Search found 499 matches

by Yoyobuae
Fri Feb 10, 2017 12:43 am
Forum: Modding help
Topic: ElectricEnergyInterface LUA double values
Replies: 2
Views: 847

Re: ElectricEnergyInterface LUA double values

From LUA API the values for power are actually in Joule per tick. There's 60 ticks in a second so a value of 1 equals 60 W. If you want to set exactly 1W then use 1.0/60.0 as value.
by Yoyobuae
Thu Feb 09, 2017 6:35 pm
Forum: General discussion
Topic: Crafting speed math
Replies: 16
Views: 29973

Re: Crafting speed math

The time of each recipe is the time it takes to craft by hand - the player's hand crafting speed is 1.0. In my calculations i use the quantities "nominal crafting time" and "real crafting time". the conversion between the two is just the crafting speed. As Nich pointed out, the ...
by Yoyobuae
Thu Feb 09, 2017 5:29 pm
Forum: Won't implement
Topic: Bigger more dynamic mods with less memory
Replies: 26
Views: 12091

Re: Bigger more dynamic mods with less memory

I tried to create a solar-thermic boiler (sun heats water) which seems to have no simple solution: Only 1 entity is able to heat water: The boiler. And boilers only support burning solid fuels - no oil, no gas, no electric energy, no solar energy Wouldn't it even be simpler to develop to create a g...
by Yoyobuae
Wed Feb 08, 2017 6:27 pm
Forum: Gameplay Help
Topic: inserter speeds
Replies: 3
Views: 2363

Re: inserter speeds

https://wiki.factorio.com/Inserter_experiments Easier way to remember: burner inserter: 60/102 items/s inserter: 60/72 items/s long handed inserter: 60/52 items/s fast/filter/stack inserter: 60/26 items/s And when facing north: burner inserter: 60/103 items/s inserter: 60/73 items/s long handed inse...
by Yoyobuae
Wed Feb 08, 2017 6:19 pm
Forum: General discussion
Topic: Crafting speed math
Replies: 16
Views: 29973

Re: Crafting speed math

Something that bugs me about this kind of math is that the game implies there's a time associated with each recipe. But that's not true, the time a recipe takes is only known once the crafting speed of a machine is applied. As a result units become all out of whack. For example, what's the unit/dime...
by Yoyobuae
Mon Feb 06, 2017 5:22 pm
Forum: Ideas and Suggestions
Topic: Item transfers
Replies: 2
Views: 1168

Re: Item transfers

If you have to do this often enough then just make a little loading bay for the car:
car-loading-bay.png
car-loading-bay.png (207.33 KiB) Viewed 1090 times
Better if you have multiple cars (they're not that expensive), since you can swap a fully loaded one for an empty one.
by Yoyobuae
Sun Feb 05, 2017 7:01 pm
Forum: Show your Creations
Topic: 1 belt red-green science production with balance
Replies: 5
Views: 4195

Re: 1 belt red-green science production with balance

I'm fan of single belt production facilities myself. Well done! :D

But I also have to accept that splitting the input from the intermediaries/output massively simplifies everything.If the ratios are right everything just works:

Image
by Yoyobuae
Thu Feb 02, 2017 1:33 pm
Forum: Gameplay Help
Topic: How can I take only 1 item with inserter from belt despite capacity bonus?
Replies: 12
Views: 7905

Re: [0.14.21] Inserter capacity bonus from belt to chest

Forgive me that I play in chinese, but Maybe you can understand the position of what the function is. It is helpless because my Non-Stack Inserter is controled by another signal from red line and it's different from the signal of the thing it pick from the belt. Use (EVERYTHING < 1) as condition in...
by Yoyobuae
Tue Jan 31, 2017 7:50 pm
Forum: Combinator Creations
Topic: Any Idea ? ;x Clock...
Replies: 6
Views: 2819

Re: Any Idea ? ;x Clock...

Mbas: :re while(a<1000)a++; a-=333; goto re; -333 because... time from "detect value" to "remove value" is 3 ticks ( in my game ) ty. 4 TUT about Combinators but... dont need it ;x... ( lol xD sorry ;D ) -------------------- The tutorial shows a simpler clock design: https://wik...
by Yoyobuae
Tue Jan 31, 2017 7:41 pm
Forum: Show your Creations
Topic: Lel PixelArt... Again...
Replies: 2
Views: 1793

Re: Lel PixelArt... Again...

So cute!!!! :D
by Yoyobuae
Tue Jan 31, 2017 4:34 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 40882

Re: Friday Facts #175 - Programmable Speaker

There's this flawed idea that putting 3x more devs on a project will make it go 3x faster, it doesn't. ;) From what I understand Rseding does the code performance improvements, enjoys working on it too. Almost everytime talks about how this or that affects performance. Twinsen is the only one doing ...
by Yoyobuae
Fri Jan 27, 2017 3:37 pm
Forum: Gameplay Help
Topic: Blueprints and robots
Replies: 3
Views: 1725

Re: Blueprints and robots

From what I understand they do it in some specific order BUT they may skip some if there's not enough robots. So you need as many construction robots as items being placed to see the actual order.

This was posted a while back:
https://www.reddit.com/r/factorio/comme ... terballet/
by Yoyobuae
Thu Jan 26, 2017 7:36 pm
Forum: General discussion
Topic: Single core?
Replies: 2
Views: 1496

Re: Single core?

However this is thinking about the problem completely backwards. Every object has a buffer and knows what it is going to do so outputs can be calculated in parallel. Then once all the outputs are known all the inputs can be calculated in parallel. This will however cause a 1/60th delay in an assemb...
by Yoyobuae
Thu Jan 26, 2017 12:33 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Belts logistic system
Replies: 2
Views: 1543

Re: [REQUEST] Belts logistic system

Maybe you'll find this interesting: https://www.reddit.com/r/factorio/comments/5n059i/almost_single_belt_assembly_line/ Made using circuit network only. Almost all Factorio recipes are one way. So in theory a single belt can provide all the logistic needs. Input enough iron/copper/steel plates on on...
by Yoyobuae
Tue Jan 24, 2017 4:49 am
Forum: Ideas and Requests For Mods
Topic: Belt Splitters
Replies: 6
Views: 2944

Re: Belt Splitters

EliteMasterEric wrote:You can just do the below:

Image

This combines all the items from two belts onto a single belt.
Not all. 2~4 items will be eternally stuck on the "blocked" side.
by Yoyobuae
Mon Jan 23, 2017 7:15 pm
Forum: Gameplay Help
Topic: Trains and stops of same name
Replies: 6
Views: 10881

Re: Trains and stops of same name

If both stations are same distance from the train's departure station then the one picked depends a lot on train pathfinding algorithm internals. For us mere players that means they pick a "random" one. If one station is further away then it will be less likely to be picked. Until a point ...
by Yoyobuae
Mon Jan 23, 2017 2:02 pm
Forum: Not a bug
Topic: [0.14.21] Diff bhvr depending on # of circuitnet connections
Replies: 4
Views: 1490

Re: [0.14.21] Diff bhvr depending on # of circuitnet connections

The belt is reading and feeding itself it's contents twice, due to duplicated connections. I'd say it's expected behavior, due to belts output looping back to it's input. Two connection == two loops.
by Yoyobuae
Sun Jan 22, 2017 5:59 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200643

Re: Parrallel processing in games & applications

Well, it's not "current" yet :) but better spread them evenly. As for per-surface threading - yes, we would go that way if Factorio would be natural to run multiple surfaces, and all those surfaces having a decent factory. I was just thinking that players already change their factory to o...
by Yoyobuae
Sun Jan 22, 2017 4:58 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200643

Re: Parrallel processing in games & applications

... yes. That's what I've been saying. I don't know where you got the idea that when I say "We're limited by RAM speeds" is memory throughput. It's both: tons of random access of little bits (latency) and a very small amount of throughput. Additionally that throughput listing for a given ...
by Yoyobuae
Sun Jan 22, 2017 4:54 pm
Forum: Gameplay Help
Topic: Side loading a vertical "down" belt won't fully compress
Replies: 11
Views: 3553

Re: Side loading a vertical "down" belt won't fully compress

you could use undergrounds to fully compress a belt. Let inserters unload their contents in an underground. Undergrounds work like a chest and will compress the belt where unloading or sideloading fails. Apparently at some point that "feature" was implemented when sideloading into normal ...

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