Search found 964 matches
- Thu Jan 13, 2022 10:19 pm
- Forum: Combinator Creations
- Topic: Kalman filter for simple average belt flow measurement
- Replies: 8
- Views: 1043
Re: Kalman filter for simple average belt flow measurement
Yeah, the extra drain is only useful for extremely-low-volume flow metering, I could probably lose it if I'd just up the premuiltiplier to 1'000'000 from 1'000. I like those two because they give three digits of precision on the mouseover readout, this setup reads -75k, -150k, -225k for instance: sn...
- Thu Jan 13, 2022 1:44 am
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 3712
Re: Can you add a clock to the game?
How about adding it to the rich-text renderer, "[local-time]" renders as the current local clock?
- Wed Jan 12, 2022 11:50 pm
- Forum: Gameplay Help
- Topic: Hot key for turning power switches on and off
- Replies: 1
- Views: 287
Re: Hot key for turning power switches on and off
0eNqdVNGOmzAQ/JeV+gYnQuBIeOhLP6OqkEM2YSUwyF6SRhH/3jWoQHOOmrsXhPHuzHh28B0OdY+dIc2Q34HKVlvIf97B0lmr2n3jW4eQAzE2EIBWjVt17RVNaK/EZQVDAKSP+BvyzRD8t9UyYh2WFVpedcbDrwBQMzHhpGBc3ArdNwc0Aj0DHOgcYo0lGyrDrq1RsLvWSmerHatD20v5DfIwjpLBaXoAi/0H8eBsF5wAxB02bV0csFIXao2rKsmUPXEhe8e59UTGcvHBiAsZ7uXL4sVYESp944r0GSYOy8...
- Tue Jan 11, 2022 11:28 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 3712
Re: Can you add a clock to the game?
Notice that the mouse cursor position is *write only*. It's not shared with any client. Any effects the positioning might have are broadcast, but that's different.BlueTemplar wrote: ↑Tue Jan 11, 2022 9:38 pmOh, right, most of them are indeed shared by all clients ?
AFAIK one that isn't is player cursor position ?
- Tue Jan 11, 2022 6:59 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 3712
Re: Can you add a clock to the game?
Clearly there are things that differ from client to client - GUI interaction for instance. But they don't differ from client to client. Every client runs every player's GUI interactions, the only difference is which players' GUI interactions get *displayed*. I suppose they could add a per-player &q...
- Tue Jan 11, 2022 6:27 pm
- Forum: Combinator Creations
- Topic: Kalman filter for simple average belt flow measurement
- Replies: 8
- Views: 1043
Re: Kalman filter for simple average belt flow measurement
I use that to maintain adaptive sushi belts. I never knew it by that name, just as "exponential-decay average". I use read-pulse metering, though, since that works for any belt speed and doesn't get confused if the belt backs up. edit: here's mine, I'm not so interested in getting an exact...
- Wed Dec 29, 2021 5:39 pm
- Forum: Gameplay Help
- Topic: Circuit question from a new player
- Replies: 5
- Views: 511
Re: Circuit question from a new player
For simple situations there are simpler RS latches than the wiki shows, say you want to crack excess heavy oil, you have a pump set up for say heavy > 1000 but you don't like it twitching, I get that. So add two combinators, main circuit wired to heavy > 1000 output 1 X, wired into X * 500 output he...
- Mon Dec 27, 2021 11:39 pm
- Forum: Gameplay Help
- Topic: Combinators not behaving as expected
- Replies: 4
- Views: 412
Re: Combinators not behaving as expected
Does this mean signals are added together? Two signals at 1 will be read as one signal at 2? The way I have it is, the value of a signal on a wire is the sum of that signal's values on all connected output ports. Likewise, the value of a signal a device sees is the sum of that signal's values on al...
- Mon Dec 27, 2021 7:35 pm
- Forum: Gameplay Help
- Topic: Combinators not behaving as expected
- Replies: 4
- Views: 412
Re: Combinators not behaving as expected
Zero value signals are not sent at all. Everything = 1 means everything that isn't zero = 1. Anything = 0 will never match. You can make both combinators send the same go-signal and fire only when your go signal is 2, or supply a second input to your current comparison, a constants box with L=1 and ...
- Thu Dec 23, 2021 9:11 pm
- Forum: Gameplay Help
- Topic: best defense?
- Replies: 11
- Views: 1977
Re: best defense?
This is probably too elliptical, but I stopped playing with biters when they started spitting acid-feces contact cement in 0.17? 0.18? somewhere in there and I did just reconstitute some old blueprints to test whether the idea still works. It does. Emplacements built from one arty, four flamethrower...
- Thu Dec 16, 2021 9:13 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 952
Re: LuaTechnology.level not showing infinite tech level
Don't know where you were looking, `/c game.print(game.player.force.technologies.automation.level)` prints `1`, for instance, and since you can't add nil to a number that loop would crap out if it ever encountered a missing level. There's this trick you can pull if you're running in a terminal, you ...
- Wed Dec 15, 2021 10:44 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 952
Re: LuaTechnology.level not showing infinite tech level
Try numtechs=0 lvlsresearched=0 for name,tech in pairs(game.forces.player.technologies) do if tech.enabled then numtechs = numtechs +1 baselevel = game.technology_prototypes[name].level lvlsresearched = lvlsresearched + tech.level - baselevel + (tech.researched and 1 or 0) end end game.player.print(...
- Wed Dec 15, 2021 12:58 pm
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 952
Re: LuaTechnology.level not showing infinite tech level
1) What do you mean by "rococo" code? I value clarity over conciseness in code. What I mean is that the code you posted puts so much verbosity and structure into clarifying every little step that it wasn't even doing what you thougt it doing: you reported luatechnology.level not showing i...
- Wed Dec 15, 2021 5:04 am
- Forum: Modding help
- Topic: LuaTechnology.level not showing infinite tech level
- Replies: 10
- Views: 952
Re: LuaTechnology.level not showing infinite tech level
Try writing less rococo code?
Code: Select all
/c t={level=0} for k,v in pairs(game.player.force.technologies) do t=t.level<v.level and v or t end game.print(t.name..":"..t.level)
- Wed Dec 08, 2021 4:05 pm
- Forum: Releases
- Topic: Version 1.1.49
- Replies: 10
- Views: 7676
- Mon Dec 06, 2021 12:22 am
- Forum: General discussion
- Topic: Steam achievment: No time for chitchat (finish the game within 15 hours)
- Replies: 11
- Views: 1982
Re: Steam achievment: No time for chitchat (finish the game within 15 hours)
Yah. Those guys are ... not scary, but what's the next word down? Right: impressive as all get out. If you want to save yourself a terminal inadequacy complex stop right not and spend your childhood playing the game rather than comparing your newbie skillz to what the literal, actual professionals c...
- Sun Dec 05, 2021 2:18 pm
- Forum: General discussion
- Topic: Steam achievment: No time for chitchat (finish the game within 15 hours)
- Replies: 11
- Views: 1982
- Sat Nov 27, 2021 6:44 pm
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 179
- Views: 17674
Re: UPS optimized 12-beacon smelting - w/minimal circuits
My main goal is […] to get out of my 40 ups/fps trap, TODO is list is really long... Then your strategy's optimizing the wrong thing. Entities aren't what dominates UPS cost, what dominates UPS cost is inserter swings. That's not an absolute, you can get the inserter swings down to a level where ot...
- Fri Nov 12, 2021 11:31 pm
- Forum: General discussion
- Topic: Any updates on when/if there will be an expansion?
- Replies: 13
- Views: 2423
- Sat Nov 06, 2021 1:24 am
- Forum: Technical Help
- Topic: Thoughts on using $HOME for __PATH__system-write-data__
- Replies: 1
- Views: 245
Re: Thoughts on using $HOME for __PATH__system-write-data__
You can point Factorio at anything you want in the config file, which you can call out from the command line. So to completely customize your setup you can make a ~/bin/Factorio (or wherever) options-processing frontend. My standard getopts seed template is while getopts x-: opt; do case $opt in x) ...