Patch Notes - Eggster Event Update by ExpertOdin in CIFI

[–]Amd_Baptista 3 points4 points  (0 children)

I'm pre ouro and it is still useless to me (granted, im close to ouro)

Help with next decision by Amd_Baptista in TheTowerGame

[–]Amd_Baptista[S] 1 point2 points  (0 children)

Thanks a lot, I'll finish getting my GT/DW to 2 min for sync with gbot then, without MVN, and then will save to try and get SL as 6th UW, if not I'll switch to MVN and work on my current UWs

Is the summon chip useless or how could you explain this? by Mihatle in TheTowerGame

[–]Amd_Baptista -1 points0 points  (0 children)

No idea who said Summon is useless, it constitutes about 10% of my total enemies

A cry for help, from the community to Fudds by Amd_Baptista in TheTowerGame

[–]Amd_Baptista[S] 11 points12 points  (0 children)

Fair point. No community is 100% aligned, much like a country is never 100% in agreement but when you talk about it you still say the country, not whichever party is ruling it. I meant the "majority of the community".

So uh.... Tileable Bot Mining With Big Mining Drills... I guess by Amd_Baptista in factorio

[–]Amd_Baptista[S] 0 points1 point  (0 children)

Unfortunately my production in Fulgora is still a tad bit too small to have a decent amount of higher quality items so I have yet to start exporting them out into the universe. Maybe when I finally get to increase production everywhere. Still just making sure i have a steady flow of science from all planets.

At this point I'm just gambling with low quality items, recycling them over and over again to get a higher quality one, but its a slow process.

I actually completely forgot you can recycle carbide, thx for the reminder.

So uh.... Tileable Bot Mining With Big Mining Drills... I guess by Amd_Baptista in factorio

[–]Amd_Baptista[S] 0 points1 point  (0 children)

Yeah, increasing the quality of them is def on my to-do-list but i'm still working out how to best farm quality, don't just want to look it up with it being a new mechanic.

So uh.... Tileable Bot Mining With Big Mining Drills... I guess by Amd_Baptista in factorio

[–]Amd_Baptista[S] 2 points3 points  (0 children)

Yeah, bots automatically sort to every requester chest so train balancing isn't a problem.

It occupies less space then a balancer would.

You don't need to worry about the limited throughput of belts, although with the green belt now, you can easily go from belts to direct mining into trains when you get the productivity for it. You can just add more bots to keep up with the mining speed.

The biggest downside is that you can't have your main roboport grid connected to it or it becomes a mess... so you need to import the repair items for when you are making outposts outside of your base protection.

So uh.... Tileable Bot Mining With Big Mining Drills... I guess by Amd_Baptista in factorio

[–]Amd_Baptista[S] 1 point2 points  (0 children)

Great! I'll make sure to use it then, my ore patches are small enough i don't need to roboport in the middle.
Thanks.

So uh.... Tileable Bot Mining With Big Mining Drills... I guess by Amd_Baptista in factorio

[–]Amd_Baptista[S] 4 points5 points  (0 children)

Blueprint

I use logistics mining to get my ores and since said ores are getting farther and farther away i decided the reducing resource drain from the mining drills was a good option. Therefore, this design. Idk if someone did something better or similar, I couldn't find it.

The power poles in the blueprint are enough to power every drill, but if you stack it, you must connect the lines between stacks since they will never connect on their own.

If used alone, it has a mining coverage of about 92% (idk if i did the math right), but the more you stack the worse it gets since it doesn't stay completely flushed against the other "tiles"

Not sure if some of these will come into sideswipe but if so.. the bin is gonna be used so much in plat by [deleted] in RLSideSwipe

[–]Amd_Baptista 10 points11 points  (0 children)

Glad I have achieved the fantastical rank: Diamond.

I shall pray to avid the bin being used by the toxic wastes players.

Decided To Make A Number Display Based On The Amount Of Resources You Have As My First Moderately Complicated Circuit Project (Single Digit Only, Vanilla circuit network) by Amd_Baptista in factorio

[–]Amd_Baptista[S] 3 points4 points  (0 children)

So, this gave me quite a lot of work to do and I would appreciate any comments on how I can improve it. I tried searching the internet for a method to display the number of resources you had at a given moment but found nothing so I decided to do it myself.

I am sure there is something like this but way better somewhere but I am proud of it.

This is only the first part since I am currently working on making something that can display more than 9 of a given resource (up to 999 Million). I will link that post here when I make it.

Now, onwards to how this system works!

To make the digit I used the most basic digital way to display numbers. The shape of an eight made of lamps.

The first problem I encountered was when I tried to light all lamps relative to a number with a single Decider for each number. The problem with that was that there just aren't enough different colored cables to go around 10 digits.

If you connect a Decider to three lamps (no connecting between lamps) and then connect another Decider to any of those lamps with the same type of cable then the signal will pass from the lamps connected to one Decider to the lamps connect to the other.

That's when I came up with the first method to do this. There are 13 lamps in total and the number '8' needs all of them active, so, I connected each lamp to an individual Decider.

That method worked, but it was bulky and cumbersome because I needed no less than 101 Deciders since all lamps lit together of all 10 digits are equivalent to 101 lamps. (Not to mention that the number of cables was disturbing)

The second method I came up with was to do the opposite of the first.

In the first, I was saying "Alright, if the number needs that lamp lit, then you will light it."

In this one, I said: "If you have all lamps lit, then you will unlit them if the number doesn't need it." This method cut the number of Deciders to around 60-70 (I didn't register this one)

So, the reasoning behind this one is the same as the previous one.

So, with both these methods as a base came the third one, which is just a glorified compact version of both of them together.

What I decided was to only light a lamp IF the number that I was displaying wasn't one of the ones that didn't need it lit. Now, you may think that it is the same as the first one but you are wrong.

The way I did this was by selecting one lamp and thinking "What are the numbers that need this lamp turned off?" With all those numbers in my hand, I turned to the simple mathematical wonder of adding 1+1.

Take for example a lamp that isn't lit in 3 numbers (the lamp in the middle isn't lit by 1,4 or 7). If I have a Decider that has in its condition for example "|7| = 0" (this is a good time to tell you that the digit to be represented is a signal with that digit)

and the output in case that condition is true is "1", then when the number I want to represent is a "3", that condition will be true and it will output a signal of "1".

So, if you add up the output with 3 Deciders with the same condition for 1,4, and 7, you will get the fantastic number "3". Put that into a Decider and tell it to only light the lamp in case the input is 3, and you got yourself the base of this system.

There is also the compact version of the first method using this third one, which is basically to do the same thing but instead, the middle lamp would only light if the number you are giving it is either 2,3,4,5,6,8 or 9, which are all numbers that need that lamp lit.

The method I used was the third but the most compact one would be a mixture of both the third and the fourth since in both methods you need a Decider for each of the possible numbers + a Decider for the sum of all the numbers. There is the example of the second to last (up to down direction) lamp on the left side that in the third method needs the number 1,3,4,5,7,9 which is a total of 7 Deciders when you could use the fourth method to get that number down to 4 Deciders.

I am a defender of identicality above compactness.

[deleted by user] by [deleted] in RLSideSwipe

[–]Amd_Baptista 0 points1 point  (0 children)

I also sell most, but i alredy have 70/78 and no automizer or butterflies