Search found 329 matches

by XKnight
Tue May 31, 2016 8:50 pm
Forum: Not a bug
Topic: [0.12.34] Liquid pushing is failed
Replies: 6
Views: 3083

Re: [0.12.34] Liquid pushing is failed

Just want to add:

sometimes water can be considered as another liquid, and water flows into the slot which is not dedicated to it.
1.png
1.png (146.82 KiB) Viewed 2969 times
This is quite rare situation, but when it happens chemical plant won't work anymore.
by XKnight
Mon May 30, 2016 11:54 pm
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23894

Re: Smart Furnace - load-balanced, demand-based, and tileable

And the main holy-crap part: When you switch back and forth between steel and iron smelting you lose your productivity bonus progress some since they have different smelting times (prod3 modules in everything). I decided to test this because it looks very very important: Animation.gif Some math for...
by XKnight
Mon May 30, 2016 6:24 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23894

Re: Smart Furnace - load-balanced, demand-based, and tileable

Standard process: 0.4 iron + 0.8 iron =[*from 2 eq]=> 0.4 iron + 0.192 steel Result: new process gives (0.2 - 0.192)/0.192 = 4.16% more steel than standard ! and takes (2 - 1.8)/1.8 = 11.1% more time. 0.8 irons gives 0.8*1.2*1.2/5 steel in the standard process. Which is 0.2304. Too bad, no extra pr...
by XKnight
Sun May 29, 2016 9:54 pm
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 5704

Re: Two Liquids, One Pipe (proof of concept)

Wow. So... do I understand correctly that putting multiple liquids into a pipe doesn't create some kind of slurry, but the liquids remain separate and exit in the order they are input (at least, once any bugs are fixed)? What if we replace the pipes with tanks, same behavior? I always wondered how ...
by XKnight
Sun May 29, 2016 1:44 pm
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 5704

Re: Two Liquids, One Pipe (proof of concept)

Unfortunately, this bug won't be fixed in the nearest time, so... This build is similar to four-stroke engine, where first stroke - input water, second - push fluid next, third - input petroleum, fourth - push fluid next. 1.png H4sIAAAAAAAA/81W7W6jMBB8lYi/Z05gCKRq/STVCVFwkpXARsauGqG8+5mPJjhpgqHtXfuL...
by XKnight
Sun May 29, 2016 1:15 pm
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23894

Re: Smart Furnace - load-balanced, demand-based, and tileable

XKnight can i ask for blueprint or explanation because i'm staring on it for a while and have no idea what you did. Sure, why not. Input - left bottom combinator H4sIAAAAAAAA/81b7ZKjuA59la78vEvu4g9MqFmeZGorRSfubmoJpIDsTleq332dDvkQYGJZ9OzMv0xjoSMd68hysq2eimqTFU/r9KjLNm9z3aTHY5ntdLrY VGXTZmW73FS757zM...
by XKnight
Sun May 29, 2016 11:54 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23894

Re: Smart Furnace - load-balanced, demand-based, and tileable

Sorry guys, I haven't read this thread for a while but I definitely should share this stuff: I was thinking about that Smart Furnace and got an idea to use Binary Coder. I believe you can improve your build: 1.png And the main holy-crap part: When you switch back and forth between steel and iron sme...
by XKnight
Sun May 29, 2016 9:49 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 5704

Re: Two Liquids, One Pipe (proof of concept)

The other odd thing I was seeing is that both pipes and storage tanks would show ALT information stating they still contained liquid that they did not. Like a circuit would report a storage tank had zero petroleum gas in it, yet the petro gas icon still displayed on it. Actually, this is well known...
by XKnight
Sun May 29, 2016 9:27 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 5704

Re: Two Liquids, One Pipe (proof of concept)

Neotix wrote:XKnight could you add diagram and link that solution into TDT thread (viewtopic.php?f=18&t=5553)?
I think that this will be helpful for many people.
Perhaps my design is very complex because it is a bug workaround...
Correct build should look like this.
by XKnight
Sun May 29, 2016 9:23 am
Forum: Not a bug
Topic: [0.12.34] Liquid pushing is failed
Replies: 6
Views: 3083

[0.12.34] Liquid pushing is failed

Wiki says that "If a type of liquid is under a much higher pressure by another type, it can push out the other one, compressing it". But sometimes this rule fails and produce strange situations: 1.png Unfortunately I failed to simplify this bug report, but I know for sure that this situat...
by XKnight
Sun May 29, 2016 8:14 am
Forum: Show your Creations
Topic: Two Liquids, One Pipe (proof of concept)
Replies: 13
Views: 5704

Re: Two Liquids, One Pipe (proof of concept)

Concept is very interesting, and can be even used in regular factories to increase space effectiveness and reduce pipe mess.
Although, I have some concerns about using steams for this purpose.
My Try
by XKnight
Sun May 15, 2016 2:28 pm
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39599

Re: Resource counting with combinators

This is not going to work anymore (in 0.13): https://forums.factorio.com/download/file.php?id=11225 Indeed, it is announced that this behaviour will be changed in 0.13, but this doesn't mean new behaviour will be inapplicable... Personally, I will talk about combinators in 0.13 only after playing w...
by XKnight
Sun May 15, 2016 11:40 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39599

Re: Resource counting with combinators

One combinator per chest should be enough. Each combinators should have a different output "resource". Then you can store all chest values on one storage cell instead of one per chest. Then you can use Each>0 = Resource(input count) to sum all the different signals. Actually there are eve...
by XKnight
Tue May 03, 2016 11:44 am
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 67487

Re: Oil Power Plants, reliable way of making electricity.

sckuzzle wrote:This assumes an infinite line of beacons / factories and no end effects?
Yep. As a result, refineries and chemical plants near the end will have lower efficiency, because they have to "pay" energy for extra beacons.
by XKnight
Tue May 03, 2016 10:48 am
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 67487

Re: Oil Power Plants, reliable way of making electricity.

Hey, just wondering if you've experimented with the power used/oil generated by using effect beacons to speed up pump jacks or make refineries/plants more efficient. Where I can on groups of ~4-5 oil veins grouped together, I'll place 3-4 effect beacons with full speed to get ~250% speed bonus from...
by XKnight
Sun May 01, 2016 3:19 pm
Forum: Gameplay Help
Topic: Windfall Oil
Replies: 10
Views: 3969

Re: Windfall Oil

Assumptions: For simplicity, we will assume that the decrease happens only once every 75 cycles, and not each cycle by a 1/75th a percent (this would change the numbers only slightly, but significantly complicate the math; and I am not sure how the game actually handles that internally). Yield decr...
by XKnight
Mon Apr 25, 2016 7:53 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 97211

Re: Combinator Contraptions

Input: 2 signals A and B Output: each signal that is !=0 in both signals with count of A Example: A = 120 iron, -1234 copper, 4 miningdrills, 10 blue, 9 raw fish B = 1 miningdrill, 50 blue, 12 copper, 80 coal expected output: 4 miningdrills, -1234 copper, 10 blue After reading your task I was a lit...
by XKnight
Fri Apr 22, 2016 4:10 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 97211

Re: Combinator Contraptions

for simplifying reasons I just take 2 Items, it will be all Items in game! Input: Red: x1 iron and x2 copper from source A Green: y1 iron and y2 copper from source B Output: if x1 > x2; x1; else x2 if y1 > y2; y1; else y2 Focus: not using a comperator per Itemtype! Scalability, latency < computatio...
by XKnight
Tue Apr 19, 2016 4:59 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 152248

Re: Digital Display, Yay!

I think we can write own "Digit display history": Initial version: + 60 FPS + hardcoded system ((13 + 8*0.5) * n): http://davemcw.com/factorio/images/digit-display-1.jpg + introducing alphabet + loop + memory cell - hardcoded system - 60 FPS (18 + 10*0.5 + 3n): http://i59.tinypic.com/24vnv...
by XKnight
Mon Apr 18, 2016 10:41 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 152248

Re: Digital Display, Yay!

Smallest version (5 digits; 6 + 1 * 0.5 + 1n; 4 ticks delay; 60 FPS): 4.png Full version (9 digits & zero blank; 11 + 2 * 0.5 + 1n; 5 ticks delay; 60 FPS): 3.png Step-by-step instruction: - How many digits do you need? H4sIAAAAAAAA/81d6ZKjOBJ+lQ7/3DW73EfMel5kYqMC27JL2xgYgau7oqLefQV2gSSwUAqLYv50d...

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