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by Lupoviridae
Tue Aug 04, 2015 9:17 pm
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32322

Re: Factorio Computer

Well done! It lools awesome but does it do anything? It would be cool to have 1 program (maybe more) that does something impressive with lamps etc. and then a world download to finish it off! On the other hand... I kinda want to see game of life... Someone beat me to the punch making GoL (and did a...
by Lupoviridae
Tue Aug 04, 2015 8:41 pm
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32322

Re: Factorio Computer

I think you're right. I hadn't considered using a negative value as a read signal, this is really smart. You still need to use electric poles to provide power, so the overall footprint is still pretty close (5x2 instead of 6x2), but your way definitely uses less combinators and less time per read/wr...
by Lupoviridae
Tue Aug 04, 2015 3:51 pm
Forum: General discussion
Topic: Trains on the circuit network
Replies: 3
Views: 5524

Trains on the circuit network

I know this is something I am looking forward to, but what would everyone like to see with this feature? How do you picture it working? Personally I'm hoping to see an expansion of the Engine UI, with an extra plus sign below "Add station" that says "Add station with circuit condition...
by Lupoviridae
Tue Aug 04, 2015 3:40 pm
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40282

Re: Friday Facts #97 - Greenlight preparations

I bet we could get factorio on the front page of steam the day it comes out. Maybe send some emails showing the past sales or create a petition of some sort that people can sign. Truly th alpha of this game is already so much farther along than many "released" games. Maybe come out of the ...
by Lupoviridae
Tue Aug 04, 2015 3:26 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

Still waiting for ssilk to grant me permission to modify the wiki... Is he on vacation or something?
by Lupoviridae
Tue Aug 04, 2015 2:07 pm
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32322

Re: Factorio Computer

Unfortunately there aren't too many uses until some player interface devices are added. One idea I had was to have it take a snapshot of the entire logistics system at regular intervals, then on command one could say, "show me my iron usage", and it would output a graph of the amount of av...
by Lupoviridae
Tue Aug 04, 2015 1:33 am
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32322

Re: Factorio Computer

Here's what a single cell looks like.
Cell Layout.PNG
Cell Layout.PNG (229.39 KiB) Viewed 6716 times
I plan on using signals 0 - 9, each with a value of 0 - 255 for data. Meaning each cell will essentially store 10 Bytes, making this a 2.5 kB setup.
by Lupoviridae
Tue Aug 04, 2015 1:13 am
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32322

Re: Factorio Computer

Finally finished building a computer (or the RAM at least). I ended up dropping the binary build and going for a 32-bit build instead, since the binary build was mostly just to help me learn how computers work. My thanks to XKnight (whose basic memory cell design I incorporated) and u/orost on reddi...
by Lupoviridae
Sat Aug 01, 2015 1:07 pm
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15750

Re: What we need for combinators to be fun

I think this would also make it easier to output a constant: https://forums.factorio.com/forum/viewtopic.php?f=5&t=13706 It would at the very least make it so you don't have to filter out every signal you dont want. A constant could just output [Green==50], with the decider set to [If Iron > 500...
by Lupoviridae
Sat Aug 01, 2015 1:01 am
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

I was hoping to get this done today.... didn't realize I need to get permission to edit the wiki. Waiting on that now... if not tonight hopefully tomorrow.
by Lupoviridae
Fri Jul 31, 2015 10:08 pm
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15750

Re: What we need for combinators to be fun

Will most of the players find out these workarounds? Probably not. Fair enough. On the flip side I plan on beginning work on the combinator wiki tonight, where I plan to lay out how to do all of these things, so hopefully that will help people some. I somehow doubt that any major changes will be ma...
by Lupoviridae
Fri Jul 31, 2015 4:58 pm
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15750

Re: What we need for combinators to be fun

Things I would like to see ingame: Assemblers should be connectable to the network: Basicly I want to control the remotley, e.g. switching production on and off A compact and easy to use "If-Than-Else-Combinator" (would be much easier to use for the broader audience than the current possi...
by Lupoviridae
Thu Jul 30, 2015 2:32 pm
Forum: Gameplay Help
Topic: I can't figure out how combinator work
Replies: 1
Views: 3559

Re: I can't figure out how combinator work

Yea, the little nubs are the input. I'm hoping that they add some better way of showing this. I personally like this idea:
https://forums.factorio.com/forum/vie ... =6&t=13763
by Lupoviridae
Wed Jul 29, 2015 1:54 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

Twinsen wrote: this would require more work.
Partly this. But mostly it is my feeling with complex diagrams that too much information is more confusing than too little. It also makes the diagrams much much bigger.
by Lupoviridae
Tue Jul 28, 2015 9:14 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Button
Replies: 3
Views: 1971

Re: Circuit Network Button

This works as a temporary work around, but for an established circuit network it's a lot of work. Say you want to create a word processor. You don't want to have to stick an item in a chest each time you want to "type" a letter.
by Lupoviridae
Tue Jul 28, 2015 8:41 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

Here's the same setup cleaned up.
EPSON009.JPG
EPSON009.JPG (69.03 KiB) Viewed 13283 times
Is this easy enough to read and understand?
(It contains a clock and two arbitrary value memory cells, see if you can pick them out! ;) )
by Lupoviridae
Tue Jul 28, 2015 8:12 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

some thinks to add to this: 1. what is it (Arithmetic Combinators, Decider Combinator or some els? 2. we need 1-3 letls for all items in game 3. for Decider what out is usd ( 1 or the input count) Here's how I've been addressing each of these points so far: 1) Constant combinators are square, decid...
by Lupoviridae
Tue Jul 28, 2015 5:55 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Re: Updating the Wiki for combinators

Can you think of any practical uses for those gates that I could also include?
by Lupoviridae
Tue Jul 28, 2015 3:51 pm
Forum: General discussion
Topic: Updating the Wiki for combinators
Replies: 15
Views: 14106

Updating the Wiki for combinators

Hi all, I am looking to update the wiki with a bit of a how-to for combinators, and I wanted some input on what I should include. Here's what I am thinking so far. Basic Uses ---Circuits without combinators (Ex. tying a light or smart inserter to a single chest) ---Simple base operations (ex. split ...
by Lupoviridae
Tue Jul 28, 2015 3:36 pm
Forum: General discussion
Topic: 0.12 questions
Replies: 3
Views: 5729

Re: 0.12 questions

There are no real comprehensive tutorials on combinators atm. I am planning on updating the wiki soon, and I'm currently in the process of figuring out exactly what I should include. As for smart inserters; yes they only take one wire condition now. However, you can throw down a combinator next to t...

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