Search found 120 matches
- Thu Jun 01, 2017 7:55 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110389
Re: [MOD 0.15] AAI Industry
I ran some tests with power priority and now it appears to work perfectly. Burner turbines can now act as emergency power once they have become obsolete due to efficiency. Most importantly the right setup can make burner turbines automatically restart steam engines, which have stalled with no water/...
- Wed May 31, 2017 10:38 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110389
Re: [MOD 0.15] AAI Industry
I found another issue, though it's mainly a mod combo issue. If crafting combinators receives multiple signals, it will pick the leftmost one in the build list. This is an issue with this mod because it gives higher priority to assembler mk1 than to burner assembler, meaning if you try to build both...
- Tue May 30, 2017 11:22 pm
- Forum: Mods
- Topic: [MOD 0.15] Circuit Network Switch
- Replies: 17
- Views: 8889
Re: [MOD 0.15] Circuit Network Switch
I wonder about the timing in that approach. Say we have a unit scanner running in a loop and it displays info for miners for one tick. We put up a memory module, which triggers on minerID == 4. The loop reaches ID 4 and next tick it's ID 5. Now comes the questions: when will the output be updated an...
- Tue May 30, 2017 5:32 pm
- Forum: Mods
- Topic: [MOD 0.15] Circuit Network Switch
- Replies: 17
- Views: 8889
Re: [MOD 0.15] Circuit Network Switch
As for the memory cell idea, I do quite like it - I can imagine many scenarios where it would be helpful. However, I can see some issues with the implementation of such system: - The output would have to be made using a constant combinator, which can only have a fixed number of slots - that would m...
- Tue May 30, 2017 11:04 am
- Forum: Mods
- Topic: [MOD 0.15] Circuit Network Switch
- Replies: 17
- Views: 8889
Re: [MOD 0.15] Circuit Network Switch
I found one or two bugs related to blueprints. I figured out a way to make a memory cell out of two switches and a decider combinator. After confirming that it works as intended in my setup (might need update signal to be present for more than one tick) I made a blueprint and started placing more an...
- Sun May 28, 2017 2:07 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 110389
Re: [MOD 0.15] AAI Industry
I noticed that if you put burner turbines on the same grid as steam engines, the power production prefers burner turbines (33% efficiency) over steam (50% efficiency). Ideally it would be the other way around, making burner turbines be part of the power production capacity, but they only activate wh...
- Sat May 27, 2017 11:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72243
Re: [MOD 0.15] Crafting Combinator
I have looked everywhere for a guild on this mod,it seems like it is a area 51 secret.What kind of clearance do i need in order to learn how to use this awesome mod. If anybody could break this silence any help will be greatly appreciated thanks. I can tell you what I learned through trial and erro...
- Fri May 26, 2017 1:40 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29493
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
That quite hard to do that way because it would need a full memory search done in the mod and not by program which result in bad performances, instead the solution would be to do some sort of call map in the ram, so you could call not by direct address but by a pointer which could be interesting be...
- Thu May 25, 2017 4:27 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92389
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
I consider it a convenience tax - going electric hugely simplifies your logistics, so it seems fair that you pay an energy premium. First of all, it should be in the mod description. Right now it's not clear to new users that it actually doubles the coal usage. Secondly I disagree with your stateme...
- Wed May 24, 2017 2:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29493
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
I will write how I understand the plan, because I'm not sure I get it right. If I don't, then I will write this as suggestions because it sounds really useful and really cool. Each CPU is handled individually. They are executed one at a time (Factorio is single threaded), but each has unique registe...
- Wed May 24, 2017 12:51 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29493
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
I think I will wait for the next version. I figured out how to create a loop, but that's about it. I suspect it could be due to having a mismatch between icon, text and functionality, which really hurts the ability to do anything useful. Each device have exactly 16 memory slots, memory slot get addr...
- Tue May 23, 2017 1:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29493
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
The icons should be self explanatory, but their is 4 main things : - #V is the value in the instruction - @A is an address to a memory cell - &P is an address to a pointer to a memory cell - %R is the cpu register - Β§C represent the CPU control status and pointer There are @A, %A and #A when yo...
- Mon May 22, 2017 10:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 29493
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
This mod sounds really awesome. There is not really any end to what I want to do with it and I suspect it's not that hard to use once you get started and get to know the system. Unfortunately it seems that the learning curve is quite steep. Figuring that it would be best to start simple, I decided o...
- Mon May 22, 2017 11:00 am
- Forum: Mods
- Topic: ComputerCraft [V1]
- Replies: 2
- Views: 1680
Re: ComputerCraft [V1]
How is this different from https://mods.factorio.com/mods/Y.Petremann/programmable-controllers ? I need to explore both ingame, but my first impression is that both mods tries to do the same, but using totally different approaches, which means they end up being totally different and as such it's not...
- Fri May 19, 2017 3:49 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 7886
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
IRL steam engines can work in basically one of two ways, either they take high pressure steam and then release low pressure steam into the environment, or they condense the steam back into hot water and recirculate it back through the boiler to increase efficiency relative to heating cold water. Fa...
- Fri May 19, 2017 3:03 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 7886
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
I think 50% sounds right. Here are two rationales for 50%: Steel Furnace uses 180kW of fuel energy. Electric Furnace uses 180kW of energy, which is 180kW of electricity (i.e. from solar) or 360kW of fuel energy if used via boilers. By the game's logic, 180kW of electricity is equivalent to 180kW of...
- Fri May 19, 2017 10:44 am
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 7886
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
During WW2, Austria lacked coal, which in turn resulted in a transport problem due to idle steam locomotives (like in most of Europe). They wanted to build a bunch of electric locomotives because they could run on hydro power, but metal shortage prevented that plan. They then put electric heaters in...
- Tue May 16, 2017 5:28 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 529537
Re: [MOD 0.14] AAI Programmable Vehicles
Now I get this while loading my savegame Error while running event aai-vehicles-miner::on_tick (ID 0) __aai-vehicles-miner__/control.lua:328: attempt to perform arithmetic on field 'miningtime' (a nil value) All AAI mods fully updated. EDIT: Starting a new game gives me the same error the moment I p...
- Mon May 15, 2017 11:03 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 107723
Re: [MOD 0.14] AAI Programmable Structures
I can't figure out how to set filters on scanner outputs using the new v0.3.3. From what I can tell, clicking on the output I get a chest like window containing the output and if I add something, it is removed during the next scan. Without access to the checkbox list, I can't enable what I disabled ...
- Sun May 14, 2017 3:43 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 107723
Re: [MOD 0.14] AAI Programmable Structures
Awesome mod. It's a bit hard to get started since messing up appears to be really easy. However writing plans for wire/combinator layouts on paper seems to do the trick and opens up for near endless options. It enables what I want in so many games, but only this mod has really provided: the ability ...