Search found 174 matches

by Jupiter
Sun Jul 24, 2016 11:25 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35700

Re: How to avoid an oil deadlock

The downside to choosing to store as Solid/Rocket Fuel over fluid form is lost flexibility. If you suddenly had demand for LO or PG, you have to process more crude to fill it, whereas if you store LO and PG, you now have a reserve which could fill that demand without even needing to run your refine...
by Jupiter
Sat Jul 23, 2016 3:20 pm
Forum: Railway Setups
Topic: [0.13] Track Junctions Blueprint Strings
Replies: 15
Views: 24484

Re: [0.13] Track Junctions Blueprint Strings

One train deadlock is possible in roundabout. I was able to test my idea: Cause of deadlock would be breaking train path while in middle of roundabout. This could be easily done by bitter attack or player rebuilding rails. These are not situations an intersection should be able to handle. If it can...
by Jupiter
Fri Jul 22, 2016 4:05 pm
Forum: Gameplay Help
Topic: Need Help: Smart Self Sorting System (S4)
Replies: 23
Views: 9136

Re: Need Help: Smart Self Sorting System (S4)

So you just want a place where you collect all stuff you make so you can pick it up? Why don't you do it with bots? And why not just have a box for every item type or something? And why do you want that flexibility anyway? You can just manually set filters on your inserters. There is really no reaso...
by Jupiter
Fri Jul 22, 2016 1:18 pm
Forum: Gameplay Help
Topic: Need Help: Smart Self Sorting System (S4)
Replies: 23
Views: 9136

Re: Need Help: Smart Self Sorting System (S4)

Known bugs: when a bunch of items over the belt so that more than 1 sensor see it, and you take that item of the chest. What do you exactly mean by this? Do you mean that this go wrong when an item is at the border of 2 belts so 2 belt sensors see that item at the same time? Then the solution is si...
by Jupiter
Fri Jul 22, 2016 12:38 pm
Forum: General discussion
Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
Replies: 19
Views: 10252

Re: How to store 4 trillion square tiles of map in just 8 GB RAM

So, does anyone have an idea how this is stored in ram in such a way that it is accessible in realtime? This prior post details some aspects of the world generation, as does this wiki page . It is procedurally generated using Perlin noise. (In principle they could have used any parameterizable loca...
by Jupiter
Fri Jul 22, 2016 10:47 am
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

Alright, I'm done experimenting. Thanks, you've finally put me on the right track. First of all, regarding your last example: The combinator that does "each + 1" is not necessary, you can simply put "-2^31" in the constant combinator (instead of calculating "2^31-1+1" ...
by Jupiter
Thu Jul 21, 2016 11:23 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

But it can work at full speed. What you do is instead of having the constant combi output a -2 (or whatever is appropiate) you replace that -2 signal with the contents of the chest. Yes, but I do not want several combinators per chest. Actually I'd have a simpler solution that only needs 1 combinat...
by Jupiter
Thu Jul 21, 2016 11:18 pm
Forum: General discussion
Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
Replies: 19
Views: 10252

Re: How to store 4 trillion square tiles of map in just 8 GB RAM

So apparently the max map size is 2000km by 2000km. 1km = actually 1000 tiles. So that is 2M * 2M tiles = 4000000000000 tiles 4*10^12 tiles!! I have just 8 gigs of ram. That means 8 * 10^9 * 8 bits = 64 * 10^9 bits. That doesn't even come close to 4*10^12 bits you'll need if you store every tile us...
by Jupiter
Thu Jul 21, 2016 10:59 pm
Forum: General discussion
Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
Replies: 19
Views: 10252

How to store 4 trillion square tiles of map in just 8 GB RAM

So apparently the max map size is 2000km by 2000km. 1km = actually 1000 tiles. So that is 2M * 2M tiles = 4000000000000 tiles 4*10^12 tiles!! I have just 8 gigs of ram. That means 8 * 10^9 * 8 bits = 64 * 10^9 bits. That doesn't even come close to 4*10^12 bits you'll need if you store every tile usi...
by Jupiter
Thu Jul 21, 2016 10:55 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

But you can also use a trick to let inserters pick up any number of items at a time. Then they'll never have items left in their hand. I described it in another post ( https://forums.factorio.com/viewtopic.php?f=5&t=28110 ). Yeah I saw that solution (that's why I came here, you linked to it fro...
by Jupiter
Thu Jul 21, 2016 10:14 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 26523

Re: Version 0.13.7

Wait... did anyone notice.... 2000km x 2000km = 2M * 2M tiles = 4000000000000 square tiles. = 4x10^12!!! I have just 8 gigs of ram. If every tile took up a single bit this wouldn't be enough by far. You would need 465 giga byte. Now I am reeaaaly curious how you guys store the map in ram. There has ...
by Jupiter
Thu Jul 21, 2016 9:49 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35700

Re: How to avoid an oil deadlock

What's the problem in putting like 16 tanks for PG and LB (with pumps at exit) and a lot of chemical plants to convert HO/LO instantly before they start blocking the whole process? In other words - what is the purpose of storing HO/LO? The point is that the oil resource / well is used economical an...
by Jupiter
Thu Jul 21, 2016 9:46 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

This is becoming more and more a duplicate of https://forums.factorio.com/viewtopic.php?f=8&t=28268 But you can also use a trick to let inserters pick up any number of items at a time. Then they'll never have items left in their hand. I described it in another post ( https://forums.factorio.com/...
by Jupiter
Thu Jul 21, 2016 6:34 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

Hi, I've run into a related problem that merits discussion in this thread, maybe somebody has good ideas. I need a train loader that loads items according to a filter. It's not a loader for a supply train, it's a regular outpost loader that supplies more than one type of resource. For example, imag...
by Jupiter
Thu Jul 21, 2016 4:39 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35700

Re: How to avoid an oil deadlock

What's the problem in putting like 16 tanks for PG and LB (with pumps at exit) and a lot of chemical plants to convert HO/LO instantly before they start blocking the whole process? In other words - what is the purpose of storing HO/LO? The point is that the oil resource / well is used economical an...
by Jupiter
Thu Jul 21, 2016 12:07 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 55763

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

These numbers are : active assemblers with that recipe / total assemblers with that recipe / total assemblers in game (all recipes) same things with furnaces. I understand what they are. I am proposing to remove that last number (total number of assemblers) from the table and simply show it once so...
by Jupiter
Thu Jul 21, 2016 10:57 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 55763

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

I have a feature request, a question and 2 possible a bug reports. In the object screen (the lower part of the main screen) there are number concerning the number of machines that create the selected object. active assemblers/total assemblers with that recipe/total assemblers. Question : Why is that...
by Jupiter
Thu Jul 21, 2016 9:21 am
Forum: Gameplay Help
Topic: [Solved] How I get 7 Item in a chest?
Replies: 16
Views: 6166

Re: How I get 7 Item in a chest?

DOSorDIE wrote::o You my hero!
That is perfect :D

Thanks!
No problem! ;)
by Jupiter
Thu Jul 21, 2016 9:18 am
Forum: Gameplay Help
Topic: Need Help: Smart Self Sorting System (S4)
Replies: 23
Views: 9136

Re: Need Help: Smart Self Sorting System (S4)

What you can do is to set your belt that are hooked up to your circuit network to pulse mode. You then figure out whether the inserter should pick it up. That is, if the chest already has 4 different item types and whether the item is one of the item types already stored. For that you can hook up th...
by Jupiter
Thu Jul 21, 2016 9:10 am
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35700

Re: How to avoid an oil deadlock

U don't need combinators you can connect the pumps directly to the tanks. Huh! Yea, you're right. I would still need the combis to shut off the pumps to cracking and solid fuel production though. I don't want them to run unnecessarily or when I need all my fluids for consumption for acid etc. I als...

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