Search found 97 matches

by The Lone Wolfling
Wed Dec 03, 2014 2:31 pm
Forum: Ideas and Suggestions
Topic: Avoiding building deadlocks
Replies: 9
Views: 2984

Re: Avoiding building deadlocks

The fact of it being NP, by itself, doesn't mean that it's intractable for input sizes encountered in Factorio--it only means it gets too hard "eventually". Depending on the algorithm (and I know nothing about deadlock detection algorithms, so maybe someone else can chime in here), "...
by The Lone Wolfling
Wed Dec 03, 2014 2:12 pm
Forum: Ideas and Suggestions
Topic: New abilities for smart inserters (and a locomotive change)
Replies: 20
Views: 6265

Re: New abilities for smart inserters (and a locomotive chan

I support this change for locomotives, for the record. Not sure about the other components.
by The Lone Wolfling
Wed Dec 03, 2014 2:09 pm
Forum: Show your Creations
Topic: I may have a problem
Replies: 13
Views: 10600

Re: I may have a problem

You can potentially install the landfill mod. I know, I know... installing mods to fix the base game is a slippery slope. But worth a try if you want to.

(Of course, this assumes that there is any other land at all in that save.)
by The Lone Wolfling
Wed Dec 03, 2014 2:06 pm
Forum: Gameplay Help
Topic: 90 degree merge
Replies: 17
Views: 7210

Re: 90 degree merge

The only problem is that T-joints have roughly half the throughput of the splitter joints. I would love to have lower priority line joining the main bus from the buffer while still having 100% throughput, but I can't figure out how to do it. You may be able to "exploit" the asymmetry of s...
by The Lone Wolfling
Wed Dec 03, 2014 1:55 pm
Forum: Show your Creations
Topic: Mining mixed resources
Replies: 12
Views: 13800

Re: Mining mixed resources

Now do it for 3 resources!

(I h̶a̶v̶e had a deposit with coal, iron, and copper, all meeting at a point. I ended up just giving up and putting it all on the same belt then separating using smart inserters pulling off of a loop. Works until/unless you get a resource backed up.)
by The Lone Wolfling
Tue Dec 02, 2014 5:57 pm
Forum: Ideas and Suggestions
Topic: Avoiding building deadlocks
Replies: 9
Views: 2984

Re: Avoiding building deadlocks

It has not to calculate all possibilities through. Actually, yes, in the worst case it does, at least up to a constant. That's what being in NP means . I mean with a normal train setup, the possibilities are quite limited. Depends on what you mean by "normal". The 4/15 example I gave is f...
by The Lone Wolfling
Tue Dec 02, 2014 5:32 pm
Forum: Balancing
Topic: Inserters shouldn't take fuel from locomotives
Replies: 38
Views: 29682

Re: Inserters shouldn't take fuel from locomotives

n9103 wrote:
Tinyboss wrote:No opinions on only letting smart inserters do it?
Sounds like an interesting compromise.
That implementation has my vote.
Ditto.
by The Lone Wolfling
Mon Dec 01, 2014 1:10 am
Forum: Gameplay Help
Topic: What power armor equipment setup do you use?
Replies: 5
Views: 10034

Re: What power armor equipment setup do you use?

I have two powersuits - one that's just a fusion reactor, as many exoskeletons as will fit (8), and a couple battery mk IIs (10) (Boots of Speed!), and a combat one that's 3 fusion reactors, 7 energy shield mk IIs, and 3 exoskeletons. I don't bother with personal laser defenses, generally. I find th...
by The Lone Wolfling
Mon Dec 01, 2014 12:56 am
Forum: Gameplay Help
Topic: Map Exchange String - What does that do?
Replies: 6
Views: 7346

Re: Map Exchange String - What does that do?

The map exchange string is a way of passing around the map itself - the layout of the land, the resources, etc. The terrain, in other words. It doesn't save your factories, etc.
by The Lone Wolfling
Sun Nov 30, 2014 5:51 pm
Forum: Ideas and Suggestions
Topic: Avoiding building deadlocks
Replies: 9
Views: 2984

Re: Avoiding building deadlocks

Unfortunately, deadlock detection in this fashion is in NP, and as such has no known polynomial-time algorithm. In other words, it's slow. You have to try all lengths of trains that exist on all entrances and exits to/from the block. If you have 4 different length trains and 15 entrances / exits to/...
by The Lone Wolfling
Fri Nov 28, 2014 7:12 pm
Forum: General discussion
Topic: Optimizing energy consumption with productivity modules
Replies: 8
Views: 20289

Re: Optimizing energy consumption with productivity modules

Can you do a separate chart that has the percentage of the time the machine has to be working for it to be worth it, power-usage wise?
by The Lone Wolfling
Thu Nov 27, 2014 6:45 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart-inserter style train control
Replies: 3
Views: 2148

[Request] Smart-inserter style train control

I'm not sure if this is possible to do currently. But what I'd like to do is to be able to set up my trains so they only leave a station when (x amount of time has passed) {and}/{or} [({less than} / {greater than} y of z item is in the train) {and}/{or} ({less than} / {greater than} v of w item is i...
by The Lone Wolfling
Wed Nov 26, 2014 7:36 pm
Forum: General discussion
Topic: Why having everything on a belt is a bad idea
Replies: 29
Views: 19944

Re: Why having everything on a belt is a bad idea

The problem is that no-one ever seems to leave enough space. People forget that almost every recipe in the game consumes more items than it produces. (Exception: copper cable). Which means that your line of belts will have to be at its largest at the start, and shrink from there. At least if you wan...
by The Lone Wolfling
Tue Nov 25, 2014 2:10 am
Forum: General discussion
Topic: How big is/are your logistic network(s)?
Replies: 9
Views: 3789

Re: How big is/are your logistic network(s)?

Mine is too big currently - I'm in the midst of splitting it into multiple subnetworks with train connections.
by The Lone Wolfling
Tue Nov 25, 2014 2:07 am
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25208

Re: [MOD 0.11.3] Offshore Dump (1.0.0)

Can you do this in vanilla with a boiler into steam engines?
by The Lone Wolfling
Tue Nov 25, 2014 2:05 am
Forum: General discussion
Topic: Moving around on a big base
Replies: 13
Views: 5531

Re: Moving around on a big base

I have a separate power suit II with one reactor, as many exos as I can fit, and the rest batteries.

Overkill? Probably. But it means I can get around my base quickly - and for long distances I hop on a train.
by The Lone Wolfling
Sun Nov 23, 2014 6:18 pm
Forum: Not a bug
Topic: [0.11.3] Powering unpowered roboports confuses bots
Replies: 6
Views: 3624

Re: [0.11.3] Powering unpowered roboports confuses bots

My opinion is that this should be classified a bug.

My suggestion as to how to fix it would be to make Roboports start slightly charged, but initially not connect to the logistics network for the purpose of charging bots until they are connected to power.
by The Lone Wolfling
Sun Nov 23, 2014 6:15 pm
Forum: General discussion
Topic: Long distance transport
Replies: 31
Views: 17948

Re: Long distance transport

Theoretically, trains are better. In actuality? Unless you're talking absurd distances, belts generally are better. People forget one of the most important resources is *time*. Your time, that is. It takes much longer generally to set up train tracks than it does to run a belt, especially in the lat...
by The Lone Wolfling
Sat Nov 22, 2014 12:26 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Split by 3, 5, 7, 9
Replies: 11
Views: 33892

Re: Split by 3, 5, 7, 9

This is similar to how PRNGs generate random numbers in ranges - they generate a certain number of bits and discard if it is above the maximum number. (Sort of like generating a number between 1 and 7 by rolling an 8-sided die and repeating if/when it comes up 8.) The one thing I will say with this ...
by The Lone Wolfling
Sun Nov 16, 2014 11:23 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261251

Re: Tips & Tricks

How to join items onto 2 sides of an express belt faster than a T joining intersection. I have a request. Could someone do this, but for items coming from one side? (So turning two parallel belts with items A and B into one belt running perpendicularly to them with item A on one side and item B on ...

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