Search found 86 matches

by farcast
Mon Mar 29, 2021 7:47 pm
Forum: Gameplay Help
Topic: Why do these values exist?
Replies: 9
Views: 3271

Re: Why do these values exist?

ssamsamm wrote: โ†‘
Mon Mar 29, 2021 1:50 pm
I've tried your method but it made no difference
or maybe I misplaced something
Is the grid size the same as for the city block? I forgot to mention that.

I should also mention that it'll only work for 2 out of 4 rotations if the city block isn't a perfect square.
by farcast
Fri Mar 26, 2021 4:01 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7545

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

I was wrong about reactors inevitably being able to buffer 60% of a fuel cycle... sort of. In my solution for compensating lost energy, I assumed a reactor would have a known buffer size. At the end of a fuel cycle, the reactor could have at most that much energy stored. The steam count in memory is...
by farcast
Wed Mar 24, 2021 8:23 pm
Forum: Gameplay Help
Topic: Why do these values exist?
Replies: 9
Views: 3271

Re: Why do these values exist?

Think of the second row as how to set the center of rotation, and the third row as how to set the alignment. Say you have a blueprint that you want to always be aligned with the left side of a city block, but you want to be able to rotate it and have it still be aligned to the left side. You have to...
by farcast
Mon Dec 14, 2020 11:19 pm
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7545

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

@foamy: The errors from the problems I listed are indeed small enough that a small fudge factor is enough to deal with them, I just think it's more satisfying to solve the root of the problem. The blackouts I mentioned in my edit caused by too small of an energy buffer only occur at low power consum...
by farcast
Tue Dec 01, 2020 10:36 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7545

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

What was your fix for the pump buffer being dumped? I added a one tick pause in the transition from filling to emptying, where both pumps are disabled. I did this by adding a decider with a seemingly unnecessary condition where the combinator delay is what I actually use, since I couldn't find a wa...
by farcast
Sun Aug 23, 2020 11:48 pm
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7545

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

That's right! As long as they all have the same design, one controller is all you need. If you use a mix of different designs (eg. a 4x reactor and an 8x reactor, or a 4x with 80 turbines and a 4x with 82), then you need a separate controller for each design. After some more testing, it seems a reac...
by farcast
Fri Aug 21, 2020 8:05 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7545

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

Very clever, I'm definitely going to use this trick. I have a few notes about it I'd like to share. Your blueprints don't include the actual mechanism for resetting the memory cell. I don't see why the flow meter and memory cell shouldn't already be connected in a single blueprint. During the time w...
by farcast
Fri Aug 07, 2020 9:06 pm
Forum: General discussion
Topic: Pairwise division is ridiculous
Replies: 5
Views: 2187

Re: Pairwise division is ridiculous

Pairwise division isn't easy, but since we have pairwise multiplication, we can use the "Multiply by the Reciprocal" trick to make your situation a little easier. We can't divide 1 by 200, but we can pretend a very large number is "1" and go from there. The exact value of the lar...
by farcast
Fri Aug 07, 2020 4:52 am
Forum: Minor issues
Topic: [0.18.43] Placing/Removing rail/chain signal anywhere can cause train to stop at way-point
Replies: 0
Views: 725

[0.18.43] Placing/Removing rail/chain signal anywhere can cause train to stop at way-point

Stop at way-point bug.gif A train with a way-point (station without a wait condition) in its schedule will stop at that way-point if the train-braking-distance has reached the next stop before the train has passed the way-point AND a rail/chain signal is placed/removed anywhere on the map at that t...
by farcast
Thu Mar 12, 2020 10:36 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Inline 4-4 Lane Balancer
Replies: 6
Views: 39444

Re: Inline 4-4 Lane Balancer

At least the 4:4 balancers are sadly not input balanced. In addition, they perform different, as the shorter but wider version balances the items better than the longer version. When fed by 4 fully compressed belts, they just split the input without any balancing. Plus, when input varies, those bal...
by farcast
Mon Dec 30, 2019 12:41 am
Forum: Combinator Creations
Topic: Dynamic Sushi Controller
Replies: 1
Views: 6525

Re: Dynamic Sushi Controller

I finally completed the No Spoon achievement, and I used a sushi factory to do it! No Spoon Sushi.jpg Sushi map.jpg Sushi End.jpg The mall portion of the factory was built closer to the start of the loop to give it priority over science production. Sushi start.jpg Sushi stastistics.jpg I did some ca...
by farcast
Fri Nov 29, 2019 7:49 am
Forum: Combinator Creations
Topic: Dynamic Sushi Controller
Replies: 1
Views: 6525

Dynamic Sushi Controller

For any sushi belt loop, items need to be added in specific proportions to maximize the use of the limited throughput. These proportions are determined by the recipes of any machines that pull items from the sushi belt. You can calculate these proportions manually if there's only one final product, ...
by farcast
Tue Sep 03, 2019 7:21 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 6321

Re: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied

My post was meant to be the simplest way to reproduce a more general problem, I'm sorry if I wasn't clear enough. In .16, a rail signal will output a one on Red IF: -A train reserves a block through a different rail/chain signal. OR -A train is occupying the block. In .17, a rail signal will output ...
by farcast
Sat Aug 24, 2019 8:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 6321

Re: [0.17.66] Rail signal won't output to circuit network if closed by circuit condition before block becomes occupied

When a trainโ€™s braking point passes the next waypoint station, the train re-evaluates all signals along the way, allowing them to transition to circuit-closed. The train will defy physics and stop on a dime to obey. Wut. I've done some testing, and that seems to happen whenever the train re-paths, ...
by farcast
Sat Aug 24, 2019 8:22 am
Forum: Duplicates
Topic: [0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths
Replies: 2
Views: 1444

[0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths

If the close condition of a rail signal becomes true while the block is reserved (not occupied), and the train that reserved those blocks re-paths, the rail signal will change to the circuit-closed state. This can lead to trains stopping instantly, and inconsistent circuit output behavior (assuming ...
by farcast
Fri Aug 23, 2019 8:12 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 6321

[kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied

Now, I know that rail signals don't output to the circuit network if it's ONLY closed by a circuit condition, but that's not what I'm talking about here. If the block is occupied or reserved, it should still output to the circuit network. Rail_signal_no_output.png Steps to reproduce: Place a straigh...
by farcast
Thu Apr 04, 2019 4:11 am
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 4915

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

Yeah, pretty much. To clarify a bit, in my case, the station can't be disabled until it's absolutely certain the train is moving in the right direction. That only happens when the physical train enters the next block after the rail split. There's no other method that I'm aware of. Disabling it soone...
by farcast
Wed Apr 03, 2019 10:45 pm
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 4915

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

I'm making my own combinator LTN inspired by this reddit post. I used RattlemBones' method in a two-lane RHD three way junction, and, while it works just fine in 0.16, trains have to slow down while passing through the junction if they're moving too fast. If I could use the new waypoints, train thr...
by farcast
Mon Mar 25, 2019 7:33 pm
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 4915

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

I'd also prefer knightelite's second option, as the first would make waypoints less useful in heavily combinator controlled train systems.

Speaking from experience, I may be a bit biased...

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