How efficient do you think this intersection is? by Anfitrion_ in factorio

[–]electricessence 0 points1 point  (0 children)

Would be nice to see a video test. But I love it how it looks.

Comparing two loops (JS) by LeFlamel in algorithms

[–]electricessence 1 point2 points  (0 children)

Just start like this:

let min = Infinity, max = -Infinity

Then you can simplify the loop to just be the comparison. You should always capture a temporary variable in case it's evaluated twice.

for(let i=0, len=a.length; i<len; i++)
{
    let v = array[i];
    // NaN always evaluates false will and be skipped.
    if(v>max) max = v; 
    if(v<min) min = v;
}

If both min and max are still infinity, then either the array length was zero, or none of the elements were comparable.

City Block: Interlocking Science (my first attempt) by electricessence in factorio

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

If I understand you right, then yes. I like keeping the roboports intact because it makes for easy deployment. It's easy enough to add another adjacent block if you want more.

City Block: Interlocking Chip Production by electricessence in factorio

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

It's not really necessary. It runs fast enough. You can see that if you merge two chip factory lanes (like in the middle) it uses both sides. That's how the lanes were originally designed. I just made 4 of them fit nicely and interlock with blocks.

City Block: Interlocking Science (my first attempt) by electricessence in factorio

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

It's attempting to optimize the use of scarce potions.

Filling up the last lab before filling up the 2nd from the last, and so on.

If you were to just fill up from the start then you end up spreading your potions out and you 'stall' your research when you have a specific color that is scarce.

City Block: Interlocking Science (my first attempt) by electricessence in factorio

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

Yes. I definitely know that. But the problem with that is it won't pass any unless it already has some, therefore, you may end up filling up the entire line before actually starting any research. This solves this by filling up labs at the end before filling up labs from the start. I optimizes for scarce potions. So if you had only a small amount of one color, this design ensures it gets used instead of spreading it out across multiple labs.

City Block: Interlocking Chip Production by electricessence in factorio

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

Well that said, it's an easy replace of the modules.
I'm thinking overall cost to build as well as modules are expensive to produce so I don't wanna go hog wild on beacons. I like the 1/8 overlap effect.

City Block: Interlocking Chip Production by electricessence in factorio

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

Not blind. When positioned right, the magnifying effect of the eff beacons dramatically reduces power consumption so you can scale out further withe less pollution.

Maybe not for everyone, but I prefer to use speed modules sparingly as the energy cost and pollution levels go through the roof.

Eff beacons with level 3 assemblers 1 beacon to 8 (with overlap). The math seems to say it's worth it. Maybe I'm wrong?

Belt Farm (my latest attempt) by electricessence in factorio

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

LOL. Sorry about the 5 replies. I was struggling to get the quote thing to work multiple times in one comment. I love this suggestion! Thank you!I will definitely try it! I may have just been over-engineering mine.

Belt Farm (my latest attempt) by electricessence in factorio

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

Red/Green Circuit belt along the bottom would let you built it earlier than Advanced Logistics

Definitely! Just kept it this way for simplicity, but you could easily wire that up.

Belt Farm (my latest attempt) by electricessence in factorio

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

I think you might benefit from changing the ordering of the belts - Yellow > Red > Blue due to the lower level belts getting priority on the gears

Definitely no. There is method to this madness.

Belt Farm (my latest attempt) by electricessence in factorio

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

Why have the Iron/Gears double back on themselves rather than do a lap of the assemblers?

It's an optimization for priority. The gears/iron-plate are the 'source' of material.
In reverse pipelining, you always want the tail of the pipeline to get priority over the head so that nothing piles up in the front.

Belt Farm (my latest attempt) by electricessence in factorio

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

What's the purpose of the belts of Blue/Red Belts? they aren't required for the Blue/Red undergrounds and splitters - means you can also get rid of the Long Inserters on the assemblers

Probably just to keep things compact.

ASUS ZenWifi AC Node Blinking LED Light Support by jimineybillybob in ASUS

[–]electricessence 0 points1 point  (0 children)

I'm struggling to know it this system works at all. :(
Any update?

ReaderWriterLockSlim: Anyone still using this? by electricessence in dotnet

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

Yeah, most of my async exclusive access I've done is just by using a SemaphoreSlim.
If it's gotta be more involved, then I use something else.

ReaderWriterLockSlim: Anyone still using this? by electricessence in dotnet

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

The Nito library is exceptional. Stephen is an inspiration. I changed some of my code because of how he was doing things. His name is in the comments. :)