I will take a look later but I do not think it's going to work.
I was trying to build a balanced logistic train station.
- Hence it could be any number of items.
- I have no way to guarantee that values of the signal would be unique in anyway.
Search found 54 matches
- Sun Jun 04, 2017 10:29 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 95045
- Fri Jun 02, 2017 4:30 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21215
Re: Decider combinator with "Anything" output
I'm necroing this topic because we need a way to iterate through a signal for more complex programs. Currently, if you want to iterate through an input with no particular properties, the only possibility would be a giant mess with at least N+n combinators with N the number of different items and n t...
- Fri Jun 02, 2017 9:00 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 95045
Re: Combinator Contraptions
I want to iterate through a collection of signals, but I can't find an elegant way to iterate if many signals have all the same value. Sadly the special signal "Anything" isn't an output. Example: Input=10 of all signals Output= any single one of those I could even do if the output isn't c...
- Sun May 21, 2017 2:22 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149613
Re: Friday Facts #191 - Gui improvements
I second all those propositions of making automatic belt turns.
Basically belt must behave like laying roads in a building game.
It should also allow you to put a wider "road" (2 to n belts side by side), which some mods do.
Basically belt must behave like laying roads in a building game.
It should also allow you to put a wider "road" (2 to n belts side by side), which some mods do.
- Sun May 21, 2017 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Two circuit operations: STACKIFY and reverse
- Replies: 5
- Views: 1908
Re: Two circuit operations: STACKIFY and reverse
The holes that would start to appear as you apply stackify and destackify would be a bit like reminders in integer divisions. I also don't see a use for computing number of items carried by bots through STACKIFY. It's actually a simple operation that's independent from item stack size, it just depen...
- Sun May 21, 2017 7:44 am
- Forum: Ideas and Suggestions
- Topic: Two circuit operations: STACKIFY and reverse
- Replies: 5
- Views: 1908
Re: Two circuit operations: STACKIFY and reverse
principle seems interesting, problem though I'm thinking about is if you're trying to assess your entire logistics network to see if you need more storage and say you have 100 items in stacks of 1 spread out over multiple chests does that return 100 stacks cause I'm trying to count how many stacks ...
- Sun May 21, 2017 5:50 am
- Forum: Ideas and Suggestions
- Topic: Two circuit operations: STACKIFY and reverse
- Replies: 5
- Views: 1908
Two circuit operations: STACKIFY and reverse
Summary: currently in the game it's easy to know *QUANTITY* of items, but we lack an easy way to compute *SPACE* of items (the number of stacks of blue belts in your logical system for instance). SPACE is usually important in a factory, but it's even more important in a train-centered Factorio. Giv...
- Sat May 20, 2017 4:14 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149613
Re: Friday Facts #191 - Gui improvements
I love almost all the changes proposed, I'm pleased to see ghost building extended (still not enough in my opinion). One important lesson I think from 0.15 is about Blueprints. Blueprints are great in 0.15, except for one thing, they're cumbersome as physical items. Hence it'd be nice if: - Blueprin...
- Fri May 19, 2017 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Two new signals: ON and OFF.
- Replies: 11
- Views: 2424
Re: Two new signals: ON and OFF.
But =0 is the default value for a signal in Factorio, and =0 values actually don't get transmitted in a network I thought?steinio wrote:On and off is the best example for a boolean.
You only need one new signal...
On = 0 building chest whatever is off
On = 1 it's on
- Thu May 18, 2017 5:49 am
- Forum: Ideas and Suggestions
- Topic: Two new signals: ON and OFF.
- Replies: 11
- Views: 2424
Re: Two new signals: ON and OFF.
Another idea for OFF:
When a logistic chest receive the signal OFF, it stops being logistic until it is turned back ON again (so they just become a steel chest).
When a logistic chest receive the signal OFF, it stops being logistic until it is turned back ON again (so they just become a steel chest).
- Wed May 17, 2017 6:19 pm
- Forum: Ideas and Suggestions
- Topic: Two new signals: ON and OFF.
- Replies: 11
- Views: 2424
Re: Two new signals: ON and OFF.
Actually I like it, but since ON is the preferred default I think only OFF is needed: If OFF has any value the device turns off, but still needs standby power. So as long as the OFF signal is given device is turned off. This prevents from turning something off but not be turned on again. This seems...
- Wed May 17, 2017 4:03 am
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 12140
Re: 2.4 GW Nuclear Reactor
So 0.15 just applied a factor x10 to all liquids, but the mechanics are still valid? Thanks for the links.
- Wed May 17, 2017 4:01 am
- Forum: Ideas and Suggestions
- Topic: 2 awesome changes to roboports
- Replies: 8
- Views: 3066
Re: 2 awesome changes to roboports
Ah sorry dumb answer from me, I didn't realize the kind of problems overlapping network could create, like networks competing for tasks.
- Wed May 17, 2017 1:25 am
- Forum: Ideas and Suggestions
- Topic: 2 awesome changes to roboports
- Replies: 8
- Views: 3066
Re: 2 awesome changes to roboports
edit: I'm dumb, ignore this. 1. Seems like it would be a bit too complicated. I'm all for 2, which also makes 1. unneeded. In practice the game can already manage multiple logistic networks, as long as they don't touch each other. It would be nice if we could overlap them, and I am curious if that'...
- Tue May 16, 2017 2:13 pm
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 12140
Re: 2.4 GW Nuclear Reactor
Offshore pump pumps 1200 water/sec, pipes can handle 1200 fluid/sec only over <= 14 pipes and 900 fluid/sec over <= 224 pipes. Your setup has more than 14 pipes between offshore pumps and heat exchangers and 1 heat exchanger needs a little bit more than 103 water/sec, therefore you need to keep 1 p...
- Tue May 16, 2017 9:33 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18271
Re: [0.15.9] Confirm Blueprint Book Deletion
Interesting links ssilk, but whether it's implemented as UNDO (via a trashcan or something) or a warning, I think this is a good suggestion. A book is even more painful than a single blueprint to delete accidentally. I once deleted one (small one) because I clicked on the trashcan, mentally thinking...
- Tue May 16, 2017 9:30 am
- Forum: Ideas and Suggestions
- Topic: Two new signals: ON and OFF.
- Replies: 11
- Views: 2424
Two new signals: ON and OFF.
When an element of the circuit network receive the special signal OFF, it powers off (and does not transmit it to its output of course). When it receives the signal ON, it turns back ON. When an element that is wired to the circuit network receive signal OFF, it would ignore being wired until it is ...
- Tue May 16, 2017 8:54 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 90778
Re: Circuit network features for 0.15
Another idea: microchip: basically a mini-factory / modular armor type interface where you can add more combinators and that have a red+green input and a red+green output. Optionally make them have 'connectors' at the side where if you place two microchips side by side the red+green side output of ...
- Sun May 14, 2017 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 4348
Re: Missing support for keybind conflict detection
Even if we don't get the more fancy implementation Lav is suggesting, a simple * or a symbol next to shortcut that shares a key could be helpful given the high number of controls this game can use.
- Mon May 08, 2017 6:52 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25904
Re: Logistics net: Less research needed
Please don't presume of people playstyle, that's just assholish. I don't know if you're talking to me or OP but I do automate my science and my labs. I certainly have a faster tech rate than 1 potion per minute. With that tech rate, it would take so long to reach bots or rocket tech (20h+? 50h?). Yo...