Search found 97 matches
- 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), "...
- 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.
- 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.)
(Of course, this assumes that there is any other land at all in that save.)
- 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...
- 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.)
(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.)
- 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...
- 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
Ditto.n9103 wrote:Sounds like an interesting compromise.Tinyboss wrote:No opinions on only letting smart inserters do it?
That implementation has my vote.
- 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...
- 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.
- 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/...
- 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?
- 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...
- 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...
- 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.
- 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?
- 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.
Overkill? Probably. But it means I can get around my base quickly - and for long distances I hop on a train.
- 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.
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.
- 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...
- 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 ...
- 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 ...