Search found 155 matches
- Tue Jul 28, 2015 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Network Button
- Replies: 3
- Views: 1977
Circuit Network Button
I know a switch is in the planning for the circuit network (with 2 positions, on and off), but what I would really love to see is a button. When pressed it emits a chosen signal for a single game tick. This would be really useful for various combinator contraptions.
- Tue Jul 28, 2015 2:43 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64211
Re: Electric locomotives ☸
I would love to see a second tier of trains above diesel, including a second tier of rails for it to run on that are laid over existing rail networks.
- Tue Jul 28, 2015 12:06 am
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
Here's the wiring diagram for the above image. To prime the system, do the following: Disconnect the green output from the B=544;B combinator near the top left. Set the constant combinator to B=1 to start the clock. Once the system has run through one cycle (after ~9 seconds), reconnect the green wi...
- Mon Jul 27, 2015 11:16 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
I just tested this out and it doesn't work as I have it in the diagram. However I did get it to work, and I will post the wiring diagram for the working version later. Here's a screenshot of my test setup, using water. The pump provides 60 water/s. My calculated system is saying 59 water/s, pretty c...
- Mon Jul 27, 2015 9:45 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
Here's the wiring diagram, note the new combinators at positions 6 and 10. 10 is the one you'll want to mouse over.
And actually, if you connect the red output from 10 to the light, then set the light to Oil > 0, you can do away with combinator 8, as well as the top two at 6.
And actually, if you connect the red output from 10 to the light, then set the light to Oil > 0, you can do away with combinator 8, as well as the top two at 6.
- Mon Jul 27, 2015 9:04 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
Add an arithmetic combinator at 6 (with the red input from 5, and the green from 4) Set it to "1" - Oil; Output Oil Connect the green output to the other green outputs from 6. Add another decider combinator at position 8. Set it to If Blue == 500, output everything (input count) Connect th...
- Mon Jul 27, 2015 6:22 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
Here's the same layout, but hopefully a bit easier to read.
Two dots in each box indicate input.
Red = red wire, black = green wire
Two dots in each box indicate input.
Red = red wire, black = green wire
- Mon Jul 27, 2015 5:14 pm
- Forum: Gameplay Help
- Topic: Need help with combiators
- Replies: 10
- Views: 11106
Re: Need help with combiators
Here's what I came up with, sorry if it's a little messy, let me know if you have questions: (Input is on the left, output on the right) Essentially, this breaks down into three steps, controlled by a clock (combinators 1 and 2, Blue counting up to 600) Step 1- At the beginning of the cycle, grabs t...
- Mon Jul 27, 2015 3:37 pm
- Forum: General discussion
- Topic: Combinitors Output (input count)
- Replies: 31
- Views: 32029
Re: Combinitors Output (input count)
@Medusalem: Please, what you are talking about is a major overhaul of the combinator system. I think it highly unlikely that this will happen, and this thread is not the place for it. Combinators are Factorio's unique take on discreet logic implementation, just like redstone was for Minecraft. If yo...
- Mon Jul 27, 2015 1:52 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
or the amount of ore going through a belt. I'd love to see a Sensor to measure Belt throughput, but I don't know that the devs have any such plans. This can be done with some smart chests, though its a little bulky. You can measure how many pass through the chests in a certain amount of time. The p...
- Sat Jul 25, 2015 2:24 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
@Xknight: Been think about it, and it turns out if a pair down my design to just the parts labeled 3, 4, and 6, it performs the same function your design does with the same amount of combinators. Edit: Actually it would take an additional constant and decider com. But it would generate a steady outp...
- Sat Jul 25, 2015 12:22 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
Here's what my PVR looks like in game. Tested it and it works as advertised. It can be compressed down to a tilable 4x6 footprint. Register.PNG @Xknight, I have to give it to you, your register does work, and I never would have thought of it. It flickers a ton during the write, but once the "0&...
- Fri Jul 24, 2015 7:03 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
@XKnight: Does this actually work? I would think the top left combinator would end up as double your original input signal. If it does work could you explain it a bit please? Is it supposed to be ROM? I see that your "0" signal is up at 3.8k
- Fri Jul 24, 2015 5:56 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
I couldn't justify dealing with binary ram at this point, having a good, fast, and seemingly reliable 32-bit memory cell to work with instead. As for the rest of the computer, well, other than memory and the ALU, all that's really left is an instruction decoder, and possibly a bank of ROM for enter...
- Fri Jul 24, 2015 5:25 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
@lupoviridae: nice! Seems like a rather different approach from mine, particularly in generating the pulses. I've got one that adds addressing somewhere, but haven't gotten it properly tiling yet; I actually needed this one for something in my game, while the addressable memory banks, I have though...
- Fri Jul 24, 2015 4:34 pm
- Forum: General discussion
- Topic: Combinitors Output (input count)
- Replies: 31
- Views: 32029
Re: Combinitors Output (input count)
After getting to play around with combinators more, I am still very much in favor of this, as I have found several instances when it would have been useful. Can we get any other opinions besides me and Ratchet? Again to help clarify, the change I am suggesting would only take effect when the followi...
- Fri Jul 24, 2015 4:10 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
I came up with my own register, capable of storing any value for any given items. For example, it could store 512 iron plates, 210 copper, and 123 coal, all in one register. It essentially takes a snapshot of everything currently on the red circuit. A couple things to keep in mind: iE means output E...
- Fri Jul 24, 2015 2:11 pm
- Forum: Show your Creations
- Topic: Combinator Game of Life
- Replies: 9
- Views: 26038
Re: Combinator Game of Life
Beautiful and well done! I was planning on building a GoL in my world but you beat me to it
- Thu Jul 23, 2015 1:02 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
This is in the roadmap for 0.13 last I heard.Sander Buruma wrote:I'd really like for lights to be able to change color according to the value of a signal.
- Thu Jul 23, 2015 1:01 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57960
Re: Combinator Contraptions
This can be done with some smart chests, though its a little bulky. You can measure how many pass through the chests in a certain amount of time.Peter34 wrote:I'd love to see a Sensor to measure Belt throughput, but I don't know that the devs have any such plans.ratchetfreak wrote:or the amount of ore going through a belt.