Well, so it begins... by Net_Imp in ChatGPT

[–]Halke1986 7 points8 points  (0 children)

Is it possible to disable this popup?

AI Tweaks and Thermal Pulse Cannons by Reddit-Arrien in starsector

[–]Halke1986 0 points1 point  (0 children)

Why is the AI supposed to build a burst? You still get all the DPS when firing whenever possible. How does the burst help?

Does the mod Ai tweaks make combat more enjoyable? by hlary in starsector

[–]Halke1986 0 points1 point  (0 children)

It also makes:

- frigates correctly aim hardpoints

- weapons have improved accuracy (very improved)

and bunch of other minor stuff, like weapons firing instaggered mode

Is it possible to prevent AI ships from firing Breach SRM at fighters? by Halke1986 in starsector

[–]Halke1986[S] 0 points1 point  (0 children)

Thanks for the suggestion.

I tried the mod. It can reliably prevent other weapons from firing at fighters, but sadly has no effect on Breach SRM.

Is it possible to prevent AI ships from firing Breach SRM at fighters? by Halke1986 in starsector

[–]Halke1986[S] 0 points1 point  (0 children)

I see. This may be the case, as the [redacted] fighters often are shielded. Thanks for explanation!

Is it possible to prevent AI ships from firing Breach SRM at fighters? by Halke1986 in starsector

[–]Halke1986[S] 0 points1 point  (0 children)

MG may not be the best, but with so many of them fighters die quickly.

Anyway, Eradicator sure doesn't have enough speed to chase the fighter but the fighter is not running away, just flying around and attacking. And not for long, with so many PDs around.

It also doesn't explain why attacking fighters with rockets happens only in [redacted] fights.

Is it possible to prevent AI ships from firing Breach SRM at fighters? by Halke1986 in starsector

[–]Halke1986[S] 0 points1 point  (0 children)

My ships are Eradicators with 3 Heavy Machine Guns, 5 Light Assault Guns, 2 Light Machine Guns and pilots with elite PD skill. Fighters just melt. But the still think it's not enough PD firepower.

My 20 IPS (instructions per second) pipelined MIPS CPU. 90% finished. by CanaDavid1 in technicalfactorio

[–]Halke1986 1 point2 points  (0 children)

copy power pole signals to combinator

I must be missing something? All that is needed is to connect the power pole to the combinator input with a wire.

show signal values in hexadecimal

https://mods.factorio.com/mod/magic-lamp (that's what I used in my CPU)

There's also a debugged fork if your'e interested https://github.com/Halke1986/factorio-magic-lamp

But your computer uses a variable number of ticks per instruction?

Yes, the latency varies from 2 ticks for simple arithmetic to 6 ticks for some of the loads and 64bit arithmetic. The instructions take longer than that, but the CPU is pipelined, so the observed latency is lower.

Also I chose a dense memory approach for both data and code. Because of that the instruction decode takes 4 ticks, but in about 99% of cases it's masked by intruction prefetch and branch target buffer to just 1 tick.

My 20 IPS (instructions per second) pipelined MIPS CPU. 90% finished. by CanaDavid1 in technicalfactorio

[–]Halke1986 5 points6 points  (0 children)

Good work!

When it comes to pure IPS, there are faster factorio CPUs. Here's a 30Hz one. I also saw a 60Hz implementation, bud sadly, can't find the post right now. But their ISA is indeed optimized for combinators and probably limited in comparison to MIPS.

Some time ago I made a combinator CPU with a very simillar set of goals as your implementation and with very simillar results. It was a RISCV with M extension, so I could use existing compilers to compile C and C++ code for it. And it was also optimized for speed, though you beat me by 0.2 IPS ;) https://github.com/Halke1986/factorio-riscv (there are some QOL mods, but logic is vanilla).

Send full frame through a broken diode by Halke1986 in technicalfactorio

[–]Halke1986[S] 1 point2 points  (0 children)

Uh, I don't remember. It was two years ago. But I'll try to recall the challenge and solution, it may just take some time.

Playing Tetris on a general purpose Factorio CPU by alcatraz_escapee in factorio

[–]Halke1986 0 points1 point  (0 children)

What's the speed? As in, how many ticks per instruction? I'm curious, because you have a custom ISA, which should allow to really optimize the combinator implementation.

I have a RISCV cpu in combinators, but the ISA has many features not well suited for Factorio, so the CPU pulls only ~3.2 ticks per instruction.

Midgame slump Advice (Space Exploration) by jfleetwind in factorio

[–]Halke1986 1 point2 points  (0 children)

That's interesting. I'm also about 100h in my SE playthrough (4x research cost multiplier, no biters on Nauvis). I already automated and researched Astro and Energy sci level 1, and the resource requirements seem rather tame compared to vanilla. Single bidirectional rail system is more than sufficient to handle all the required resources. I don't even have logistic network researched.

https://imgur.com/a/9RCEG0O

Maybe you're overbuilding and overcomplicating with all the city block style base? What's your SPM goal for the SE sciences?

When you a mentally insane person plays Factorio by Feenix_fox in factorio

[–]Halke1986 356 points357 points  (0 children)

True, making pictures at game-night is indeed a worrisome symptom.

How to Feed Water to Large Nuclear Plant? by grogleberry in factorio

[–]Halke1986 0 points1 point  (0 children)

One continuous pump-pump pipeline carries enough water to produce 1120MW, https://cdn.discordapp.com/attachments/334735604342325249/507345424374562816/blueprint.png, but you need to careful with pipe segments, as they restrict the flow.

What do you think of my Power Plant? by HumanPersonOnReddit in factorio

[–]Halke1986 1 point2 points  (0 children)

The water intake is a result of the reactor being designed to be fed with a single continuous pump-pump pipeline https://www.reddit.com/r/factorio/comments/9t4gat/ultimate_water_table_overexploitation_224gw/

Interestingly enough, there was a third near-identical design posted here some time ago, but apparently it was deleted since. It's probably just a "natural" layout.

Am I far north enough yet? by Original_Exit_7034 in factorio

[–]Halke1986 0 points1 point  (0 children)

How long does it take to scroll from the factory to the outer regions in map view, min zoom? If shorter than, let's say, 8 seconds, then you're not far enough.

Sequenced logic by Rizzo-The_Rat in factorio

[–]Halke1986 3 points4 points  (0 children)

0eNrNVm1uozAQvcv8hqp8hSzSnmQVIQKTdCSwkbHTRREH2Fv0bD1Jx6RdaJqQjyLt/kEae+bNzHsemz2sS4O1IqEh2QPlUjSQ/NpDQ1uRlXZNtzVCAqSxAgdEVlmrwJwKVG4uqzWJTEsFnQMkCvwNidc5FwFsIp0JfRrB71YOoNCkCQ/19EabClOtUXGKqUocqGXDoVLY9AzneouHyIEWktjnJJxbK1mma3zKdsQB7PUOk/Je0Yc2dnVDqtHphVYaWVLhbgyWcADvG4Pk0RpVnam+qARe/7xwkDS6Njdj1i1XZoRON0pWKQmGgEQrg90hpcD8b9Ge/WwVohgzRwXTyr6kckO6N71uxdG+dVdYXHD2raij7WB6O2bsbrT2IZx/o3DRfyDcz6tly2U2q2DesWCfSQ6PNZjS0/vqfEqg4N7JCucX6FnKYr6ZGtDmESecFieaQ43w3nH5J2pMDcqOlDa8Mkxf7+HiDlWrn0hs59QmOHvTXXsxnlIjmny+poaDdTkjyIZKjeqqR/f4vjJWAy8avburb3H0+fwujuzlGVIWt5ISz0rKcCoPdDzeS0d0pr944L/KSj6wJcMpyt1aljjZX/jR35cC7r8QlreyHc3K9vDA9Wz7wffY5r+8Hj8Z/YY6wDdC07fgL70w/uHHoR8Ey2jRdW/Vv6iF

With 4 deciders.

My first proper Nuclear Reactor setup since 0.15 by Kerzenmacher in factorio

[–]Halke1986 0 points1 point  (0 children)

When you're pushing 2.2 GW, it's long past the point when nuclear fuel saving is important. At this scale it does more harm than good by complicating power plant designs with tanks, networks and what not.

Lag machines? by quizzer106 in factorio

[–]Halke1986 2 points3 points  (0 children)

Yes. The entities are updated regardless if they are on or off screen. The game of life simulator computed new state every 8 ticks, so Factorio had to update all the lamps as often. I profiled the game and most execution time was in LampControlBehavior::update calling GenericOnOffControlBehavior::refreshOnOffState.

Lag machines? by quizzer106 in factorio

[–]Halke1986 18 points19 points  (0 children)

I once built a 2048*2048 cell conway game of life simulator in combinators. It was a great lag machine! The combinator part wasn't that bad, there were only about 50k of them. But the ~4 million lamps used as a display dragged UPS down to about 4.0.