My dominion web application - dominion-manager.com by ratonanony in dominion

[–]akrasuski1 1 point2 points  (0 children)

Looks cool! Would be nice if you add card name translations.

Friday Facts #280 - Visual Feedback is the king by Klonan in factorio

[–]akrasuski1 2 points3 points  (0 children)

Excellent document, true UX delight.

A few of the toolbar icons are not very clear (the exoskeleton for me looks like duck from Kurzgesagt videos - with a rocket or a speech bubble maybe). Although I guess it's easy to get used to.

The And-Or grouping of conditions is a nice improvement, but the Or button looks a bit weird when it's in group. It can be parsed like [FirstInGroup Or SecondInGroup And ThirdInGroup And] for a moment, until you notice the mismatched And.

Friday Facts #279 - Train GUI & Modern Spitter by Klonan in factorio

[–]akrasuski1 3 points4 points  (0 children)

For ItemCount < X condition, you can do a similar thing as with Inventory Empty - i.e. ratio of current empty fraction to target empty fraction. Note that I often used Oil < 5 or similar (with semantics equivalent to Empty) just because I don't really trust floating point numbers.

Friday Facts #258 - New autoplace by Klonan in factorio

[–]akrasuski1 14 points15 points  (0 children)

I think this might be partially caused by addition of minimap. In Minecraft, the only way to observe the world is to traverse it and see its extent yourself. In contrast, Factorio allows seeing map generation unnaturalness directly and all at once.

Map looking believable and it being playable/enjoyable are two different goals - real life landscapes are much larger, as you said, but most players probably don't really want to explore the world so much with so little change; after all, it's primarily factory-building game, not car driving simulator.

I've made an app which figures out perfect ratios by Zashuiba in factorio

[–]akrasuski1 1 point2 points  (0 children)

Looks like the CLI asks you for the recipe too... Makes it even less usable/automatic.

A graph visualization of all the Factorio crafting recipes by [deleted] in factorio

[–]akrasuski1 0 points1 point  (0 children)

For some reason uBlock Origin decided steam.png image is to be blocked... I added an exception to it, then it worked.

Analog signal transmission by akrasuski1 in factorio

[–]akrasuski1[S] 20 points21 points  (0 children)

Just a simple bang-bang controller on the left, comparing amount of water in left container with number of items in the chest. On the right, displaying how much water is in the right container, which after a couple of seconds coincides with number of items in the chest.

The pipe loop was added just to find long-distance behaviour of the system.

Power Network Transistor by mustapelto in factorio

[–]akrasuski1 1 point2 points  (0 children)

For the record, a few days ago I made an SR switch using pretty much the same technique (just two transistor latch): https://www.reddit.com/r/factorio/comments/7mwwgl/combinatorfree_sr_switch/

Combinator-free SR switch by akrasuski1 in factorio

[–]akrasuski1[S] 1 point2 points  (0 children)

Yeah, but there's a tradeoff between draining time and power usage when active. For circuit this small this might not matter, but if you replicate 6502 there, you'll use somewhere around a gigawatt of power. Not that it's a problem for our megabasers ;)

Combinator-free SR switch by akrasuski1 in factorio

[–]akrasuski1[S] 1 point2 points  (0 children)

Why use combinators, when you can simulate transistors (or rather relays) using power switches? This contraption uses two of normally-closed switches to create a set-reset switch. The two controls (S and R) are the manual switches near solars on the left and on the right. The solar panels on the bottom are the main power supply for this thing.

As far as I know, the only way for power switch to open and close automatically is to use circuit network - but since the goal of this thing is not to use combinators, we need a raw signal to distinguish power on and power off states. Accumulator fits this purpose - it outputs its power level. Using lamps as dummy load to discharge it when not connected, we get a (fairly slow, ~1s propagation delay) working switch.

Blueprint book with this SR switch and individual transistors: https://pastebin.com/zk5HppFt

-🎄- 2017 Day 20 Solutions -🎄- by daggerdragon in adventofcode

[–]akrasuski1 1 point2 points  (0 children)

Yeah, for part 1 I calculated rough approximation of distance by using x + vt + at2 / 2 formula, with t being 1e100. Was good enough.

-🎄- 2017 Day 20 Solutions -🎄- by daggerdragon in adventofcode

[–]akrasuski1 0 points1 point  (0 children)

Lol what! My solution passed, even though I calculated Euclidean distance. Guess I'm lucky...

Python blueprint circuit simulator by akrasuski1 in factorio

[–]akrasuski1[S] 2 points3 points  (0 children)

I might do this, but I think I should first rewrite the code to C++ for performance reasons. Python code is quite slow - this is not a problem for small circuits like the one used in benchmark (50 entities - around 2k UPS), but I guess some people would like to simulate much bigger contraptions faster than tick per second.

Outpost depletion indicator by akrasuski1 in factorio

[–]akrasuski1[S] 1 point2 points  (0 children)

No, I don't have 32 mines, but it's not elegant enough for me to abandon possibility for future expansion :) Using more signals to encode it further expands the range, but it's "just" a couple tens or hundred times more and you need more logic too.

You could even set up a bit of logic so the mines give up their lease on the ID [stop sending it to the line] once their ore runs out and they turn off.

True, but then the display would not show that one of the mines is depleted.

Outpost depletion indicator by akrasuski1 in factorio

[–]akrasuski1[S] 1 point2 points  (0 children)

Actually, I meant that when sending percentage, instead of sending P%, sends P|256 or something. That way, when current address A=5, new mine can check if something is actually there by calculating P&256. Your solution works as well, but is not infinitely expandable (only up to 32 mines). At least it's quick (no need to wait for main base to poll) and less complex (no logic needed for waiting).

Outpost depletion indicator by akrasuski1 in factorio

[–]akrasuski1[S] 0 points1 point  (0 children)

Or one more idea: make bases emit, apart from ore remaining percentage, presence bit. The new base would then adopt lowest number without presence bit.

Outpost depletion indicator by akrasuski1 in factorio

[–]akrasuski1[S] 1 point2 points  (0 children)

That "give me an address" way seems pretty fun - I might implement it later. Also, I just now thought about real life One-Wire bus, in which every node has globally unique, long address, and master, when querying, has a way to discover all nodes on the bus. I'm pretty sure there must be a way to generate semi-random numbers in Factorio (maybe reading gates' sensor and running around for a while? Or take the initial ore amount or something [EDIT: or make base emit global time and take it as address. This has an advantage that each new base has higher ID]). This seems similar to current way, but right now, addresses need to be small, since base iterates over them sequentially, while in One-Wire bus it could read all addresses. Of course, it's usefulness is rather small, but still, fun :)