Search found 46 matches

by thedarkbunny
Fri Jul 27, 2018 6:18 am
Forum: Combinator Creations
Topic: Pairwise Multiplication using Squares
Replies: 3
Views: 4367

Re: Pairwise Multiplication using Squares

I took the idea and ran with it. The original design is limited to Β±46340 on either input (and the sum of both inputs). I worked around it by breaking each integer into 11-bit chunks and multiplying them in stages. The result is as follows: MassiveMultiplier.png 0eNrtXNuO20YM/ZVigL60dqG56WIE+YN8QdEu...
by thedarkbunny
Thu Jul 26, 2018 3:11 pm
Forum: Technical Help
Topic: cant screenshot combinators
Replies: 13
Views: 3853

Re: cant screenshot combinators

Just for the sake of experiment here:
- Does it do the same thing in windowed and fullscreen?
- Are you playing the Steam version? If so, does it do the same thing when you screenshot it with F12?
by thedarkbunny
Mon Jul 23, 2018 5:08 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42158

Re: Challenge: Generic max-speed train unload

Thank you disentius. Are you pointing to your last post/screenshot in that thread? If you are pointing to that one, it sure looks very clean and I have a couple questions: - How many saturated belts does it output - after adding an input-balanced compressor/balancer? - Which compressor/balancer do ...
by thedarkbunny
Mon Jul 23, 2018 4:44 pm
Forum: Gameplay Help
Topic: Multiple Offshore Pumps to 1 pipeline
Replies: 10
Views: 9837

Re: Multiple Offshore Pumps to 1 pipeline

darkfrei wrote:After 50 pipes get 0 flow?
Other way around. Pipes won't do more than 50 flow.
by thedarkbunny
Sun Jul 22, 2018 5:22 pm
Forum: Gameplay Help
Topic: Creating a trigger when material ceases running on a belt
Replies: 21
Views: 6868

Re: Creating a trigger when material ceases running on a belt

Not in a position to give you a blueprint just now, but: Two decider combinators, one constant combinator. Constant: T = 1 Decider 1: If [iron, copper, whatever] = 0, output T (input count) Decider 2: If T > 60, output Red (1) Wire a belt (read input, hold) to Decider 1's input with green wire. Wire...
by thedarkbunny
Wed Jul 18, 2018 6:58 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 95308

Re: Version 0.16.51

Why would they lose the trademark (for real batteries) if games use the design? That's the hard-to-understand part. Yeah, sure games make more people believe that the design is nothing specific to Duracell, but that does not mean somebody will eventually be able to produce real clones just because ...
by thedarkbunny
Wed Jul 18, 2018 2:52 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 95308

Re: Version 0.16.51

Yes, but change in color and maybe in width of colored ring would have been enough to avoid trademark problems. New model is childish and difficult to detect as a battery. Especially in modded games where can be hundreds of items including several types of batteries. Agreed. Here's hoping they roll...
by thedarkbunny
Tue Jul 17, 2018 7:13 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 95308

Re: Version 0.16.51

It's so damn hard to understand all this weird reasoning for such a stupid change. Leaving aside the laws involved and whether or not they're stupid laws, there are only a few ways this could have gone: Wube makes the change immediately: We get a silly-looking battery, at least until someone on the...
by thedarkbunny
Fri Jul 06, 2018 10:06 pm
Forum: Ideas and Suggestions
Topic: Custom constant value output for combinators
Replies: 9
Views: 3433

Re: Custom constant value output for combinators

Agreed on all of the above, plus another thing that belongs in this category: For decider combinators, comparisons should be possible between "each" and "everything", or between "each" and "anything". As it stands, getting the maximum value (or the values tied...
by thedarkbunny
Wed Jun 27, 2018 4:45 pm
Forum: Combinator Creations
Topic: Rainbow belt w/o inserters
Replies: 9
Views: 7992

Re: Rainbow belt w/o inserters

I made a similar setup for a (ridiculous and long since scrapped) sushi system a couple of months ago. A useful QoL addition: Add a constant combinator which contains the number of each science pack you want on the belt. Wire it to the memory cell output (red). That way, science packs don't need to ...
by thedarkbunny
Mon Jun 25, 2018 5:37 pm
Forum: Gameplay Help
Topic: How to serialize signals?
Replies: 4
Views: 1439

Re: How to serialize signals?

I think I tried that once. IIRC, combinators can't use anything/everything/each on the right side of an operation.
by thedarkbunny
Mon Jun 25, 2018 5:10 pm
Forum: Ideas and Suggestions
Topic: [GUI] Display how much produced/used in vanilla GUI
Replies: 1
Views: 657

Re: [GUI] Display how much produced/used in vanilla GUI

I'm not sure I understand what you're asking for. How would this be different from the production stats you get when pressing 'P' in vanilla?
by thedarkbunny
Mon Jun 25, 2018 4:25 pm
Forum: Ideas and Suggestions
Topic: Bot Recall
Replies: 21
Views: 9153

Re: Bot Recall

Not to mention sometimes you just want to deconstruct a roboport without having all of its logistics bots hauled to storage. Idea: Give each roboport something like a requester chest UI. Each roboport can specify the number and type of bots that should be kept on hand. If a roboport is below that li...
by thedarkbunny
Thu Jun 21, 2018 10:38 pm
Forum: Gameplay Help
Topic: Need some help with the rails ...
Replies: 4
Views: 1351

Re: Need some help with the rails ...

Same thing, though I admit I could have worded it better.

Assuming that's the case, see the following diagram:
by thedarkbunny
Thu Jun 21, 2018 9:38 pm
Forum: Gameplay Help
Topic: Need some help with the rails ...
Replies: 4
Views: 1351

Re: Need some help with the rails ...

I just want to make sure I understand what you're trying to do here:
  • The three horizontal rails in the picture are one-way, headed west
  • The vertical rail is one-way, headed south
  • You want each train to wait until the way is clear before turning
Am I following so far?
by thedarkbunny
Thu Jun 21, 2018 6:42 pm
Forum: Ideas and Suggestions
Topic: Battle Royal for factorio
Replies: 17
Views: 4880

Re: Battle Royal for factorio

Offhand, I'd say you're going to have to either manually set all item values or create an algorithm to do it for you. DaveMcW wrote a script that gets the total raw materials for any item, which might be a good starting point.
by thedarkbunny
Thu Jun 21, 2018 6:18 pm
Forum: Implemented mod requests
Topic: Allow hiding optional dependencies
Replies: 11
Views: 2684

Re: Allow hiding optional dependencies

In that case, personal preference would be a tilde.

Code: Select all

  "dependencies"    : [
    "~ the_other_mod >= 0.1.0"
    ]
by thedarkbunny
Thu Jun 21, 2018 4:03 pm
Forum: Minor issues
Topic: [0.16.51] Faint lines on flooring blueprint
Replies: 1
Views: 1295

Re: [0.16.51] Faint lines on flooring blueprint

Looks like a rounding error. Trying to perfectly align two partially-transparent objects (e.g., tile ghosts) sometimes creates a one-pixel 'seam' in the texture. I'm betting on it already being fixed for 0.17 as part of the graphics overhaul.
by thedarkbunny
Tue Jun 19, 2018 3:36 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 95308

Re: Version 0.16.51

Stable: 0.16.51 Experimental: 0.16.50 I think the duracell-lawyers were pretty angry. :? ?! Why would they be? Content placement actually benefits them. US trademark law says (broadly speaking) that a company can lose a trademark if they fail to defend it. The chance of a judge saying "no, tha...
by thedarkbunny
Thu Jun 14, 2018 9:12 pm
Forum: Gameplay Help
Topic: Equalising 3 train unloader
Replies: 9
Views: 3558

Re: Equalising 3 train unloader

Calculating maximum or minimum out of a group of signals is, generally speaking, a pain. Simplifying to "below average" saves a lot of combinators, with relatively little risk of starving one of your stations.

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