Search found 177 matches
- Fri Jul 24, 2015 5:35 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58284
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 enteri...
- Fri Jul 24, 2015 4:56 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58284
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 thought...
- Fri Jul 24, 2015 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] 'f' grabbing from wrong side of corner belts
- Replies: 1
- Views: 2311
[0.12.1] 'f' grabbing from wrong side of corner belts
I haven't tested all four corner cases, but at least for corners going from up and to the right, as in the screenshot, hitting the key to pick up items nearby picks up from the wrong side of the belt from the outside when you are in range of only one side. The spot where I noticed it... http://puu.s...
- Fri Jul 24, 2015 8:39 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58284
Re: Combinator Contraptions
Came up with a basic register that works without having to break numbers down into binary first, just stores a 32-bit input value directly in a combinator when it gets a write signal. http://puu.sh/jaTHG/03e2ff75f4.jpg H4sIAAAAAAAA/+WWbW/aMBDHvwryy82pCBRKVXlfpJoi1z66kxw7ujjTUMR3nxOYSgJJDO02aXsZfL47/...
- Fri Jul 24, 2015 2:19 am
- Forum: Combinator Creations
- Topic: Logic gate and 4 bit adder
- Replies: 3
- Views: 10640
Re: Logic gate and 4 bit adder
binary is so messy. http://puu.sh/jaCXx/04e2e6106f.jpg This is a 32-bit register. constant combinator on the left is providing inputs - address on A (working on a tileable blueprint for addressable memory, almost there), value in iron, and a write signal on '0'. Output read from the "+" co...
- Fri Jul 24, 2015 1:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
- Replies: 3
- Views: 4063
[0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
I noticed a few days ago that an arithmetic combinator set to do, say, "A + 1" will output nothing if it had no A signal in it's inputs, and that was disappointing but didn't seem like a bug per say. However, I've just found that, actually, it will output nothing only if it has no circuit ...
- Fri Jul 24, 2015 12:55 am
- Forum: Not a bug
- Topic: Combinator Issue
- Replies: 4
- Views: 6545
Re: Combinator Issue
came to check if this had been reported and clarified, I'm disappointed this is intended behavior. My expectation was that these were conditional gates, and if the test is true, the selected signal will be passed through to output (or generated as 1 for output regardless of input, if you tick output...
- Fri Jul 24, 2015 12:39 am
- Forum: Gameplay Help
- Topic: Combinator output to logistics network
- Replies: 2
- Views: 5843
Re: Combinator output to logistics network
It's possible to bridge specific info from, or at least, results of simple tests against, the logistics network into a circuit network using smart inserters and a smart chest. Just have a smart inserter putting a fish, or whatever, into the smart chest if the logistics network has, say, less than 5,...
- Sun Jul 19, 2015 10:50 pm
- Forum: Mods
- Topic: [MOD 0.1.1] Colored Lights
- Replies: 10
- Views: 15215
Re: [MOD 0.1.1] Colored Lights
@peter it actually works right now, but for a "proper" 0.12 version it needs to add the same circuit network support that regular lamps have.
- Sun Jul 19, 2015 1:09 pm
- Forum: Show your Creations
- Topic: My Iron and Copper system, with buffer
- Replies: 16
- Views: 23319
Re: My Iron and Copper system, with buffer
re: science in particular, with the wide variation in research speeds, buffers really make more sense than aiming for balance. Sometimes you'll be doing 30s research, other times 60s, to set up production to handle the 30s leaves you producing double on the 60s ones. And that's not even figuring for...
- Sun Jul 19, 2015 12:44 pm
- Forum: Combinator Creations
- Topic: [0.12] Combinator Use & Abuse
- Replies: 8
- Views: 19979
Re: [0.12] Combinator Use & Abuse
@Sander Buruma: nope, you're right, I realized somewhat later that those 10 were completely redundant, just never came back to update my post here. I shared a save (at someone's request) on reddit that one with them removed as well as the 3 digits pictured.
- Sat Jul 18, 2015 11:51 pm
- Forum: Combinator Creations
- Topic: [0.12] Combinator Use & Abuse
- Replies: 8
- Views: 19979
[0.12] Combinator Use & Abuse
With the release of 0.12.0, we're finally getting our hands on combinators, and while some of the most coveted practical applications have to wait until we get additional sensors and circuit-network-enabled devices in 0.13, there's a lot of things, but practical and impractical, that can be done wit...
- Fri Jul 17, 2015 5:32 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 75047
Re: [MOD 0.11.x] Fluid Barrel (1.0.0)
This is one of those mods I can't live without, so just went to see about updating it for 0.12.0. It seems to work as-is, though there is some oddness with displaying the names of recipes in the menu. Filled a storage tank with water, then disconnected from the well and shifted it back and forth, ba...
- Tue Jul 14, 2015 8:23 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 65312
Re: Electric locomotives ☸
I'd be in favor of rails as the source of power, and I'd actually go for 2 tiers of electric trains. The first electric engines you could build would be the most expensive, being essentially one of the current engines, but with an electric instead of regular engine as well as an accumulator. They wo...
- Mon Feb 02, 2015 4:46 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 75047
Re: [MOD 0.11.x] Fluid Barrel (1.0.0)
nice mod, good chance I'll be using it in the future. A suggestion though. If it were me, I would make 2 new kinds of "barrels," one a tank, like a propane tank, specifically for the gasses (just petroleum gas, in vanilla, but other mods may add other gasses, not sure?) and the other made ...
- Sun Feb 01, 2015 3:52 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322771
Re: A tool to help you optimise your production lines.
Right. I'm releasing a new version. Sorry about the delay (I wish I had an excuse for abandoning the project for 4 months, but I don't. Sorry). quick scan of the thread and I didn't see anyone reporting it already, apologies if I missed it. Trying to run the app crashes with a .net exception "...
- Sat Jan 31, 2015 7:58 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322771
Re: A tool to help you optimise your production lines.
quick scan of the thread and I didn't see anyone reporting it already, apologies if I missed it. Trying to run the app crashes with a .net exception "Could not find a part of the path [...]" where the path is in ~AppData\Roaming. I'm using the portable version of factorio (the .zip rather ...