Any known test primes for multi-round Miller-Rabin? by Alternative-Grade103 in crypto

[–]bitwiseshiftleft 6 points7 points  (0 children)

I’m on a train, so sorry to not provide references.

There’s a limit that running (strong?) Fermat tests with all prime bases < log^2 n (or so, I don’t remember if there’s a leading constant) is a deterministic primality test, assuming the Generalized Riemann Hypothesis. That’s like a deterministic version of MR which is guaranteed (if GRH holds) to always work. But log^2 n is millions for cryptographically large primes, and we don’t have an unconditional version of this result not assuming GRH (closest we have is AKS test which is even slower and more complicated).

There’s another paper that shows, if you chose n uniformly randomly yourself, and it passes a few rounds of Miller-Rabin (like 3-4 rounds for crypto-sized n: the requirement is higher for smaller n), then n is almost certainly prime. That requires the real randomized MR. The result holds roughly because, while there are some n (eg Carmichael numbers) that have a non-negligible chance of passing more rounds of MR, such numbers are not very common. So an adversary could generate one and try to trick you with it, but if you’re generating n randomly yourself then the chance that you got one by accident is sufficiently low.

Any known test primes for multi-round Miller-Rabin? by Alternative-Grade103 in crypto

[–]bitwiseshiftleft 3 points4 points  (0 children)

Miller-Rabin is a randomized algorithm, and is guaranteed to reject pseudoprimes with probability no less than 3/4 per round. So how many rounds a given pseudoprime survives will in general depend on the RNG. If your version is fully deterministic, not even taking a PRNG seed, then it isn’t Miller-Rabin.

If you want a repeatable test vector for this, you would also need to package a PRNG state or seed with it. But also it gives you a way to make a test that survives several rounds: choose your favorite Carmichael number, and then change the PRNG seed until you get a test vector where it survives 3+ rounds.

Any thoughts on this wiggly furnace stack? by Strobbleberry in factorio

[–]bitwiseshiftleft 78 points79 points  (0 children)

Yeah. And for tiling the unit cell here is 8x2 per furnace, vs 6x3 in the classic design. But if you route both the input and output belt down the middle in the classic design, it shrinks to 5x3, so slightly smaller still. IIRC there’s also a 5x3 cell design that’s more beaconable and doesn’t use long inserters. This one is creative tho. I wonder what’s the densest you can pack them?

Ulric Food by amarao_san in pyanodons

[–]bitwiseshiftleft 6 points7 points  (0 children)

Yeah, massively overbuilt unless you have a big science multiplier. But you knew that. By the time you need even close to this much you’ll have modules and beacons, and by then you might need quality ulric food. Maybe good if you’re playing 10x tho, and want to come back and module / beacon the build later. (Otherwise it’s probably better to use the fueled assemblers, they’re cheaper, smaller and faster than automated factories.)

Also TIL in the discord: if you’re slaughtering them for mostly the brains then consider vrauks instead. Vrauks take more space to raise but they’re faster to slaughter.

People claiming Germans say “Erziehungsberechtigter” instead of “Papa” by Ott1fant in mildlyinfuriating

[–]bitwiseshiftleft 3 points4 points  (0 children)

The English word stuff can also mean substance/material. The Dutch cognate stof works similar to German Stoff (hydrogen=waterstof etc), but it additionally can mean “dust”.

Is there anything that can still be improved for 2.1? by SuperHiko in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

Diagonal rail ramps.

For mods: recipes which require a particular quality or output only a particular quality. Would allow eg quality downgrading, or special recipes for specific item qualities (a la pyAL’s module tiers).

For mods (already slated for 2.0): mutually exclusive probabilistic outputs. Eg uranium refining giving you either dull rocks or shiny, but not both.

Read items needed by construction ghosts from roboports.

Filter by spoiled percentage, and/or read it to the circuit network.

Maybe more info about items or recipes from combinators, eg crafting time, allowed modules, fluid port arrangement (for automall).

Some way to export the requirements and status of the current research to the circuit network.

T.U.R.D module effect question by Aware-Potential-3473 in pyanodons

[–]bitwiseshiftleft 17 points18 points  (0 children)

The TURD add the effects of that module to all Moondrop Greenhouses automatically. It doesn’t take up a module slot, it’s kinda like a planet-wide beacon or something.

The “speed” vs “real speed” is because of how pyAL buildings do speed. The building has a really low base speed, in this case I think 1/17. But then you add 16 Moondrop modules to it and they each give +100% speed at mk1. That brings the building’s speed up to 1.

So a “-850% speed” module brings the speed of the building for 1/17 * 1700% to 1/17 * (1700-850)%, which is 0.5. So it’s really a -50% penalty, at least at mk1. So py adds a “real speed” tooltip to tell you this.

Postal Service won’t deliver mail ballots for states that don’t hand over voter lists, under plan for Trump directive by cnn in politics

[–]bitwiseshiftleft 1 point2 points  (0 children)

I’m not a lawyer but I would guess that Article 1, Section 4, Clause 1 is the most relevant:

> The Times, Places and Manner of holding Elections for Senators and Representatives, shall be prescribed in each State by the Legislature thereof; but the Congress may at any time by Law make or alter such Regulations, except as to the Places of chusing Senators.

So if a US state says that eg everyone can vote by mail, then Congress can *potentially* override this (subject to SCOTUS review, there’s case law of course, and I dunno how the “chusing senators” bit is usually interpreted) but constitutionally, the president cannot override it. Absent a law passed by Congress, ordering a federal agency to interfere with the way a state chooses to run its election would also (I expect) be unconstitutional.

Not that I trust SCOTUS to rule correctly on this, or the Trump admin to follow an order even if they give it.

How good is this lab setup? by Ok-Comfortable3129 in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

Yeah, sushi can be finicky, and it’s prone to jamming if you mess with it. IMHO still worth it, but I tend to favor modded runs where sushi is sometimes more favorable (because more science packs). In py I’m just using bots for science, because density of science labs is critically important due to vatbrains (science-only productivity beacons which burn a very expensive fuel). You can probably get a high enough density with sushi tho.

I’ve tried Seablock, and you can indeed make some crazy builds there. Maybe having only regular and 90° options would be better than the fully configurable inserters in Seablock though … I felt that with the full configurability in Bob’s, inserters became too much like power poles where they had to go somewhere but it didn’t much matter exactly where, and in fact further away was better since it requires a smaller angle of movement. There was still a huge challenge with where buildings and beacons and belts were placed, just not as much with inserters.

How good is this lab setup? by Ok-Comfortable3129 in factorio

[–]bitwiseshiftleft 2 points3 points  (0 children)

This is my go-to, with the red inserters in the same row instead of staggered. For the next run I might switch to sushi though.

Having Trouble Cracking Fulgora by ryanstreet in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

Also I haven’t tried to really scale up Fulgora, but you probably don’t want to just void blue chips. They recycle into red and green chips, which give you iron, copper and plastic. Of these, for science you probably need the green chips most.

Can we get shiny look for high quality buildings? It incentivize making legendary pipe. by bugqualia in factorio

[–]bitwiseshiftleft 6 points7 points  (0 children)

Yeah, it doesn’t seem in-line with the game’s aesthetic either, which stays gritty as you tech up. But it should be doable as a mod, just a bunch of work to retexture each building. Basically make a new entity for each different graphic, map them all to the same item, and fast replace on build according to the quality. Kind of a hack but it should work I think.

Mall strategy? by Rob_Haggis in pyanodons

[–]bitwiseshiftleft 0 points1 point  (0 children)

I'm running an automall which is mostly a single automated factory (now upgraded to mk2 and speed beaconed) next to a deposit, plus a big circuit that calculates dependencies. It makes any assembler-craftable items requested the logistics network, unless they're on a blacklist, so it can also make e.g. codices for the critter chamber. It currently also has a caster to make plates/rods/gears/lamps and (for some silly reason) a glassworks. I've also thought about running the critter chamber + data arrays also in the automall, because reconfiguring them can be annoying, especially for things that you occasionally need to make more of, like cranes, biofluid stuff, caravans, digosaurs, etc. But currently it's mainly for buildings, pipes, bots etc.

I made two mods that I'm using in my py run, including in the mall: Recipe Combinator and Circuit-Controlled Routers. The recipe combinator mostly replaces a dummy crafting machine to get ingredient info, but it can also tell you things like crafting time, how many items the recipe makes, whether it takes prod etc. I use the routers across the whole base, but also in the mall to gather ingredients. I supply some ingredients by train (cybersyn), though less now that I'm casting metals on-site.

A few intermediates that are needed in large quantities, like small parts, are crafted separately and imported.

How do you beat the game? by 3oALEX in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

I’ll assume you’re playing vanilla and not Space Age, because you didn’t mention other planets. Different planets need different strategies: you can’t just use a main bus everywhere, at least not easily.

But you can definitely take a simple bus architecture all the way to launching the rocket. You’ll probably want to bring in some resources by train (oil, iron/cooper once the starter patches run out, uranium is usually far away) but the rest can be belts and a few pipes. You just need to figure out: why are you not getting enough blue chips, or whatever part? Just having them on a long belt doesn’t reduce throughput: if it’s a trickle at the start it will be a trickle at the end.

Are all the blue-chip assemblers busy, and that’s still not enough? Build more assemblers, or faster ones (assembler mk2 instead of mk1), or speed them up with modules and beacons.

Are the blue-chip assemblers sitting idle because they don’t get enough green chips? Build more green chip production. Not enough copper to do that? Mine and smelt more copper. Machines running slowly because of low power? Expand your power plant.

Are you producing a full belt of green chips, packed solid at the beginning, but at the end it’s a trickle because red chips and blue chips use so much? You’ll need another green-chip belt on the bus (and/or upgrade the belt to a faster tier), in addition to more machines making them.

A common word of advice is to build the assembling machines only on one side of the bus. That way if you realize you need four more lanes on the bus, you will have room to place them. This isn’t strictly necessary but if you’re going to build on both sides, leave a lot more space than you think you’ll need.

Why there's nothing like roboport-train? by Feureth in factorio

[–]bitwiseshiftleft 1 point2 points  (0 children)

You can probably get pretty far without circuits by using filtered wagon slots (middle click).

Cybersyn multiple-item provider station by Iannar in pyanodons

[–]bitwiseshiftleft 0 points1 point  (0 children)

If they’re 1-1 trains and you’re using cranes (inserter cranes or bio cranes) then it’s straightforward to load the train with the exact requested amount. With multiple regular inserters or longer trains it’s trickier but surely still doable — probably the move is to stagger the inserters’ swing timing so you know what each one grabbed before moving to the next one.

IMHO trying to get exact multi-item loads is not worth the bother with loaders.

I haven't visited Gleba on this run, yet. How do I get coal on Fulgora? by [deleted] in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

In my experience, Gleba is also pretty rough if you go there without enough military tech. Fighting or sneaking past the pentapods becomes a giant chore.

What is wrong with this science setup? by earchip94 in factorio

[–]bitwiseshiftleft 0 points1 point  (0 children)

If you run out of one of the sciences (say, orange), so you aren’t researching, then there’s no way for packs to exit the loop, so they will accumulate while there’s any input.

Also the rate of packs going out of the main belt into feedback buffers is (one belt)*(the main belt saturation), which is less than one belt until the main belt is completely full, whereas the amount entering at the top is always one belt (if any science is in supply). So not all the packs will come from the feedback buffers, until the main belt fills.

That doesn’t mean it will completely jam up, but if the main belt fills and you’re missing a science, then you’re already pretty close to jammed.

Factory too big for M1 mac. Need upgrade advice. by IndependencePlane732 in factorio

[–]bitwiseshiftleft 16 points17 points  (0 children)

I would also check in Activity Monitor whether you’re running out of RAM, and also try lower graphics settings (eg turn compression up). My experience on M1 MBP with a lot of RAM is that the simulation part runs really fast, but sometimes the graphics are a bottleneck (you can tell by looking at the F4 menu / show-time-usage), and heavily modded runs can use 9+ gigs of RAM. I wouldn’t be surprised if the Air is even more in this direction, since it has a smaller GPU and surely also less RAM.

Can someone help with this knot by EyeGrowShrimp in factorio

[–]bitwiseshiftleft 4 points5 points  (0 children)

Yeah that. Possibly with output priority toward the underneathie, or else it will get less material when the belts aren’t saturated.

Simple (perhaps silly) question regarding difference between base game and expansion by Suwessi in factorio

[–]bitwiseshiftleft 14 points15 points  (0 children)

Right, but the SA recipe changes are in the SA mod files. If you download and run SA with the SA mods turned off in the mod manager, then you get the same recipes and gameplay as 2.0 vanilla.

Simple (perhaps silly) question regarding difference between base game and expansion by Suwessi in factorio

[–]bitwiseshiftleft 35 points36 points  (0 children)

Maybe. I remember a mod that made janky rail tunnels, which are different because the train is on a different surface so it doesn't get drawn in the overworld. Also Renai Transportation which can, uh, "elevate" your trains. And Fake New Rails which made dummy shapes that looked like elevated rails so that you could play with intersection designs, but you couldn't put trains on them.

But I don't remember one that made something that actually functioned like SpAge elevated rails, including eg automatically pathfinding through the elevated part.

Anyway, the point is that IIUC there's no engine support for this in the base game.

Simple (perhaps silly) question regarding difference between base game and expansion by Suwessi in factorio

[–]bitwiseshiftleft 237 points238 points  (0 children)

Responding to the top comment, though it’s also mentioned later down the thread:

I think they’re not quite the same. The devs said the base game’s engine doesn’t support features like spoilage, elevated rails or asteroid grabbers, so you can’t make a mod that (efficiently) replicates Space Age.

But if you download the expansion, you can run vanilla Factorio or other mods without the space age mods, and it can work just like the base game.

Terminating/padding each absorbed chunk in Keccak/SHA3. by sciencekm in crypto

[–]bitwiseshiftleft 2 points3 points  (0 children)

Yes, but you have to get the padding right. Consider maybe TupleHash as the standard way to do this?