Search found 329 matches

by XKnight
Mon Apr 04, 2016 11:46 pm
Forum: Show your Creations
Topic: Accumulator power indicator in vanilla
Replies: 8
Views: 11557

Accumulator power indicator in vanilla

Recently, I was asked about accumulator power indicator, so this post is dedicated to this topic. Obviously you can find some mod which will add this indicator to game or you can wait for several month until 0.13... But if you prefer vanilla game and don't want to wait so long - welcome aboard. It i...
by XKnight
Mon Mar 28, 2016 9:09 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8710

Re: A simple sensor for keeping belts moving

Have you considered an ->>>>underground belt | slow inserter | smart chest | fast inserter | Underground belt return >>>>>? If the smart chest has more than say 100 items, you know the belt is jammed. Also has the advantage of providing a small buffer. The first question you need to answer is "...
by XKnight
Mon Mar 28, 2016 8:06 pm
Forum: Gameplay Help
Topic: Only required items on belts
Replies: 10
Views: 6260

Re: Only required items on belts

Perhaps I missed something... Lets take a look on some virtual factory: You have 1 producer (metal plates; 1 inserter) and 2 consumers (gears and regular magazine; 1 inserter each), also five minutes before you survived an extremely huge biters wave. At this moment of time you need to quickly recove...
by XKnight
Mon Mar 28, 2016 6:45 pm
Forum: Gameplay Help
Topic: Only required items on belts
Replies: 10
Views: 6260

Re: Only required items on belts

- You won't be able to avoid cyclic belt, because in some situations you smart inserters will be incapable to get all items from belt, especially if they are going closely That's true if ressources are placed onto the belt faster than they can be taken. In the video showing my prototype the inserte...
by XKnight
Mon Mar 28, 2016 6:25 pm
Forum: Gameplay Help
Topic: Only required items on belts
Replies: 10
Views: 6260

Re: Only required items on belts

I want to notice several things: - The main disadvantage I see right now is an incredible big space overheads (although it can be avoided) - You won't be able to avoid cyclic belt, because in some situations your smart inserters will be incapable to get all items from belt, especially if they are go...
by XKnight
Mon Mar 28, 2016 5:20 pm
Forum: Gameplay Help
Topic: Flow through split pipes
Replies: 6
Views: 3658

Re: Flow through split pipes

As a rule if the split is very symmetrical the flow will tend to also be symmetrical, but if on one side the pipe is shorter the flow will probably favor the shorter pipe (in terms of distance to consuming plant). It is possible to do a passive split using storage tanks - tanks act as "resisto...
by XKnight
Thu Mar 24, 2016 7:02 pm
Forum: Show your Creations
Topic: Binary decoder
Replies: 26
Views: 47903

Re: Binary decoder

In 0.12.29 it's impossible to set 2147483648 number. That was what I was saying. Thus numbers like 1, 3, 5, etc. can not be decoded correctly. 2^31 in the current version is a 0. Nope. 1.png Although you can find the answer on this question in my contraptions, but I strictly recommend you to come t...
by XKnight
Thu Mar 24, 2016 10:26 am
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 54700

Re: Tetris... in Factorio?

Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring. But maybe I will come back to this task tomorrow :) I decided to start working on the improved version, main goals: - add rotation - simplify collision check - simplify L/R move - reduce cycle len...
by XKnight
Mon Mar 21, 2016 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

Re: [0.12.27][Twinsen] Combinator strange behavior - 3

But consider this: I set my factory to work only when signal 'A' is less than 4. Following the "zero signal == no signal" logic the result would be: ... A = -2 = working A = -1 = working A = 0 = not working A = 1 = working A = 2 = working A = 3 = working A = 4 = not working ... zero-signa...
by XKnight
Mon Mar 21, 2016 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

Re: [0.12.27][Twinsen] Combinator strange behavior - 3

Imagine situation when you have a list of signals and want to remove one of them from this list input: A, B, C, D, ... signal to remove: C zero signal == no-signal just multiply C * -1 and add with the input. zero signal != no signal the naive approach is to filter signals using (Each > C) + (Each <...
by XKnight
Mon Mar 21, 2016 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

Re: [0.12.27] Combinator strange behavior - 3

Thanks a lot, Could you also check this build (just in case)? https://forums.factorio.com/download/file.php?id=8333 Yes, it works after the fix, in the sense that nothing is outputted from the combinator. But... It's just plain wrong - 0 is less than 100, so the condition is true and output is 1. I...
by XKnight
Mon Mar 21, 2016 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

Re: [0.12.27][Twinsen] Combinator strange behavior - 3

DaveMcW wrote:I prefer zero signal == no signal.
+1 for this choice
by XKnight
Sun Mar 20, 2016 5:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

Re: [0.12.27] Combinator strange behavior - 3

XKnight wrote:Thanks a lot,

Could you also check this build (just in case)?

Image
Twinsen wrote:Yes, it works after the fix, in the sense that nothing is outputted from the combinator.
by XKnight
Sun Mar 20, 2016 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
Replies: 23
Views: 13190

[0.12.27][Twinsen] Combinator strange behavior - 3

I think you will understand the problem by yourself... (hint: first and second)
1.png
1.png (280.15 KiB) Viewed 10924 times
by XKnight
Sat Mar 19, 2016 1:28 am
Forum: Show your Creations
Topic: Outpost status display
Replies: 12
Views: 21578

Re: Outpost status display

This decoder can be more compact. We need only 3 column of combinators. Only problem with 3 columns is unstable signal for 1 tick when input signal is changed. Thats why i'm using additional column to delay signal. Ok, if you want to share bits inside each signal you can do it at least effectively:...
by XKnight
Fri Mar 18, 2016 8:50 am
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 54700

Re: Tetris... in Factorio?

Is the map accessible? Sorry, but I can not share the whole map, because it contains several other unique contraptions... But you can find blueprint string for tetris here: http://factorioblueprints.com/view/hYvDtGfpLg8MjmYaS You should put 1 green circuit into the "Interface chest" to mo...
by XKnight
Thu Mar 17, 2016 8:44 pm
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 54700

Re: Tetris... in Factorio?

Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring. But maybe I will come back to this task tomorrow :) I decided to start working on the improved version, main goals: - add rotation - simplify collision check - simplify L/R move - reduce cycle len...
by XKnight
Thu Mar 17, 2016 7:30 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 100503

Re: Combinator Contraptions

Dr. Walrus wrote:You would have to encode your signals somehow so multiple signals could fit on the same combinator. hmmmm... Once again you've given me another idea for my next combinator contraption, but an elegant solution to your challenge eludes me.
Right direction, keep going! :)
by XKnight
Thu Mar 17, 2016 7:23 pm
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 54700

Re: Tetris... in Factorio?

That looks cool. How do you store the game state? 1.png Simple 2D array with 0/1 in each cell: 0 1 0 0 1 1 0 1 0 1 1 0 0 1 1 1 1 0 0 0 1 1 1 1 0 1 1 0 0 0 Each column can be represented as a single number: 0 1 0 0 1 1 | 16| 0 1 0 1 1 0 | _8| 0 1 1 1 1 0 | _4| => 0 29 7 14 30 18 0 0 1 1 1 1 | _2| 0 ...
by XKnight
Thu Mar 17, 2016 6:12 am
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 54700

Re: Tetris... in Factorio?

I'm already working on this. ;) The 7 colored lights in 0.13 will be perfect. The main problem is getting player input, it is quite awkward without mods. Challenge accepted. Challenge partially completed: 1.png animation.gif Unfortunately rotation was not implemented, because I am tired and this ch...

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