I love the updates to the blueprint book.
The features!
Upgrade item button is amazing!
Absolute reference point is amazing! (though tool tip is not easily understood. Something like "Shift + Left-click grid to move around inside blueprint" is more intuitive)
The only blueprint features ...
Search found 7 matches
- Sat Nov 21, 2020 6:30 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 8384
- Sat Nov 21, 2020 4:34 am
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Re: Repeating Counter help
In your latest blueprint, you are effectively multiplying the satellite pulse by -1000. You can do that more directly by using an arithmetic combinator.
WOW, WOW, WOW!!! Thank you!!! Thank you!!! Thank you!!!
Why didn't I think of that!
Removing 1/3 of the circuit logic with that one step! No ...
- Sat Nov 21, 2020 3:51 am
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Re: Repeating Counter help
Safest method is to place the rocket silo(s) last or have all the circuit materials close-by.
If you want safety, why use a complicated circuit? Just use a stack inserter to unload the silo into a chest, than wire the chest to the satellite inserter with a condition like, "space science flask ...
- Sat Nov 21, 2020 2:59 am
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Re: Repeating Counter help
Found issue.
Minor Blueprint issue.
If satellite inserter is set to insert "Science >= -1000" it will keep insert satellites by default.
If the rocket is ready to fire and the circuit is not 100% built bad things happen . Rockets can continuously launch - wasting science.
Safest method is to place ...
Minor Blueprint issue.
If satellite inserter is set to insert "Science >= -1000" it will keep insert satellites by default.
If the rocket is ready to fire and the circuit is not 100% built bad things happen . Rockets can continuously launch - wasting science.
Safest method is to place ...
- Sat Nov 21, 2020 2:25 am
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Re: Repeating Counter help
I see. You have a memory cell that outputs a signal every tick (not a 1-tick pulse). Then when you calculate it is time to reset it, the reset signal lasts for several ticks until a new calculation is finished.
The solution is to make a self-resetting memory cell. Instead of "science + 0 ...
- Sat Nov 21, 2020 12:45 am
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Re: Repeating Counter help
an Arithmetic Combinator's "Pulse" is actually "2-4 Pulses" by default. So I had to add an extra pulse generator section.
This only happens if the arithmetic combinator has low power. Try putting it on an isolated electric network with a solar panel and an accumulator to make sure it is always ...
- Fri Nov 20, 2020 11:04 pm
- Forum: Gameplay Help
- Topic: Repeating Counter help
- Replies: 9
- Views: 2746
Repeating Counter help
I am trying to launch a rocket while there is still science in silo, but less than 1000 to prevent waste.
I found that filling a silo up to 2000 science, then launching a rocket every time 1000 science is removed keeps it fluctuating between 700 and 1700 science internally.
I do this my counting ...
I found that filling a silo up to 2000 science, then launching a rocket every time 1000 science is removed keeps it fluctuating between 700 and 1700 science internally.
I do this my counting ...