Search found 227 matches
- Thu Sep 29, 2022 1:40 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5036
Re: Pairwise Arithmetic / each op each
@Nidan, could you please check the blueprint you posted? If I try to use it, Factorio says: "Decompression failed. Input is invalid or incomplete". Maybe it is required to have the mod text plate ? I had it in my game when importing the blueprint book and blueprints contains text plate wi...
- Wed Sep 28, 2022 1:33 am
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5036
Re: Pairwise Arithmetic / each op each
At least we're now allowed to have each on the right input. Without that some of these operations are probably impossible. But there is no reason not to allow "wood" / "each" = "each". That one is allowed, it gets used frequently in the blueprints in this thread. (I sh...
- Tue Sep 27, 2022 11:59 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5036
Re: Pairwise Arithmetic / each op each
Do i have to find/read "Hacker's Delight" to understand ? I know it primarily for the division algorithm and mentioned it since it's basically my source. It contains quite a few tricks for optimizing specific operations or doing something efficiently when your CPU doesn't feature the requ...
- Tue Sep 27, 2022 7:34 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5036
Re: Pairwise Arithmetic / each op each
Thanks for sharing all those ! I had a look at the other operation but the division got most of my attention even though that's the one i'm the least likely to ever use in game, it feels like it's the one where there is the most to learn from at first, i hope you don't mind some questionning : / di...
- Tue Sep 27, 2022 2:34 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 201013
- Mon Sep 26, 2022 2:30 am
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 5036
Pairwise Arithmetic / each op each
I occasionally search for blueprints for doing a combinator operation on two wires rather than two signals, i.e. both inputs being "each". But aside from the well known multiplier they seem hard to find (or nonexistent). To finally have a full set I decided to make a book with solutions fo...
- Sun Sep 25, 2022 7:57 pm
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 13184
Re: Pipe throughput measurements
I don't think the first turbine needs to build last, it just need to be after the second. If we only look at the first turbine, yes. Once we start considering remainder of each row, where the turbines running full power are at the end, each row (of course excluding the first turbine) must have been...
- Sun Sep 25, 2022 11:39 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 13184
Re: Pipe throughput measurements
In the third picture it's again an instantly placed blueprint, so the expected situation is same as in the first picture. But oddly, the first turbines are working at full power. My guess is the first row of turbines wasn't destructed or at least placed earlier than the other turbines. Maybe you us...
- Sun Sep 25, 2022 11:19 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 60604
Re: Cycles: Merge entities, mod for performance idea
Even the simplest rules like (a + b) + c = a + (b + c) do not hold for floating point math. Thus, summing the electricity consumption of all machines and subtracting that from the larger network will likely have a different result than accounting for each machine individually. True for unlimited pr...
- Sun Sep 25, 2022 12:13 am
- Forum: General discussion
- Topic: Pipe throughput measurements
- Replies: 49
- Views: 13184
Re: Pipe throughput measurements
I'm sorry if I kind of interrupt the mathematical discussion, but there is something very basic I don't understand. I read about direction and build order. For a long time, I assumed "direction" means the current direction and momentum of a fluid; from left to right or from right to left ...
- Sat Sep 24, 2022 2:33 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 60604
Re: Cycles: Merge entities, mod for performance idea
fluid in pipes (in & out) - is it tricky? No! I hope... electricity (behaves as a single entity) These are floating point math, which has limited precision as opposed to "real" math. Any rounding error introduced due to that might change something that looks like a repeating cycle int...
- Sat Sep 17, 2022 7:24 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2585
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
I linked both since the name is different in data and control stage. The / wasn't meant as division.
- Sat Sep 17, 2022 7:22 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2585
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
Could someone with a wiki account expand https://wiki.factorio.com/Prototype/ResourceEntity with some explanation how the individual properties tie together? Likewise, a dev add a link to that text to the corresponding properties of LuaEntity? Text suggestion that probably can be improved on: Infini...
- Sat Sep 17, 2022 5:48 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2585
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
Have you considered the idea that the 20% aren't hardcoded, but are also affected by the minimum specified in the prototype? I.e. minimum_yield = prototype_minimum * max(100%, initial_yield) I already looked but didn't find such field, the wiki doesn't, and the source code neither. I search for dif...
- Sat Sep 17, 2022 4:45 pm
- Forum: Modding help
- Topic: Infinite ressource like Oil doesn't respect minimum property for depletion
- Replies: 17
- Views: 2585
Re: [1.1.68] Infinite ressource like Oil doesn't respect minimum property for depletion
This is not the case according to my observation of oil behavior and behavior of infinite ore of Infinite Resources - Normal Yields with setting start at 100% (so initial amount = 100) and min to 5%, the resource doesn't stop at 20% but at 5%. So I don't understand the rule "minimum = max(mini...
- Fri Sep 16, 2022 10:21 am
- Forum: Combinator Creations
- Topic: Kinda weird belt thing
- Replies: 5
- Views: 1645
Re: Kinda weird belt thing
https://wiki.factorio.com/Transport_belts/Physics#Belt_positions_and_lengths An item needs 256/24 = 10 2/3 ticks to traverse a blue belt. If you measure three consecutive straight belts you should see an item requiring 11 ticks on two of them and 10 on the third. In your setup the items are 11 * 24...
- Sun Sep 11, 2022 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7220
Re: Bots that are aware of their charge level and plan accordingly.
because we cannot predict where the robot will recharge (the chance, that the plan works as predicted is very low). Why would you say it's low? Whatever roboports exist when the bot departs a roboport are the roboports that are most likely to exist 30 seconds later when the bot needs to recharge. ....
- Sun Sep 11, 2022 6:20 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7220
Re: Bots that are aware of their charge level and plan accordingly.
Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once reaching low charge divert to a roboport (~ step 3 & 4). I think you may be right actually. Otherwise they wouldn't be able to deal with moving targets nor, as you mention, would enemie...
- Sun Sep 11, 2022 3:46 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 7220
Re: Bots that are aware of their charge level and plan accordingly.
Presently the game: 1. Checks if bot can reach destination. Upon realizing that it can't: 2. Calculate the point at which it would reach 20% charge, and set that point as the destination. Do you have a source for this? I'd say they simply home in on the destination, calculated each tick, and once r...
- Sun Sep 11, 2022 12:39 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 20587
Re: why prod modules are important
Starting again with one miner and a single prod 3 module, that miner has an effective speed of (1 + 10%) * (1 - 15%) = 0,935. To compensate we need to reach an effective speed of 1,1 (i.e. base mining speed plus prod bonus), thus add 0,165 effective speed, which is 0,165 / 0,935 ~ 0,1764 extra mine...