Search found 329 matches

by XKnight
Sat Sep 10, 2016 1:18 pm
Forum: Not a bug
Topic: [13.20] Weird behaviour with cross-chunk inserting
Replies: 2
Views: 1111

[13.20] Weird behaviour with cross-chunk inserting

Testing build: furnaces +500% speed, input fast inserters with stone (activated in the same moment), output fast inserters. Signals from output inserters is compared each tick and if it is not equal lamps will be switched on. Initial configuration: 1 iron ore is thrown in each furnace, 24 stone will...
by XKnight
Sat Sep 10, 2016 1:02 pm
Forum: Not a bug
Topic: [13.20] Smelting: remaining tick is preserved until new item
Replies: 3
Views: 1560

[13.20] Smelting: remaining tick is preserved until new item

Smelting one iron ore with electric furnace +100% speed requires 3.5*60/(2*2) = 52.5 ticks. Because at tick #52 smelting process is not finished new iron plate will appear at tick #53, and this is logically. Also, due to this fix https://forums.factorio.com/viewtopic.php?f=11&t=28128 furnace kee...
by XKnight
Thu Sep 08, 2016 10:12 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

Probably this is the last post before belt-based version. The previous furnace block uses 3 combinators per furnace block: first to send input chests content, second to receive item type for smelting, third to send information about inserted items. I've noticed that first and second combinator has e...
by XKnight
Tue Sep 06, 2016 10:36 pm
Forum: Gameplay Help
Topic: Circuits: How does lamp choose color with multiple signals?
Replies: 19
Views: 25796

Re: Circuits: How does lamp choose color with multiple signals?

What is "lower ID"? Is this what determines what color is used when multiple colors are sent to the lamp? Signal ID. Knowledge about ID existence comes from fact that some entities (lamps with custom color, filtered inserters, requester chests, "Anything" mode in 0.12, and so on...
by XKnight
Tue Sep 06, 2016 6:08 pm
Forum: Gameplay Help
Topic: Circuits: How does lamp choose color with multiple signals?
Replies: 19
Views: 25796

Re: Circuits: How does lamp choose color with multiple signals?

What is "lower ID"? Is this what determines what color is used when multiple colors are sent to the lamp? Strange. Don't you agree that it should use the value of the signal instead? Okay, replace Black signal everywhere with "Z signal" and lamps will recieve only one color sign...
by XKnight
Tue Sep 06, 2016 5:44 pm
Forum: Gameplay Help
Topic: Circuits: How does lamp choose color with multiple signals?
Replies: 19
Views: 25796

Re: Circuits: How does lamp choose color with multiple signals?

"Each > plate, output Black 1": first combinator compares each input signal with plate signal, and sends "1 Black" for each successful comparison. Input: plate - 234. Thresholds: A = 100, B = 200, C = 300, D = 400. Unfolding each statement: - A > plate? => 100 > 234? => false, ou...
by XKnight
Tue Sep 06, 2016 4:59 pm
Forum: Gameplay Help
Topic: Circuits: How does lamp choose color with multiple signals?
Replies: 19
Views: 25796

Re: Circuits: How does lamp choose color with multiple signals?

Surely it's impossible to do this with only two combinators... At the very least I would need one for every threshold I want to create for when the color changes...? Impossible... many things in Factorio seems to be impossible at the first sight. First of all, you should install this mod: KBlueprin...
by XKnight
Tue Sep 06, 2016 4:42 pm
Forum: Gameplay Help
Topic: Circuits: How does lamp choose color with multiple signals?
Replies: 19
Views: 25796

Re: Circuits: How does lamp choose color with multiple signals?

Maybe this will help you: https://fat.gfycat.com/FailingClearcutFlatfish.webm You need only 2 combinators to color your display in all colors. Input range: 0...1500 H4sIAAAAAAAA/72Y4W6bMBSFX6XiN0zYQJKq8l6kmpADTmvNsZExXSPEu8+QFkpwMpPa678k9xjudy7m1KV4YKLA7CFHrTpVBAV71pBKUq6CsMQKo5ZwRRUlNWpbjo+6 ohC8Vp...
by XKnight
Mon Sep 05, 2016 7:51 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

The "Blueprint, controller" gives me a error on importing with foreman and killrogs Perhaps, there are some problems with "classic" blueprint string mod in 0.14 (I suppose you are using this version). Anyway, I've updated blueprint strings for "Killkrog's Blueprint Manager&...
by XKnight
Mon Sep 05, 2016 5:15 pm
Forum: General discussion
Topic: A way to divide red by green signal?
Replies: 9
Views: 9574

Re: A way to divide red by green signal?

Also, you can make a semi-solution: divide each signal separately in a loop and put the summary in output. This setup is bigger than "combinator per signal" with a few signals and slower than "true green-red division" with more than ~20 signals, but if you have ~7-10 signals it ...
by XKnight
Fri Sep 02, 2016 8:12 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

First of all, I've updated original post and there your can find answer on your question. Current solution: http://i.imgur.com/VJVyAKa.png I'm already curious how this will turn out... because I can only think of one way to even make room for the 2x2 Power Switch inside the build... which would be u...
by XKnight
Wed Aug 31, 2016 11:18 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

By the way, it looks like it is possible to control furnace block using 6 tiles instead of 7 (without constant combinator).
And this will make possible to fit power switch in 4-furnaces block, as a result furnace blocks might be activated in cascade way.
by XKnight
Wed Aug 31, 2016 9:55 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

since you only check on 7,8,9 but not on 10,11,12 Emmmm... And why I will check only 7,8,9 ? :lol: I should check both neighbourhood rows 7,8,9,10,11,12. Correct answer is: Off_Off_Off BBBBBBBB beacons (can be switched off only with 1, 2, 3) - OFF Off_Off_Off BBBBBBBB beacons (can be switched off o...
by XKnight
Wed Aug 31, 2016 9:31 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

There is only one requirement to every furnace in a single block: they must have the same speed bonus. Nothing will break if we switch off beacons while furnaces are working, because every furnace in block will be affected in the same way. The same is true when we switch beacons on. Yeah, that may ...
by XKnight
Wed Aug 31, 2016 9:08 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

But wait... won't the different recipe delays (and other circumstances like lack of resources or output block) interfere with that? What if one of the blocks switches off while the other isn't finished yet? The logic does only check on one furnace row instead of both enclosing a beacon row... so it...
by XKnight
Wed Aug 31, 2016 8:37 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

Nope, sorry :roll:. At first I had to check my assumptions and then post on the forum - it is my fault, somehow I forgot about electric poles and 3x3 beacon range. But, after trying this broken approach I managed to build smaller furnace block. Already updated original post. Well I expected that so...
by XKnight
Wed Aug 31, 2016 7:05 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

Seems that I've missed the most obvious thing: instead of using 8 tiles per furnace (3 beacon + 3 furnace + 2 chest) I should use combined chests and this will give 6 tiles per furnace. Don't even understand why I did this thing for belt-based solution and forgot about robot-based. Combined chests....
by XKnight
Tue Aug 30, 2016 8:57 pm
Forum: Combinator Creations
Topic: One more Smart FurnaceĀ®
Replies: 43
Views: 22715

Re: One more Smart FurnaceĀ®

Seems that I've missed the most obvious thing: instead of using 8 tiles per furnace (3 beacon + 3 furnace + 2 chest) I should use combined chests and this will give 6 tiles per furnace. Don't even understand why I did this thing for belt-based solution and forgot about robot-based.
by XKnight
Tue Aug 30, 2016 8:22 pm
Forum: General discussion
Topic: Are there other functional smart furnace setups?
Replies: 43
Views: 11608

Re: Are there other functional smart furnace setups?

So the speeded up with 3 SM3 beacons + 2 speed modules (im using speed modules for the "worst case scenario" instead of productivity) is +175% crafting speed bonus, that is 5.5. Recipe for iron plate is 3.5 seconds, so 0,6 seconds per plate (lets use 0,5 for some emergency capacity). 10 i...
by XKnight
Mon Aug 29, 2016 11:55 pm
Forum: General discussion
Topic: Are there other functional smart furnace setups?
Replies: 43
Views: 11608

Re: Are there other functional smart furnace setups?

This discussion is very active, and we both are editting our posts simultaneosly, so it is quite hard to understand what we are talking about.
I will come back to this thread tomorrow with the fresh mind and new ideas (also it is a deep night here).

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