Search found 52 matches

by Optymistyk
Sun Mar 21, 2021 3:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect 1:1 ratio compact GR science hub
Replies: 10
Views: 13963

Re: Perfect 1:1 ratio compact GR science hub

MassiveDynamic wrote: ↑
Sun Mar 21, 2021 3:39 pm
Can you do it for base rate of 5 red and 6 green?
So you mean 5 red to 6 green?

I could. But why? You always need 1 green per 1 Red science, so I don't see a point
by Optymistyk
Sun Mar 21, 2021 1:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect 1:1 ratio compact GR science hub
Replies: 10
Views: 13963

Re: Perfect 1:1 ratio compact GR science hub

DaveMcW wrote: ↑
Sun Mar 21, 2021 12:52 pm
Challenge: Can you do it without splitters or underground belts?
I could, but then it wouldn't be as compact and would overproduce ingredients (unless I could also use circuitry, then maybe I could make it not overproduce)
by Optymistyk
Sun Mar 21, 2021 12:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect 1:1 ratio compact GR science hub
Replies: 10
Views: 13963

Perfect 1:1 ratio compact GR science hub

https://i.ibb.co/kqz6XzD/perfect-1-to-1-ratio-GR-science-hub.png features: Produces Red and Green Science at a perfect 1:1 ratio Does not overproduce anything (gears/belts/inserters/circuits/wires) Only requires basic red science technologies Compact design With basic assemblers produces 24 of each...
by Optymistyk
Fri Dec 04, 2020 11:32 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86489

Re: Nauvis Post Collapse (16GB ram minimum required)

Are you kidding me, lately I've been playing exclusively either Factorio or Starsector - this is pretty much made for me
by Optymistyk
Fri Nov 27, 2020 12:19 am
Forum: Combinator Creations
Topic: OCD-safe count-perfect smart belt mixer
Replies: 23
Views: 7425

Re: OCD-safe count-perfect smart belt mixer

Impatient wrote: ↑
Thu Nov 26, 2020 5:31 pm


You can prevent this in particular by simply setting a priority and filter of an item that is NOT used (like fish) to the output of the splitter, where no item should go.
That is true, didn't think of that
by Optymistyk
Thu Nov 26, 2020 9:02 am
Forum: Combinator Creations
Topic: OCD-safe count-perfect smart belt mixer
Replies: 23
Views: 7425

Re: OCD-safe count-perfect smart belt mixer

What happens if the drain jams? Or runs at half speed? Items per second cannot exceed max belt throughput. This applies to slower belts as well as jammed belts. If this happens it is not going to send all the items in the desired timeframe. Some items might also get stuck on the unconnected ends of...
by Optymistyk
Wed Nov 25, 2020 6:32 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

I am using efficiency modules, it's just a bit hard to see in that screenshot. Here's higher res version (zoom in to see): https://drive.google.com/file/d/12Blx4vJ3srx_-vA4PNPv5ghgNX8D6YU-/view?usp=sharing Also in a factory the pollution generation is heavily weighted towards mining drills and furn...
by Optymistyk
Wed Nov 25, 2020 6:19 pm
Forum: Combinator Creations
Topic: OCD-safe count-perfect smart belt mixer
Replies: 23
Views: 7425

OCD-safe count-perfect smart belt mixer

I made a thing, maybe someone can find a use for it. mixer.gif What it does: sends a number of different items every X seconds over a single belt Currently it's set to send 120 Blue Circuits, 80 Electric engines, 60 Low Density Structures, 50 Efficiency 2 Modules, 50 Speed 2 Modules every 12 seconds...
by Optymistyk
Wed Nov 25, 2020 4:48 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

Deathworld you say? I'd like to present to you my Pacifist Deathworld run so far (pacifist = not allowed to kill biters): That is quite interesting, if I had to take a guess on how you did this I'd say you would turn off your factory every now and then and wait for the pollution to be absorbed by t...
by Optymistyk
Wed Nov 25, 2020 4:15 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

One can get away with zero defenses, even without clearing all nearby nests. ;) The point is: Biters are rather trivial to deal with, specially at the start. It's just like making power, it's supposed to be easy because it's not even the main focus of the game. I wouldn't say deathworld biters are ...
by Optymistyk
Wed Nov 25, 2020 3:22 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

Small biters are just super easy to cheese, and I don't think that's unintentional either. Anyway, clearing bases is just half of the equation. You kinda have to defend that territory or biters will just expand right back into it. Specially since clearing many spawners drives up evolution meaning b...
by Optymistyk
Mon Nov 23, 2020 11:24 pm
Forum: Combinator Creations
Topic: The Universal Balanced Loader
Replies: 5
Views: 6070

Re: The Universal Balanced Loader

AmericanPatriot wrote: ↑
Mon Nov 23, 2020 11:15 pm

the same reason people use Madzuri loaders
TBH i fail to see that reason especially when it comes to loading trains. What does the Madzuri Loader do that the 1-to-6 balancer does not, other than sounding cool?
by Optymistyk
Mon Nov 23, 2020 10:47 pm
Forum: Combinator Creations
Topic: The Universal Balanced Loader
Replies: 5
Views: 6070

Re: The Universal Balanced Loader

...Why not just use a 1x6 belt balancer? https://i.imgur.com/ineHz3V.png Seems to do everything you want it to do and doesn't require circuits while having higher throughput Distribute items evenly across all staging chests for fastest loading times [check] Handle multiple item types without specify...
by Optymistyk
Mon Nov 23, 2020 10:28 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

So yeah, while I do think it's amusing, if we are talking balance then Fish may be a tiny bit overpowered. Maybe instead of insta-healing they should regenerate health over time, that way they don't make you semi-unkillable Eating one fish heals about 30% of max health and it has a cooldown. You ca...
by Optymistyk
Mon Nov 23, 2020 10:21 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Re: Better Nerf the Fish

Fish conflict with grenades and other capsules, which means that if you are healing, you have significantly lower dps. Not really, the cooldown is pretty much non existent, you can heal back to full in the time it would take to throw three grenades (and you can throw grenades very quickly). Just pu...
by Optymistyk
Mon Nov 23, 2020 9:54 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6784

Better Nerf the Fish

I'm not entirely serious on this, I don't really think Fish break the game or anything - that said fish are extremely potent when you realise biters pretty much can't kill you as long as you have enough fish in your eq. I just do this: 1) get to grenades and steel armor 2) mass produce grenades 2a) ...
by Optymistyk
Sun Nov 22, 2020 11:28 am
Forum: Modding help
Topic: How to revive ghosts from a blueprint
Replies: 2
Views: 1101

Re: How to revive ghosts from a blueprint

Thank you, that tip on how to search the docs really helped and I was able to get it to work. Turns out the script expected these entities to still be ghosts down the line so I just changed that. And yeah the brackets were also a problem but they're there just cuz I was fiddling with the code and wa...
by Optymistyk
Sat Nov 21, 2020 10:45 pm
Forum: Modding help
Topic: How to revive ghosts from a blueprint
Replies: 2
Views: 1101

How to revive ghosts from a blueprint

I want to modify a mod script that's placing a blueprint on a surface, so that instead of ghosts it would place real entities. I believe this is the part that's responsible for placing down the blueprint local entitiesBuilt = blueprint.build_blueprint{ surface=surface, force=entity.force, position=c...
by Optymistyk
Mon Nov 16, 2020 12:09 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 27287

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

If you try to run your computer at 50% power, it won't boot. That is much much better than producing all sorts of garbage outputs. Even in real life, fast fail behavior is far preferable to intermittent and erratic behavior for the exact same reasons. You can however, as I said, run a CPU with any ...
by Optymistyk
Sun Nov 15, 2020 7:57 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 27287

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

If you try to run your computer at 50% power, it won't boot. That is much much better than producing all sorts of garbage outputs. Even in real life, fast fail behavior is far preferable to intermittent and erratic behavior for the exact same reasons. You can however, as I said, run a CPU with any ...

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