Search found 329 matches

by XKnight
Sat Jun 24, 2017 12:35 pm
Forum: General discussion
Topic: heat flow (math!)
Replies: 3
Views: 1232

Re: heat flow (math!)

for red line with length = (r), V = (⅔ i +1) r for single row (i+0) black line, V = ( i -1)( i +3) ≈ ( i +1)² for double row (i/2+i/2) black line, V = ( i /2-1)( i +3) ≈ i ²/2 where V = temperature difference , i = total exchanger down the line , r = length of pipes Found some differences with my o...
by XKnight
Sat Jun 24, 2017 11:11 am
Forum: General discussion
Topic: heat flow (math!)
Replies: 3
Views: 1232

Re: heat flow (math!)

2. each tick, two adjacent entity transfer ΔQ heat from hotter entity to colder entity. ΔQ = c * clip[(ΔT-1)/5 , {0,50/3}] .... = c * (ΔT-1)/5 when 1<=ΔT<=84.333 .... = c * 16.667 when ΔT > 84.333 .... = 0 when ΔT < 1 where c is the heat capacity of hotter entity and ΔT is the temperature differenc...
by XKnight
Fri Jun 23, 2017 6:45 pm
Forum: Gameplay Help
Topic: Need an unique number for a circuit network
Replies: 18
Views: 2309

Re: Need an unique number for a circuit network

And having two outposts be build at the same tick is exactly the problem we are talking about. This is a very-very interesting task. As far as I know, there is only one readable distributed system which depends on the build order (the true unique ID) - train network. Unfortunately, they have be bui...
by XKnight
Wed Jun 14, 2017 10:45 pm
Forum: Railway Setups
Topic: Setting train destinations using combinators - 2
Replies: 3
Views: 2116

Re: Setting train destinations using combinators - 2

Updated original post.
As I expected "End" station was redundant, also I did some clean-up and greatly simplify almost everything.
Quite interesting that now train may enter into the ongoing shifting, so mean waiting time is halved.
by XKnight
Tue Jun 13, 2017 7:06 am
Forum: Railway Setups
Topic: Setting train destinations using combinators - 2
Replies: 3
Views: 2116

Re: Setting train destinations using combinators - 2

Bauer wrote:Do you mind sharing a blue print?
Perhaps you have to wait till the evening - I have an assumption that "End" station is redundant.
by XKnight
Mon Jun 12, 2017 8:36 pm
Forum: Railway Setups
Topic: Setting train destinations using combinators - 2
Replies: 3
Views: 2116

Setting train destinations using combinators - 2

Initially, I wanted to create a post in this discussion , but my solution completely differs from the proposed one, so it deserves a separate topic. TL;DR - Described a system which allows to select destination station in runtime using combinators. Also, I'm assuming you are familiar with combinator...
by XKnight
Fri Jun 09, 2017 9:34 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 117063

Re: [0.15.x] Fluid mechanics

Common mistakes [...] - pumping into entity with high zero-pressure [...] - pressure-ignoring pumping into low zero-pressure entity Pressure-ignoring pumping should be targeted on higher zero-pressure entity, because later natural pressure difference may be used for free. So.... which is it? Pumpin...
by XKnight
Wed May 24, 2017 6:10 pm
Forum: Gameplay Help
Topic: Stack Filter Inserter - set stack size according to filter
Replies: 11
Views: 1975

Re: Stack Filter Inserter - set stack size according to filter

Seeing as the filter inserter can't take 'each' for filter size (you have to specify a signal type), I need to somehow figure out how to grab the 'first' signal (the same one that the inserter is using for the filter) from the bunch, and get the count of that (which I can then convert to a differen...
by XKnight
Wed May 24, 2017 4:25 pm
Forum: Gameplay Help
Topic: [Circuit Network] Getting electric satisfaction data
Replies: 8
Views: 5160

Re: [Circuit Network] Getting electric satisfaction data

BlakkCooper wrote:Is there a way to get data on the current electric satisfaction in the circuit network?
Old trick is still alive: viewtopic.php?f=8&t=23130
The answer on you question is a subtask that was successfully solved in that post, hope you will find it by yourself.
by XKnight
Sat May 20, 2017 10:08 pm
Forum: Balancing
Topic: [0.15.12] Steam engine efficiently consumes 500C steam
Replies: 12
Views: 2124

Re: [0.15.12] Steam engine efficiently consumes 500C steam

So the question is, what does it add to the gameplay to fix this? Fixing this issue will add some consistency to the game: if you say "max temperature is 165C" this means max temperature is 165C, not 500C. In current state steam engine description contradicts its actual behavior, nothing else. From...
by XKnight
Sat May 20, 2017 4:24 pm
Forum: Balancing
Topic: [0.15.12] Steam engine efficiently consumes 500C steam
Replies: 12
Views: 2124

[0.15.12] Steam engine efficiently consumes 500C steam

According to description maximum steam temperature for steam engine is 165C.
When engine is used with 500C steam it consumes 9 units per second and produces 900 kw.
by XKnight
Wed May 17, 2017 6:37 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 117063

Re: [0.15.x] Fluid mechanics

Am I correct from your post that I need a flow of 825/60=13.7, so I should be able to have 245 pipes between pump and exchanger and between exchanger and turbine? 251.9 pipe segments is the max distance for steady 13.7 units/tick flow. This number is correct if your build meets all these conditions...
by XKnight
Mon May 08, 2017 12:39 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 117063

Re: [0.15.x] Fluid mechanics

Added lots of new information.
by XKnight
Sun May 07, 2017 6:11 pm
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 36
Views: 8140

Re: Pick-A-Signal combinator?

Has anyone seen, or have ideas for a combinator contraption that can choose a signal (any single signal) out of a wire that has multiple signals on it? For example, input is 10 stone, 5 copper, 1 electric engine. I need it to pick one (doesn't even matter which one) and output it, so I get for exam...
by XKnight
Wed May 03, 2017 1:02 am
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 117063

Re: Fluid mechanics

Original post is updated to 0.15.x.
Math seems to be the same.
by XKnight
Tue May 02, 2017 11:01 am
Forum: Resolved Problems and Bugs
Topic: [0.15.x] [Klonan] Boiler/heat exchanger can change liquid type
Replies: 3
Views: 1711

[0.15.x] [Klonan] Boiler/heat exchanger can change liquid type

Consider following build:



Current behavior: any liquid (except water) may be turned into any other liquid
by XKnight
Sun Sep 25, 2016 9:39 am
Forum: Gameplay Help
Topic: ¡¿Fluid Mechanics?!
Replies: 2
Views: 3669

Re: ¡¿Fluid Mechanics?!

If you have some questions regarding fluid mechanics you can always ask them in dedicated topic https://forums.factorio.com/viewtopic.php?f=18&t=19851. As for me, I didn't post the actual math because everyone is interested only in conclusions and applications. The answer on your question is: Pressu...
by XKnight
Fri Sep 16, 2016 10:55 pm
Forum: Combinator Creations
Topic: One more Smart Furnace®
Replies: 43
Views: 13636

Re: One more Smart Furnace®

I have used the smart furnace setup pre 1.13 and i was able to set max number of items in the logistic network. So for example i had 40K set for all. One that was lowest was being smelted until either max 40K or other item was now lower. Can I set similar thresholds here? I can only see that desire...
by XKnight
Thu Sep 15, 2016 7:12 pm
Forum: Combinator Creations
Topic: Remember Lowest / Highest Value
Replies: 6
Views: 3749

Re: Remember Lowest / Highest Value

Deadly-Bagel wrote: Guessing it's not a particularly easy fix ^^
It is easy to fix, 2.5 combinators and 1 tick solution will be ready.
by XKnight
Thu Sep 15, 2016 6:23 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 59696

Re: Combinator Contraptions

Encoder capable of transforming a sequence of letter signals with their values to a (unique for example blue) "coded" signal (this can be done in a separate contraption and then the value of the word stored as the coded signal) If I understand your "problem" correctly, you are trying to pack a numb...

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