Signals are integer values. So Arithmetic combinator division is actually integer division.DRY411S wrote:Integer functions (DIV, MOD, x^y, factorial!)
Search found 499 matches
- Tue Jan 17, 2017 12:58 pm
- Forum: Ideas and Suggestions
- Topic: And / Or etc for circuitry
- Replies: 32
- Views: 8563
Re: And / Or etc for circuitry
- Mon Jan 16, 2017 6:27 pm
- Forum: General discussion
- Topic: The sad state of circuit logic
- Replies: 73
- Views: 27499
Re: The sad state of circuit logic
If anything has become clear to this point then it's that having a circuit logic capable of reading and controlling every detail of your factory is not feasable because it would mean the game runs twice in extreme cases and the circuit logic becomes an engine in the engine. I've read the call for a...
- Mon Jan 16, 2017 2:28 am
- Forum: Ideas and Suggestions
- Topic: One weird trick to make power generation more interesting
- Replies: 8
- Views: 2080
Re: One weird trick to make power generation more interesting
"steam", but that's only in name. They could produce cool-aid and then make steam engines run on cool-aid, gameplay would be no different.ssilk wrote:With 0.15 the boilers will produce real steam and so steam engines will really work with steam.
- Sun Jan 15, 2017 11:18 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202099
Re: Parrallel processing in games & applications
I might have an answer to that: it's copy on write. One of smarter tricks I've seen done by computers :). Also, the game state is already duplicated if I am correct. It's a couple of tens of megabytes only, so not such big deal. From what I understand Factorio is memory bandwidth limited. It also w...
- Sun Jan 15, 2017 5:18 pm
- Forum: Ideas and Suggestions
- Topic: One weird trick to make power generation more interesting
- Replies: 8
- Views: 2080
Re: One weird trick to make power generation more interesting
It's not powered byXeanoa wrote:What benefits does this have over place-and-forget solar/accu power?
- Sun Jan 15, 2017 5:06 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202099
Re: Parrallel processing in games & applications
How much time and effort has been spent on improving the single thread performance of Factorio? How much of that time and effort will need to be thrown away in order to get a net positive performance gain with multithreading? Maybe going all out multithreading right now might imply throwing away yea...
- Fri Jan 13, 2017 5:02 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80079
Re: Friday Facts #173 - Nuclear stuff is almost done
Meltdown could mean: 1 reactor is running 2 someone disconnects power line to factory (=0 load) ... 3. Circuit detects impending meltdown 4. Triggers Power switch to overflow accumulators 5. Reactor power down sequence initiated Come on, "tickling the dragon's tail" could be loads of fun....
- Fri Jan 13, 2017 3:08 pm
- Forum: General discussion
- Topic: Pollution "blinking" once a second. What does it mean?
- Replies: 7
- Views: 3503
Re: Pollution "blinking" once a second. What does it mean?
It probably shouldn't blink. Flickering/blinking UI elements feel clunky (unless they are supposed to). Probably happens because the update happens in two frames (cycles). One which calculates the pollution increase, then the next which applies the reduction. More clear to see if you enable the poll...
- Fri Jan 13, 2017 12:24 pm
- Forum: Combinator Creations
- Topic: 0.13 Rainbow Belts and other madness
- Replies: 55
- Views: 37685
Re: 0.13 Rainbow Belts and other madness
You just need to keep belt under certain capacity. Use some logic to stop all inputs once the belt is full enough.NoQ wrote:Upd: yep, i'm seeing my labs deadlock. Need some help, because the behavior of the splitter sounds natural, what am i doing wrong?><screenshot
- Thu Jan 12, 2017 10:07 pm
- Forum: Won't fix.
- Topic: 0.14.21 Production pushed to the limit broke the game
- Replies: 4
- Views: 1879
Re: 0.14.21 Production pushed to the limit broke the game
PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on. Production overflow could be the reason assemblers keep working at 60/s even after modules are removed. The overflow just accumulates. But tha...
- Thu Jan 12, 2017 8:10 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 28868
Re: [0.13] Make inserter stack bonus individually configurable
It's scheduled for 0.15 based on some of dev replies in other thread. Wow this is great news! Can you link the thread? From https://forums.factorio.com/viewtopic.php?f=5&t=39218#p234293 : The game is still in alpha. Many of the things mentioned(train contents reading, basic train control, abili...
- Thu Jan 12, 2017 4:38 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 28868
Re: [0.13] Make inserter stack bonus individually configurable
Nope, it's a hardcoded bonus for all inserters. Best a mod can do is separate the bonus for stack inserters from the bonus for non-stack inserters.aober93 wrote:Well and why aint there a mod that solves this? Does factorio not allow modding inserters stack size?
- Thu Jan 12, 2017 1:35 pm
- Forum: Ideas and Suggestions
- Topic: assembling machine
- Replies: 26
- Views: 9298
Re: assembling machine
While there is some demand for this feature I think this should not make its way into the game. Factorio is about making complex things out of simple elements. Every element has the most simple functionality possible. This particular device will be complex as hell no matter how do you solve materia...
- Thu Jan 12, 2017 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Pre-programmed early robot, mover inserter
- Replies: 4
- Views: 1939
Re: Pre-programmed early robot, mover inserter
While a nice concept, I feel like the programming's a bit much for one bot, and at the same time it's too slow. How about it takes commands from, and outputs into, the circuit net? Like a mix between AAI and your idea. It'd be constrained to a nearby pole by a wire, but could get a radio later as a...
- Wed Jan 11, 2017 9:32 pm
- Forum: General discussion
- Topic: How do trains select stations?
- Replies: 5
- Views: 2506
Re: How do trains select stations?
You're asking for a ton of headaches. Yes, in theory you can control where trains go by opening/blocking stations. In practice though it's almost impossible to guarantee the ENTIRE route to the desired target station will be open (no other trains in path!). Might work if you have a single train in y...
- Wed Jan 11, 2017 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Pre-programmed early robot, mover inserter
- Replies: 4
- Views: 1939
Re: Pre-programmed early robot, mover inserter
Sort of like of those programmable toys from the '90s.
I like it. It's a relatively simple idea to understand. Copy paste feature should work on the robots to ease using them en-masse.
I like it. It's a relatively simple idea to understand. Copy paste feature should work on the robots to ease using them en-masse.
- Tue Jan 10, 2017 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Micromanagment anyone?
- Replies: 4
- Views: 1527
Re: Micromanagment anyone?
Maybe it could be done as a mod of some kind. The "insides" of the machine would be a purely aesthetic feature only. Once you exit that interface all of it would be removed (only stored in some internal data structure by the mod), and the modifications applied to the entity directly. That ...
- Mon Jan 09, 2017 9:27 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 544535
Re: Let's see your clever builds
@hansinator: Someone posted this on reddit a while back:
http://i.imgur.com/HbAiEjw.png
http://i.imgur.com/HbAiEjw.png
- Mon Jan 09, 2017 3:24 pm
- Forum: Ideas and Suggestions
- Topic: assembling machine
- Replies: 26
- Views: 9298
Re: assembling machine
Well, this is how I would see this working. Let's say it gets implemented. Someone posts a blueprint for an ideal setup that's easy to use, produces everything, and can easily be expanded. Your game then becomes a bunch of furnaces, this array of assemblers, and oil. Very few players would actually...
- Mon Jan 09, 2017 5:29 am
- Forum: Modding help
- Topic: [Modding help] Adding power output and supply area to lamp
- Replies: 2
- Views: 721
Re: [Modding help] Adding power output and supply area to lamp
Is it even possible to add both properties to a lamp? If it is any help would be appreciated! Unluckily no, each entity has a fixed set of properties it uses and ignores the rest. What mods usually do is create additional hidden entities to combine their functionalities. So in your case you would h...