Minesweeper in Factorio

This board is to show, discuss and archive useful combinator- and logic-creations.
Smart triggering, counters and sensors, useful circuitry, switching as an art :), computers.
Please provide if possible always a blueprint of your creation.
User avatar
BrainlessTeddy
Long Handed Inserter
Long Handed Inserter
Posts: 97
Joined: Sun May 19, 2019 7:50 pm
Contact:

Minesweeper in Factorio

Post by BrainlessTeddy »

Minesweeper v3.0:
Again I completely redesigned and rebuilt Minesweeper. I put the calculating part outside of the "screen". The combinators between the cells are only decoding the signals from below and are responsible for some sounds (v3.0.1) and colors. I significantly reduced the loading time of most notably the random placement of the mines but also of the resetting process. The first cell can't be a mine or number anymore. You can choose any amount of mines between 1 and 32 (v3.0.3). I added small sounds and hints when trying something that isn't possible (v3.0.1). There is a timer with an included highscore system, which remembers the best time for a given amount of mines (3.0.4). You can reset the highscores on the right between the roboports. Aiming to make 50/50 at the end less painful, I added a win condition so you can win the game by correctly flagging all and only mines (3.0.4).

Components (latest v3.0.x):
  • 16 * 8 = 128 squares
  • 9.1k decider combinators (~ 71 per square; + 54% compared to v2.0) *
  • 2.8k arithmetic combinators (~ 22 per square; - 35% compared to v2.0) *
  • 2.0k constant combinators (~ 16 per square; + 7% compared to v2.0) *
I uploaded a video of v3.0.0 on YouTube.
The map files for anyone to download.
Minesweeper v2.0:
I deleted the original topic I made for Minesweeper v2.0. This is technically a repost.
I completely redesigned and rebuilt Minesweeper. Now it uses a "real" random number generator, you can choose between three difficulties. And you can flag cells now.

Components (v2.0):
  • 20 * 12 = 240 squares
  • 11.0k decider combinators (~ 46 per square; + 39% compared to v1.0) *
  • 8.1k arithmetic combinators (~ 34 per square; + 48% compared to v1.0) *
  • 3.6k constant combinators (~ 15 per square; + 36% compared to v1.0) *
I uploaded a video of v2.0 on Reddit.
The map files for anyone to download.
Minesweeper v1.0:
This is the original one. Even with a simple game like Minesweeper I had to cut some features most notably not being able to place flags. Also you can't change the amount of mines (It's actually random around 6-8 mines iirc.) and the first cell you open can be a mine or number.

Components (v1.0):
  • 10 * 6 = 60 squares
  • 2.0k decider combinators (~ 33 per square) *
  • 1.4k arithmetic combinators (~ 23 per square) *
  • 685 constant combinators (~ 11 per square)
I uploaded a video of v1.0 on Reddit.
The map files for anyone to download.

* Not 100% exact, since I can't see smaller digits when a number goes beyond 1k.
Last edited by BrainlessTeddy on Wed Aug 07, 2024 10:15 pm, edited 45 times in total.
Please consider english is not my native language.
User avatar
BrainlessTeddy
Long Handed Inserter
Long Handed Inserter
Posts: 97
Joined: Sun May 19, 2019 7:50 pm
Contact:

Re: Map on which I build Minesweeper.

Post by BrainlessTeddy »

I'm pretty new to this forum. Where is the file I added to my post?
Please consider english is not my native language.
User avatar
DaveMcW
Smart Inserter
Smart Inserter
Posts: 3729
Joined: Tue May 13, 2014 11:06 am
Contact:

Re: Map on which I build Minesweeper.

Post by DaveMcW »

If the file is too big it won't work. Also you might not be allowed to attach a file to your first post as an anti-spam measure.
User avatar
BrainlessTeddy
Long Handed Inserter
Long Handed Inserter
Posts: 97
Joined: Sun May 19, 2019 7:50 pm
Contact:

Re: Map on which I build Minesweeper.

Post by BrainlessTeddy »

DaveMcW wrote: Mon May 20, 2019 9:01 am If the file is too big it won't work. Also you might not be allowed to attach a file to your first post as an anti-spam measure.
Error parsing server response.
This error is shown under status. It doesn't appear if I attach any picture.
Last edited by BrainlessTeddy on Sat Jul 20, 2019 11:00 am, edited 1 time in total.
Please consider english is not my native language.
User avatar
arrow in my gluteus
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Mon Apr 24, 2017 1:52 pm
Contact:

Re: Map on which I build Minesweeper.

Post by arrow in my gluteus »

BrainlessTeddy had some technical problems so I'll upload the map for him. It map shouldn't be too big for the forums, I've uploaded bigger (has the maximum size been lowered recently?). And I've had the same error when trying to upload that particular file here.
So here is a drive link instead: https://drive.google.com/open?id=0ByYpb ... pNX3pZLXVr

And another weird thing, If I monitor the network what exactly happens when the upload fails is that we get a 200 ok code back. Devs something you might want to look at?
User avatar
BrainlessTeddy
Long Handed Inserter
Long Handed Inserter
Posts: 97
Joined: Sun May 19, 2019 7:50 pm
Contact:

Map files

Post by BrainlessTeddy »

I still can't upload map files in the original post for some reason. So I'll just do it here. You'll need to put the map files here.
Note: I changed the file names again. Found out just now that brackets are actually not supposed to be in save names. Sorry to everyone who downloaded the files with the brackets in the name.
Map files for Minesweeper v3.0:
Landfill = open a cell / activate other buttons
Iron stick = flag a cell / activate other buttons
Repair pack = reset

v3.0.6:
Minesweeper v3.0.6 - BrainlessTeddy.zip
(5.53 MiB) Downloaded 81 times
Changed some visuals.
Added more hints when trying to go beyond the limits of the amount of mines.

v3.0.5:
Minesweeper v3.0.5 - BrainlessTeddy.zip
(4.9 MiB) Downloaded 71 times
When winning by flagging all and only mines the game opens all remaining closed cells automatically and vice versa, when opening all cells the game flags all remaining mines.
You can reset the game through the buttons on the right now.
Changed some visuals.

v3.0.4:
Minesweeper v3.0.4 - BrainlessTeddy.zip
(4.76 MiB) Downloaded 70 times
Added a timer and a simple highscore system which remembers the best time for a given amount of mines.
You can reset the highscores on the right between the roboports, turn on alt-mode to see it better.
I made the numbers more readable and added a win condition so now you can win the game by correctly flagging all and only mines.

v3.0.3:
Minesweeper v3.0.3 - BrainlessTeddy.zip
(4.77 MiB) Downloaded 67 times
Lowered the minimum amount of mines to 1.
Fixed some bugs with the sounds.
Changed some visuals to prevent bugs.

v3.0.2:
Minesweeper v3.0.2 - BrainlessTeddy.zip
(4.76 MiB) Downloaded 72 times
Fixed a bug with the sounds.

v3.0.1:
Minesweeper v3.0.1 - BrainlessTeddy.zip
(4.75 MiB) Downloaded 71 times
Changed some visuals and added some sounds using the programmable speakers.
They are partly used as hints when trying something that isn't possible.

v3.0.0:
This version got lost unfortunately.
Map files for Minesweeper v2.0:
Light armor = open a cell / activate other buttons
Modular armor = flag a cell / activate other buttons

v2.0:
Minesweeper v2.0 - BrainlessTeddy.zip
(20.71 MiB) Downloaded 94 times
Map files for Minesweeper v1.0:
Satellite = open a cell / activate other buttons

v1.0:
Test World - BrainlessTeddy.zip
This is my test world so there is a lot of other stuff (might even be interesting to look at). To find Minesweeper v1.0 just go to the bottom of the "base". It's the big blue box with yellow dots in it on the map.
(21.14 MiB) Downloaded 69 times
Please consider english is not my native language.
Post Reply

Return to “Combinator Creations”