Search found 124 matches
- Wed Mar 25, 2015 11:05 am
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15883
Re: Player position affects biter attacks
I find this effect strange, but the stranger thing was I swear I had seen the devs saying on the forums that your exact example of the hiding during rocket defence couldn't work and the effect wasn't real. I couldn't find the relevant quotes I don't know of the dev quotes you speak of, but I found ...
- Wed Mar 25, 2015 9:32 am
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15883
Re: Player position affects biter attacks
The map is not actually perfectly symmetric, as I didn't check chunk boundaries when making it. The miners in the right base are half a chunk closer to the biter bases, which would explain why that base suffers stronger attacks. I think you should correct this error and rerun all of the tests to co...
- Tue Mar 24, 2015 8:17 am
- Forum: General discussion
- Topic: Resource "outposts" or "ALL YOUR LAND R BELONG TO US"?
- Replies: 14
- Views: 12075
Re: Resource "outposts" or "ALL YOUR LAND R BELONG TO US"?
should I make a walled, defended "outpost" at the new source or should I try to clear and control all the intervening territory and wall in/defend the whole shebang? I think outposts are cooler for role-playing purposes. (Hey, I'm making an outpost just for my solar. Chew on that for a wh...
- Mon Mar 16, 2015 1:12 pm
- Forum: Show your Creations
- Topic: Challenge: Most Buffed Assembler
- Replies: 3
- Views: 7127
Re: Challenge: Most Buffed Assembler
Efficiency modules have a set cap Just thought I'd point out that that's not exactly true... it's power usage relative to a completely unmodified assembly machine (or chemical plant, or refinery, or smelter) that is capped (at -80%). The difference matters when you are using more than one type of m...
- Sun Mar 15, 2015 3:41 pm
- Forum: Show your Creations
- Topic: Productivity-oriented factory
- Replies: 10
- Views: 19788
Re: Productivity-oriented factory
I have been on a "productivity quest" as well. Though I don't have too much switched over to using productivity modules yet (just iron mining & smelting, alien science, science labs and refineries/crackers) and I'm mostly still using level 2 modules (level 3 for science stuff). I am tr...
- Sun Mar 15, 2015 1:42 am
- Forum: Show your Creations
- Topic: modular backup power
- Replies: 3
- Views: 6841
Re: modular backup power
There is absolutely no need for the internal power if you use burner inserters. But then it wouldn't exactly be "self starting" the first time -- if using burner inserters you can't just plop down another 2 or 4 backup power modules and (as long as the modules have a line of fuel and a pi...
- Fri Mar 13, 2015 1:42 pm
- Forum: Show your Creations
- Topic: modular backup power
- Replies: 3
- Views: 6841
modular backup power
This backup power module is fairly compact (though I wish it were slightly more so), and comes in a convenient squarish shape so you can place them in a grid with walking/routing space in between. It's a "coupled accumulators" design so it kicks in immediately (no moving parts) when it is ...
- Thu Mar 12, 2015 11:23 pm
- Forum: General discussion
- Topic: Fantastic location, really lousy resources :)
- Replies: 5
- Views: 3735
Re: Fantastic location, really lousy resources :)
I've done the aliens-at-max thing, and didn't find it that hard. But what I did was stay somewhat small at first, go almost straight for solar, and once I had a handful of solar panels I turned off the boilers -- even though that meant I was in black-out every night. I operated liked that until fina...
- Wed Mar 11, 2015 4:32 am
- Forum: General discussion
- Topic: Fantastic location, really lousy resources :)
- Replies: 5
- Views: 3735
Re: Fantastic location, really lousy resources :)
I'm not seeing any biter spawners on that map yet, which means you have some more exploring to do before you can justify complaining about resources.
- Sun Mar 08, 2015 8:13 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Blueprint Viewer
- Replies: 17
- Views: 32060
Re: Blueprint Viewer
I hit a few issues: 1. It's currently broken if used with the Blueprint String mod. The top-level "name" value is presumably added by Foreman, but is not included by the Blueprint String mod (nor by my own blueprint generator), and your viewer seems to require it. I.e., these work: do loca...
- Fri Mar 06, 2015 4:28 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
All of the below code (which by the way, turned out to be buggy - the constraint checker caught it once I implemented the nets vs. wires consistency checks): // wire up enable:address networks to smart inserters around pole // for (int dx = 1 - POLE_SPACING; dx <= POLE_SPACING; dx++) { final int x =...
- Thu Mar 05, 2015 3:30 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
How do you input the circuit you exporting the blueprint from? Here's a simple bit of test code that shows the general idea (with lots of comments added): final Vector<Entity> entities = new Vector<Entity>(); final SmartInserter inserter1 = new SmartInserter(); // make a new smart inserter inserter...
- Tue Mar 03, 2015 11:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
Patric, I've never actually played minecraft. The only CPUs I've made before were using "real" tools - e.g., the Mentor Graphics and Xilinx tools. (I also made an AVR simulator in Java once - but that code is currently stuck in the limbo of a failed RAID setup that I haven't bothered to tr...
- Tue Mar 03, 2015 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] small-electric-pole wire-reach inconsistency
- Replies: 1
- Views: 1218
[0.11.16] small-electric-pole wire-reach inconsistency
When you place the mouse over a small electric pole in inventory/toolbelt/crafting/etc, the floaty text says the wire reach is 8. Actual wire reach for a small electric pole is 7.
- Mon Mar 02, 2015 6:51 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
The good news: I've got (ugly but) working Java code for generating Factorio blueprint strings. I haven't made it handle every game item yet (far from it), but it handles chests (all except iron, which I never use), inserters (all) and power poles (all), and supports setting filters and wire/logisti...
- Mon Mar 02, 2015 6:17 am
- Forum: Mods
- Topic: [MOD 0.11.14+] Blueprint String
- Replies: 35
- Views: 73975
Re: [0.11.14] Blueprint String
This mod has strict error checking, so bad strings will not crash your game or mess it up. But good strings can bring down your whole computer. :lol: Just posting here to let you know I filed this bug: import "large" blueprints -> computer locks up In short, something is up with the memor...
- Mon Mar 02, 2015 5:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [cube] import "large" blueprints -> computer locks up
- Replies: 6
- Views: 5685
[0.11.16] [cube] import "large" blueprints -> computer locks up
I am using the Blueprint String mod (version 0.0.6) to load blueprints into the game. If I load a blueprint which contains an array of 32x32 requester chests (1024 total chests), it works fine. If I try to load a blueprint which contains an array of 64x32 requester chests (2048 total chests), the ga...
- Tue Feb 17, 2015 12:38 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
Ugly! Ugly bags of water! (ST:TOG reference - it's kind of how I see my proposal now... using binary instruction words for a factorio computer is just ugly! Outside of factorio it's kind of cute, but not inside because...) I've figured out two different ways to do this at least 4 times better, as in...
- Mon Feb 16, 2015 4:13 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
zaubara, I tried to look at your 4-Bit-CPU.zip file. It downloads as a 67,466 byte file, but when I try to unzip it: C:\temp\factorio>unzip 4-Bit-CPU.zip Archive: 4-Bit-CPU.zip End-of-central-directory signature not found. Either this file is not a zipfile, or it constitutes one disk of a multi-part...
- Mon Feb 09, 2015 10:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Binary Logic (UPDATE: 4-Bit CPU simulation, no combincators!)
- Replies: 24
- Views: 37077
Re: Binary Logic (UPDATE: 4-Bit CPU simulation)
I probably won't have time to reply to all the stuff I'd like to until next weekend, but I thought I'd get just a few things in quick: * If you have your constructs in a single game file (e.g., "4 Bit Address, 4 Bit Data RAM"), you might want to consider adding a save game in the first pos...