Search found 329 matches

by XKnight
Thu Aug 25, 2016 8:35 am
Forum: General discussion
Topic: Are there other functional smart furnace setups?
Replies: 43
Views: 11531

Re: Are there other functional smart furnace setups?

Well yeah I have a question... how does your setup NOT leave arbitrary amounts of residuals inside the furnace with Iron Plates? You can't request exactly 5 or 10 items to the Requester Chest. The bots won't give a damn and will try to deliver 4/8/12/16/20/... I realize that it might work with 20 a...
by XKnight
Thu Aug 25, 2016 1:19 am
Forum: General discussion
Topic: Are there other functional smart furnace setups?
Replies: 43
Views: 11531

Re: Are there other functional smart furnace setups?

Robot-based solution shouldn't be very complex: http://i.imgur.com/oCRZIdM.png 4 furnaces will act as a single one, so they will recieve the same orders, and we assume that they are syncronized between themselfs. Brains of each furnace block will be located far away from them in a separate controlle...
by XKnight
Wed Aug 24, 2016 7:38 pm
Forum: General discussion
Topic: Are there other functional smart furnace setups?
Replies: 43
Views: 11531

Re: Are there other functional smart furnace setups?

Yes, the problem is the 1-4 Iron Plates that may be left in the furnace, blocking the recipe switch. With the 0.13 circuit network possibilities there is currently no useful way to circumvent that (people tried to find solutions like in the linked thread above but there are no practical ones to dat...
by XKnight
Wed Aug 24, 2016 10:31 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 58168

Re: Combinator Contraptions

I might have caught your circuit (the one from the still image) on the wrong foot, providing quick input while still building it and making a mistake somewhere, and causing it to start counting that way... I don't see how I got it to count up, but my excel sheet tells me that the correct version is...
by XKnight
Tue Aug 23, 2016 5:09 pm
Forum: Combinator Creations
Topic: Slow Supplier (used for repair pack distribution)
Replies: 19
Views: 11140

Re: Slow Supplier (used for repair pack distribution)

Now it is wireless. https://giant.gfycat.com/SorrowfulScentedAmphiuma.webm https://fat.gfycat.com/MeatyLargeKingfisher.webm http://i.imgur.com/105L9sQ.jpg To configure this setup you should select 2 different items that are never used in your logistic network, for example: steel axes (itemA) and woo...
by XKnight
Tue Aug 23, 2016 1:36 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 58168

Re: Combinator Contraptions

(It is even visible on the movie - combinators blink only when input signal is updated) We might be talking about different designs. ;) The movie shows ">" and "<" combinators; the image in the linked post (https://forums.factorio.com/viewtopic.php?p=94729#p94729) shows "=&...
by XKnight
Mon Aug 22, 2016 10:48 pm
Forum: Combinator Creations
Topic: Slow Supplier (used for repair pack distribution)
Replies: 19
Views: 11140

Re: Slow Supplier (used for repair pack distribution)

siggboy wrote:If you have to draw a red wire bus across all roboports, this is not a disconnected solution anymore (which is the main selling point of the simple "limit inserter throughput" approach).
I accept your challenge.
by XKnight
Mon Aug 22, 2016 10:43 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 58168

Re: Combinator Contraptions

1/0 causes the internal trigger signal value to count up, and cause an integer overflow, if you store the value too long. ;) The factorio Lua API describes the signal count to be an uint (usually 0--4.294.967.295, that would make about 2,2 years in real time), but since factorio allows negative val...
by XKnight
Mon Aug 22, 2016 9:22 pm
Forum: Combinator Creations
Topic: Slow Supplier (used for repair pack distribution)
Replies: 19
Views: 11140

Re: Slow Supplier (used for repair pack distribution)

Maybe this is a dumb question, but why don't you use requester chest + passive provider chest? A single inserter between chests with condition "passive provider is empty". In this case repair packs will be evenly distributed between all roboports, and new repair packs will be delivered to ...
by XKnight
Mon Aug 22, 2016 5:51 pm
Forum: Combinator Creations
Topic: Circuit Combinator Memory Cell (0.13)
Replies: 5
Views: 13172

Re: Circuit Combinator Memory Cell (0.13)

Just want to add, that multi value cell you can also make with 2 combinators: viewtopic.php?p=94729#p94729
Probably it is possible to make single value cell with 1 combinator, but in this case such build will have bad timing (2 ticks I suppose).
by XKnight
Sat Aug 20, 2016 12:06 pm
Forum: Not a bug
Topic: [13.17] Sideloading produces non compressed belt
Replies: 1
Views: 755

[13.17] Sideloading produces non compressed belt

Sometimes sideloading can not keep belt compressed despite the fact that it has enough resources. In this build I am using combinator circuit to measure distance (in ticks) between items on the belt. For compressed express belt this distance should be 3 ticks, but sometimes two items have 4 tick dis...
by XKnight
Fri Aug 19, 2016 4:33 pm
Forum: Gameplay Help
Topic: Combinator Help
Replies: 6
Views: 2482

Re: Combinator Help

Usually making print screen is enough, and making photo of your display is definitely an overkill :) So, If you want to have at least 50 empty barrels at each station you don't need counter at all. Const combinator: "-15 empty barrel" Fast inserter: "empty barrels < 0" https://fa...
by XKnight
Fri Aug 19, 2016 4:19 pm
Forum: Ideas and Suggestions
Topic: Trains: semi-automatic mode and autopilot
Replies: 6
Views: 2507

Re: Trains: semi-automatic mode and autopilot

Your first example shows a problem which can be solved with the latest patch about train signals (better: I think/hope so). Yes, it will. Heavy train will select free path, but it will not wait there. So you will have to - open waiting path, close main path - heavy train is going into waiting path ...
by XKnight
Fri Aug 19, 2016 3:39 pm
Forum: Minor issues
Topic: [13.16] [Twinsen] Item position changes when previous belt is active
Replies: 4
Views: 1522

Re: [13.16] [Twinsen] Item position changes when previous belt is active

Why you can not just update all belts in pseudo-random order and only after that update all inserters (also in pseudo-random order)? 1. Update belt 1 ... 2. Update belt N 3. Update inserter 1 ... 4. Update inserter N --- End of tick --- Short answer is: because that's how the game works, for many r...
by XKnight
Fri Aug 19, 2016 3:27 pm
Forum: Ideas and Suggestions
Topic: Trains: semi-automatic mode and autopilot
Replies: 6
Views: 2507

Re: Trains: semi-automatic mode and autopilot

More explanations to the God of Explanations. Autopilot usually has its own criteria which should be optimized, in our case this metric is a travel time (and maybe traveled distance). Although each autopilot wants to optimize its own metric the whole system may not reach its maximum. Two trains on t...
by XKnight
Thu Aug 18, 2016 5:48 pm
Forum: Ideas and Suggestions
Topic: Trains: semi-automatic mode and autopilot
Replies: 6
Views: 2507

Trains: semi-automatic mode and autopilot

Finally with 0.13.17 we can slightly control our trains using circuit network, but I think we need more... In my opinion, devs made a great job by constantly improving train pathfinding algo, fixing bugs in it, and adjusting algo to our needs, but it is extremely hard to satisfy all users with a sin...
by XKnight
Thu Aug 18, 2016 5:20 pm
Forum: Gameplay Help
Topic: Combinator Help
Replies: 6
Views: 2482

Re: Combinator Help

You can use rail signal right ahead the train stop to detect when train leaves from the station and reset your counter.
Also, some pictures/blueprint of your setup could be useful to give more detailed help.
by XKnight
Thu Aug 18, 2016 4:26 pm
Forum: Minor issues
Topic: [13.16] [Twinsen] Item position changes when previous belt is active
Replies: 4
Views: 1522

Re: [13.16] [Twinsen] Item position changes when previous belt is active

This problem is caused by the way Factorio works internally. The game updates entities in a deterministic pseudo-random order. So in the problematic tick something like this happens: 1. Update belt 1: belt 1 moves items forward(there are no items, so nothing is moved) 2. Update inserter 1: Inserter...
by XKnight
Thu Aug 18, 2016 8:38 am
Forum: Minor issues
Topic: [13.16] [Twinsen] Item position changes when previous belt is active
Replies: 4
Views: 1522

[13.16] [Twinsen] Item position changes when previous belt is active

In the first example inserters will be activated in the same time after 10 ticks from the copper plate signal. Each inserter will put iron plate on the same position on the belt, and this can be check using leftmost detector (two lamps are active): https://giant.gfycat.com/SmoothQuarrelsomeAfricanwi...
by XKnight
Wed Aug 17, 2016 9:15 pm
Forum: Gameplay Help
Topic: Strange belt spacing issue (possible bug?)
Replies: 6
Views: 2551

Re: Strange belt spacing issue (possible bug?)

Maybe this will help you: https://giant.gfycat.com/DishonestOrderlyFrogmouth.webm 11 steel furnaces produces = 11*2/3.5 = 6.28 iron plates per sec, while yellow belt throughtput is 6.66 items per sec. The result of this underproduction is a small gaps on the belt, but belt is still compressed. H4sIA...

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