 1.png 1) In current version, yellow combinator doesn't perform any usefull job and can be removed. 2) Red signal will be delayed by 2 ticks and Blue signal will be delayed by 1 tick. This desync will produce strange results on the display when input value is changing dynamically. I s...
by XKnight
Sun Jun 26, 2016 5:55 pm
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 53055

Re: Tetris... in Factorio?

Amazingness Would implementing the other two tiles be too difficult or did they just happen not to appear in that gif? If I remember correctly, there one additional row on the bottom and one additional column at the left and right side of the playfield. These cells are not the part of the display, ...
by XKnight
Sun Jun 26, 2016 5:36 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 97036

Re: Combinator Contraptions

What's the best way to do an int OR? Here's what I've got so far: 4 combinators to convert binary in separate items (2 for each int) 1 cominator to OR 3 combinators to map each item back to their number and add together Ideally if you know a better way to do this, I'd like a hint instead of an answ...
by XKnight
Sun Jun 26, 2016 5:35 pm
Forum: Show your Creations
Topic: Conway's Game of Life
Replies: 6
Views: 4906

Re: Conway's Game of Life

stellatedHex wrote:
XKnight wrote:Although I've promised to not play Factorio till 0.13, I could not pass by this thread...
Eheheh >: ]

I mean, uh, neat! Can I ask what compression you used for the game state?
Sure, details you can find here: viewtopic.php?p=136546#p136546
by XKnight
Fri Jun 17, 2016 1:52 am
Forum: Show your Creations
Topic: Conway's Game of Life
Replies: 6
Views: 4906

Re: Conway's Game of Life

Although I've promised to not play Factorio till 0.13, I could not pass by this thread...
Build
by XKnight
Fri Jun 03, 2016 9:43 pm
Forum: Ideas and Suggestions
Topic: Signal with floating point value
Replies: 11
Views: 4499

Signal with floating point value

At this moment every signal is an integer value and this is very reasonable for almost all items, because you can not imagine half iron plate. Except liquids, which is basically stored in tank as a floating point value and can not be represented in integer value without rounding. So, my suggestion i...
by XKnight
Tue May 31, 2016 9:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.34] Liquid could occupy incorrect slot
Replies: 2
Views: 2499

[0.12.34] Liquid could occupy incorrect slot

Initial build:
1.png
1.png (211.83 KiB) Viewed 2499 times
To reproduce this bug you should place additional pipe segment, as in this picture:
2.png
2.png (154.17 KiB) Viewed 2499 times
Result:
3.png
3.png (186.99 KiB) Viewed 2499 times
by XKnight
Tue May 31, 2016 8:54 pm
Forum: Not a bug
Topic: [0.12.34] Liquid pushing is failed
Replies: 6
Views: 3036

Re: [0.12.34] Liquid pushing is failed

Vanilla + blueprint mod only

Edit: I just managed to reproduce it with 100% chance, but it is somehow connected with the initial bug.

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