Search found 120 matches

by SuicideJunkie
Sun Oct 15, 2017 1:41 pm
Forum: Ideas and Suggestions
Topic: Check for vehicle speed before releasing personal robots
Replies: 12
Views: 2896

Re: Robots shouldn't jump out of speedy trains

At the least, the bots should grab the item from your inventory on the same tick as they leave, before you have a chance to move out of range. I wouldn't mind having bots jump out to lay down some solar panels as I scream by on my way to somewhere and have them eventually catch up, as long as they a...
by SuicideJunkie
Sun Oct 15, 2017 1:34 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 8545

Re: Construction robots don't prioritize storage chests

What if you place a buffer chest next to your passive provider? Have it request 1 item. An inserter will pick that item and start to move it to your PP chest. While in hand, the logistics bots will run off and grab an item out of storage for your butter chest. I can't think of a good way to make it ...
by SuicideJunkie
Sun Oct 15, 2017 1:39 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36250

Re: Personal robots prioritizing nearest first

As far as prioritizing types of things (EG deconstruction, then power poles, then other stuff), that seems simple. Just take the existing ghost list, and split it into multiple shorter lists. Each tick, the top priority ghost list is checked as it is now. If no bot can be assigned, then again act as...
by SuicideJunkie
Fri Oct 06, 2017 4:22 am
Forum: Combinator Creations
Topic: 3-bit Extendable Graphing Display
Replies: 2
Views: 1774

3-bit Extendable Graphing Display

I've made an update worth mentioning: By swapping most of the combinators over to using Each, and a bit of futzing to isloate the clock, the memory is now multichannel (everything except S is remembered since that is used for the clocked shifting signal) I've eliminated a tick and a combinator from ...
by SuicideJunkie
Thu Oct 05, 2017 5:53 am
Forum: Combinator Creations
Topic: 3-bit Extendable Graphing Display
Replies: 2
Views: 1774

3-bit Extendable Graphing Display

I had a desire to see my power history and came up with this tonight: PowerHistoryGraph.png It was pretty straightforward, once the plan was set. - The starting block measures an accumulator and divides by 13 to get a 3-bit value (0-7) (Any input could be used of course, as long as you divide it dow...
by SuicideJunkie
Thu Oct 05, 2017 5:30 am
Forum: Combinator Creations
Topic: Accumulator charge/discharge indicator
Replies: 3
Views: 2666

Re: Accumulator charge/discharge indicator

I think you might have done too much computer science and not enough cheating :) Congrats on sticking it out and actually making legit memory cells that work - you can probably work that into an actual computer. If you don't need to know the exact values, and just want to know if the last change was...
by SuicideJunkie
Tue Oct 03, 2017 8:55 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1522
Views: 305268

Re: Simple Questions and Short Answers

Another complication here is that manual wires which you will need to use in the setup are really badly blueprinted. They do blueprint but poles will automatically interconnect right after you place blueprint if they can reach one another. The suggestion to add circuit connection to radars to detec...
by SuicideJunkie
Tue Oct 03, 2017 5:52 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1522
Views: 305268

Re: Simple Questions and Short Answers

Is there any clever way for a circuit network to detect biters? The majority of my base's power usage is currently going to idle laser towers, and the spikes during an attack are surprisingly small. I'd like to make peril-sensitive firebases that bring additional guns online when there is an imminen...
by SuicideJunkie
Mon Sep 25, 2017 10:06 pm
Forum: Gameplay Help
Topic: stray trains
Replies: 29
Views: 6882

Re: stray trains

I think I've solved the problem by with a bit of parallel track to move the exit's connection point. Making the on-ramp and off-ramp be the same block with no forks other than the branch to the stops.
The train should certainly not path to its current location.
by SuicideJunkie
Mon Sep 25, 2017 12:09 am
Forum: Gameplay Help
Topic: stray trains
Replies: 29
Views: 6882

Re: stray trains

I've been suffering this with my copper train trying to do a loop-de-loop through my drill factory, which generates a cascade failure of two thirds of my entire network. If I'm following the thread's speculations correctly, would it help to use varying block sizes with the signals, and ensure a smal...
by SuicideJunkie
Thu Sep 21, 2017 3:54 am
Forum: Gameplay Help
Topic: Power 'cycling' controls?
Replies: 13
Views: 5913

Re: Power 'cycling' controls?

While that should avoid the rapid switching problem, that much effort is unnecessary, because heat/steam in boilers does not decay if it isn't used by the steam machines and boilers (contrary to nuclear reactors) only burn fuel at the rate that is actually drawn by your system. The overall resource...
by SuicideJunkie
Tue Sep 19, 2017 10:01 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 163457

Re: Electric energy

I've just made some modular armor, and have the solar panels, but they take a while to juice things up, the fusion reactor is a ways off, and I can't plug in to the main grid. However I do have a whole stack of these copper top batteries. What about using batteries straight out of the chemical plant...
by SuicideJunkie
Fri Sep 15, 2017 8:33 pm
Forum: Energy Production
Topic: Over-Unity Chemical Fuel Upgrading
Replies: 3
Views: 1874

Re: Over-Unity Chemical Fuel Upgrading

Updated:
Math fix - assembly machine works 25% faster than assumed, saving energy and driving up the efficiency by a few more percent.
by SuicideJunkie
Wed Sep 13, 2017 1:14 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 310339

Re: Combinators 101

The "B" signal is not even necessary. An even simpler way to make it is: "A > 0; Output A = 1" (and feed it back to itself). This one is toggled on with any positive "A" (of any length), and toggled off with any negative "A". A great use for this is to have a...
by SuicideJunkie
Wed Sep 13, 2017 12:36 am
Forum: Energy Production
Topic: Over-Unity Chemical Fuel Upgrading
Replies: 3
Views: 1874

Over-Unity Chemical Fuel Upgrading

I had some time on a long car trip and made a spreadsheet to do some figuring for an optimal way to boost chemical energy storage. After I got some interesting numbers out, I was able to wrangle them into an over-unity device. (Sadly not a perpetual motion machine since it can't use the rocket fuel ...
by SuicideJunkie
Wed Sep 06, 2017 1:15 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1522
Views: 305268

Re: Simple Questions and Short Answers

Is it possible to mirror (not rotate) the fluid inputs/outputs on chemical plants? They always seem to be on the most inconvenient side and I haven't been trained to subconsciously lay out my base in the ideal manner yet. If it is smart enough to take either input from either pipe and I simply haven...
by SuicideJunkie
Wed Sep 06, 2017 2:03 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 447
Views: 197012

Re: Just bought the game; What were Your first impressions?

I did see those.
I'll play around with the train parts first, but if I can't figure out why it isn't working, then I'll hit those tutorials.
by SuicideJunkie
Tue Sep 05, 2017 10:02 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 447
Views: 197012

Re: Just bought the game; What were Your first impressions?

Ok, I've got another thing :D I only discovered the blueprints button after launching my first rocket. I'd scoured the tech tree looking for blueprints, possibly relating to the robots, and given up to assume it was a mod thing. Only now I found the button that means I've had them all along when I e...
by SuicideJunkie
Mon Sep 04, 2017 9:20 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 447
Views: 197012

Re: Just bought the game; What were Your first impressions?

The biggest thing IMO: The demo should be updated to a more recent build. My initial contact was through youtube videos. I was playing around with the demo and trying to tweak graphics settings to get it to run well without the terrain and random textures vanishing. Tweaked enough to play the demo s...
by SuicideJunkie
Wed Aug 23, 2017 11:37 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 462682

Re: Let's see your clever builds

You are probably all aware that even a basic base soon requires underground belts to get items from Point A to Point B as the number of factory links becomes non-trivial. I've been playing the demo while trying to find settings that allow my potato of a video card to successfully render everything. ...

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