Search found 64 matches
- Sun Feb 26, 2017 2:20 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
So i have been playing with this in creative mode to try and get this to start... I followed your instructions as best i could... the code is what is confusing... it looked to respond as all the lights cycled and then nothing... Not sure what i am doing wrong... Possible to do a quick video? As seei...
- Sat Feb 25, 2017 3:35 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I put in the 5 ore trains as well as the scout train... loaded the scout train full, added like 50k of each the 4 required copper, iron, coal, stone to give myself a boost.. then put the books into the box as well as the deconstruct print... and then plugged in power.... Nothing... sat around for a...
- Fri Feb 24, 2017 3:55 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
The first page of this has downloads of maps and mods used... =) I've run it a couple of times but I'd like to see how it would do if I generate a new map to run it on. As I understand the setup it would need to be a waterless map or something close to it since the current setup can't handle water ...
- Thu Feb 23, 2017 10:17 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I am by no means a coder (Old Skool IT Techie here) but I'd love to play about with the concept of the selfreplicating base in various environments. Would it be possible to to create a modpackage that has the mods and a stash of items and blueprints that will allow us to set the starting conditions...
- Thu Feb 23, 2017 8:42 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
here is my rocket producing save! Nice. I added matter voids to consume resources so that your train fleet would start moving, and got this: http://imgur.com/MJzVb8p haha. Also I've thought of a way to do train routing myself, using Stringy Train Stops instead of LTN. That mod just lets you rename ...
- Thu Feb 23, 2017 12:20 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I've posted an updated v2 version, which fixes three bugs that caused it to stop and adds chain signals to help with train deadlock. Thanks DragonHeart. Also, I set this up to run 24/7 on a private server so we can really see the limits of this thing :). My hope was to be able to place down 4 robo ...
- Thu Feb 23, 2017 12:03 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
logistic train network deals with supply/demand, letting you use trains like logistic bots in functionality. the circuits add a bit more smartness to make sure the central dropoff does not get clogged with one ore, but if you only have one item per train stop, LTN's basic resource handling will nev...
- Wed Feb 22, 2017 11:59 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I've posted an updated v2 version, which fixes three bugs that caused it to stop and adds chain signals to help with train deadlock. Thanks DragonHeart. Also, I set this up to run 24/7 on a private server so we can really see the limits of this thing :). My hope was to be able to place down 4 robo ...
- Wed Feb 22, 2017 11:39 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I'm interested to see what happens to cells after the resource is completed.. does it auto deconstruct them? is the current brain running anything in regards to the starting 9 cells? or any cell after it has been completed by the scout? or is it just the scout program running? when resources are go...
- Wed Feb 22, 2017 11:38 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
So i want to add a basic simple mini network builds... 4 ports and some logistic bot builds... The Main focus would be like a Town's LP... each cell produces X.. whatever X may be i don't think there would be a need for the main focus of this build to be affected by this... My only thought to addin...
- Wed Feb 22, 2017 11:36 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I will definately take a look at the new save... Any tips for a new world start up, after collecting all the required items for start up blueprint? I want to see what is required to get this set up in a legit playthrough.. Small base to supply the needs of this... then try to transition into this d...
- Wed Feb 22, 2017 11:23 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
DragonHeart996 wrote:here is my rocket producing save!
I'll have a look... May have some answers/idea's im working on myself... Thanks...
- Wed Feb 22, 2017 11:22 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I'm interested to see what happens to cells after the resource is completed.. does it auto deconstruct them? is the current brain running anything in regards to the starting 9 cells? or any cell after it has been completed by the scout? or is it just the scout program running? when resources are go...
- Wed Feb 22, 2017 11:21 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
So my thinking on this may be twisted... And as I am on a limited understanding of this complex a system is WAY beyond me... while i am trying to learn and understand various designs it's all trial and error... While i understand the complexity of this design.... and that it does 1 amazing job at se...
- Wed Feb 22, 2017 10:36 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
I've posted an updated v2 version, which fixes three bugs that caused it to stop and adds chain signals to help with train deadlock. Thanks DragonHeart. Also, I set this up to run 24/7 on a private server so we can really see the limits of this thing :). My hope was to be able to place down 4 robo ...
- Wed Feb 22, 2017 5:18 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 159231
Re: GreyGoo Mk I: A self-expanding factory
This is by far the single most brilliant build i've ever seen... Endless hours have been spent watching this tick... GREAT JOB OP!!! Now this could make for an interesting LP... but there are a few things i would like to discuss.. I am on no level with the network stuff that required this amazing jo...
- Wed Nov 18, 2015 12:07 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 137459
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7 (build 12)
[...]can you add a way to change the color's used[?] Yes, I think, but it won't be a very pretty interface (just text boxes to type either values between 0 and 1, or 2-255). If I understand correctly, you would also want to be able to restrict the current automatic gradient to just the key colors (...
- Sat Nov 14, 2015 11:05 am
- Forum: Multiplayer
- Topic: Vanilla +
- Replies: 0
- Views: 3988
Vanilla +
Looking for someone to play MP with.. Getting tired of playing alone.. Wanting someone to run around with or test builds.. Maybe even work on SP maps or just someone to chat with while playing... Well I am.. I play every day.. I'm EST, USA, normally on around 3am- ??.. Not looking to do alot of mods...
- Wed Nov 11, 2015 11:24 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 137459
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7 (build 12)
This mod has made my life so much easier.. no longer do i need to run out to various outposts to check the remaining volume to bring back to my base... But i have 1 issue i hope you can help with... can you add a way to change the color's used.. I have issues with various colors clashing.. I am colo...
- Wed Nov 11, 2015 10:51 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 218299
Re: Support - Uranium Power
figured i would give you an update as i started exploring past my current area.. I have basic settings.. only changed spawn area to biggest and set bitters to never attack first.. I have found several patches of both ore's for this mod and am excited to get into doing this for power generation... as...