Search found 155 matches
- Tue Aug 04, 2015 9:17 pm
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32682
Re: Factorio Computer
Well done! It lools awesome but does it do anything? It would be cool to have 1 program (maybe more) that does something impressive with lamps etc. and then a world download to finish it off! On the other hand... I kinda want to see game of life... Someone beat me to the punch making GoL (and did a...
- Tue Aug 04, 2015 8:41 pm
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32682
Re: Factorio Computer
I think you're right. I hadn't considered using a negative value as a read signal, this is really smart. You still need to use electric poles to provide power, so the overall footprint is still pretty close (5x2 instead of 6x2), but your way definitely uses less combinators and less time per read/wr...
- Tue Aug 04, 2015 3:51 pm
- Forum: General discussion
- Topic: Trains on the circuit network
- Replies: 3
- Views: 5549
Trains on the circuit network
I know this is something I am looking forward to, but what would everyone like to see with this feature? How do you picture it working? Personally I'm hoping to see an expansion of the Engine UI, with an extra plus sign below "Add station" that says "Add station with circuit condition...
- Tue Aug 04, 2015 3:40 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40665
Re: Friday Facts #97 - Greenlight preparations
I bet we could get factorio on the front page of steam the day it comes out. Maybe send some emails showing the past sales or create a petition of some sort that people can sign. Truly th alpha of this game is already so much farther along than many "released" games. Maybe come out of the ...
- Tue Aug 04, 2015 3:26 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
Still waiting for ssilk to grant me permission to modify the wiki... Is he on vacation or something?
- Tue Aug 04, 2015 2:07 pm
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32682
Re: Factorio Computer
Unfortunately there aren't too many uses until some player interface devices are added. One idea I had was to have it take a snapshot of the entire logistics system at regular intervals, then on command one could say, "show me my iron usage", and it would output a graph of the amount of av...
- Tue Aug 04, 2015 1:33 am
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32682
Re: Factorio Computer
Here's what a single cell looks like.
I plan on using signals 0 - 9, each with a value of 0 - 255 for data. Meaning each cell will essentially store 10 Bytes, making this a 2.5 kB setup.
I plan on using signals 0 - 9, each with a value of 0 - 255 for data. Meaning each cell will essentially store 10 Bytes, making this a 2.5 kB setup.
- Tue Aug 04, 2015 1:13 am
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 32682
Re: Factorio Computer
Finally finished building a computer (or the RAM at least). I ended up dropping the binary build and going for a 32-bit build instead, since the binary build was mostly just to help me learn how computers work. My thanks to XKnight (whose basic memory cell design I incorporated) and u/orost on reddi...
- Sat Aug 01, 2015 1:07 pm
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 15909
Re: What we need for combinators to be fun
I think this would also make it easier to output a constant: https://forums.factorio.com/forum/viewtopic.php?f=5&t=13706 It would at the very least make it so you don't have to filter out every signal you dont want. A constant could just output [Green==50], with the decider set to [If Iron > 500...
- Sat Aug 01, 2015 1:01 am
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
I was hoping to get this done today.... didn't realize I need to get permission to edit the wiki. Waiting on that now... if not tonight hopefully tomorrow.
- Fri Jul 31, 2015 10:08 pm
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 15909
Re: What we need for combinators to be fun
Will most of the players find out these workarounds? Probably not. Fair enough. On the flip side I plan on beginning work on the combinator wiki tonight, where I plan to lay out how to do all of these things, so hopefully that will help people some. I somehow doubt that any major changes will be ma...
- Fri Jul 31, 2015 4:58 pm
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 15909
Re: What we need for combinators to be fun
Things I would like to see ingame: Assemblers should be connectable to the network: Basicly I want to control the remotley, e.g. switching production on and off A compact and easy to use "If-Than-Else-Combinator" (would be much easier to use for the broader audience than the current possi...
- Thu Jul 30, 2015 2:32 pm
- Forum: Gameplay Help
- Topic: I can't figure out how combinator work
- Replies: 1
- Views: 3580
Re: I can't figure out how combinator work
Yea, the little nubs are the input. I'm hoping that they add some better way of showing this. I personally like this idea:
https://forums.factorio.com/forum/vie ... =6&t=13763
https://forums.factorio.com/forum/vie ... =6&t=13763
- Wed Jul 29, 2015 1:54 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
Partly this. But mostly it is my feeling with complex diagrams that too much information is more confusing than too little. It also makes the diagrams much much bigger.Twinsen wrote: this would require more work.
- Tue Jul 28, 2015 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Network Button
- Replies: 3
- Views: 2007
Re: Circuit Network Button
This works as a temporary work around, but for an established circuit network it's a lot of work. Say you want to create a word processor. You don't want to have to stick an item in a chest each time you want to "type" a letter.
- Tue Jul 28, 2015 8:41 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
Here's the same setup cleaned up.
(It contains a clock and two arbitrary value memory cells, see if you can pick them out! )
Is this easy enough to read and understand?(It contains a clock and two arbitrary value memory cells, see if you can pick them out! )
- Tue Jul 28, 2015 8:12 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
some thinks to add to this: 1. what is it (Arithmetic Combinators, Decider Combinator or some els? 2. we need 1-3 letls for all items in game 3. for Decider what out is usd ( 1 or the input count) Here's how I've been addressing each of these points so far: 1) Constant combinators are square, decid...
- Tue Jul 28, 2015 5:55 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Re: Updating the Wiki for combinators
Can you think of any practical uses for those gates that I could also include?
- Tue Jul 28, 2015 3:51 pm
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14220
Updating the Wiki for combinators
Hi all, I am looking to update the wiki with a bit of a how-to for combinators, and I wanted some input on what I should include. Here's what I am thinking so far. Basic Uses ---Circuits without combinators (Ex. tying a light or smart inserter to a single chest) ---Simple base operations (ex. split ...
- Tue Jul 28, 2015 3:36 pm
- Forum: General discussion
- Topic: 0.12 questions
- Replies: 3
- Views: 5776
Re: 0.12 questions
There are no real comprehensive tutorials on combinators atm. I am planning on updating the wiki soon, and I'm currently in the process of figuring out exactly what I should include. As for smart inserters; yes they only take one wire condition now. However, you can throw down a combinator next to t...