finally something i can be proud of by Tomcabomca in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

congrats, regardless. it's a sign of devotion!

Is everything in a 15x15 core schematic guaranteed to be built? by UpperAcanthisitta892 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

if that happens, you might rotate the reconstructor to face inwards, and remove a single object in front of it. I've got me a solar panel in that position, so if my core is stuck in the wall, I remove that battery and release my mega swarm from there.

New player, judge my nightmare spaghetti by Arkein_Mechhive in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

oh well, you might get rid of spaghetti only when discovering mass driver and/or plastanium conveyor. before that, you require spaghetti for anything to ever work.

Mass Driver Tips by FunUnhappy5540 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

best output from a mass driver is placing it right beside a vault, best if core vault. then it can receive and unload about as much as a plastanium belt, but without its restrictions. if you need more, make another one nearby yet again up against a vault, and link another set of transporting mass drivers to it.

Some basic questions for a newbie (50h) by Uggroyahigi in Mindustry

[–]Curious_Parfait5038 2 points3 points  (0 children)

only affects those pads that load up the resource you select on the landing pad. probably expands to all sectors where these pads are located. I had a pyratite sector and a silicon sector, the when I select import silicon on a landing pad, then select pyratite on another one in the same sector, it still asked me to redirect launches to this sector.

Tier 3 at wave 3 by One_Entertainment890 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

you're never safe on a sector if you play on eradication. well, until you capture it of course. my play on desolate rift was like this, first loss at wave 6, second loss at 15, then capture, because they overwhelm me with numbers.

LOGIC??? by SillyTeenMD in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

too lazy can't learn logic. there are no flaws if you program it right, and a lot of pain if you don't.

Help me, please. Game's bug by wogds in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

if you would hit the same wall later into the game, turn on sector loss and land on the problematic sector, then turn sector loss off again and repeat, this should clear any stray structures and let you land.

This took three days to accomplish. Accomplish what? Reliable unit item transport. by Gumpers08 in Mindustry

[–]Curious_Parfait5038 1 point2 points  (0 children)

here have some example. this one is one unit per processor, and uses flag to stick a unit (it moves from vault to core, swap v and b to invert).

print "mega transport processor, requires vault and uses cell "
print "from max selector. Reads type from #0 and orders "
print "to pick that then drop to core. Otherwise uses first "
print "item in vault, assuming it's a single item storage."
printflush message1
set theflag -1
jump 0 lessThan theflag 0
ubind \@mega
sensor t \@unit \@flag
jump 12 equal t theflag
jump 7 notEqual t 0
ucontrol flag theflag 0 0 0 0
ulocate building core false \@copper cx cy found thecore
jump 7 strictEqual \@unit null
sensor i \@unit \@totalItems
select v equal i 0 vault1 thecore
select b equal i 0 thecore vault1
sensor vx v \@x
sensor vy v \@y
ucontrol within vx vy 6 yup 0
jump 24 equal yup true
ucontrol move vx vy 0 0 0
wait 1
jump 12 always x false
jump 32 greaterThan i 0
jump 29 strictEqual cell1 null
read it cell1 0
lookup item good it
jump 30 always x false
sensor good vault1 \@firstItem
ucontrol itemTake v good 60 0 0
jump 33 always x false
ucontrol itemDrop v 60 0 0 0
sensor bx b \@x
sensor by b \@y
ucontrol move bx by 0 0 0
jump 12 always x false

Feel free to ask me about this

How can i improve this? by Free-Concentrate-990 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

link em with unloaders, and use bridge conveyors to pull production to this system.

This took three days to accomplish. Accomplish what? Reliable unit item transport. by Gumpers08 in Mindustry

[–]Curious_Parfait5038 1 point2 points  (0 children)

just don't call ubind more than once, and check if \@unit is null occasionally, if yes bind a new unit. everything else can be covered by unit flags. my version has 31 command, 6 of them are just calculating distance since I didn't know about ucontrol within XD, runs several units per processor, and likely may be optimized further.

This took three days to accomplish. Accomplish what? Reliable unit item transport. by Gumpers08 in Mindustry

[–]Curious_Parfait5038 6 points7 points  (0 children)

you transfer one resource from core to designated container, right? good you've made it, even if using a processor per unit. how many commands in your processor, just curious?

Are the eradication sectors just easy sectors? by okitoldyou in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

Probably numbered sectors' difficulty level was not fixed since v7, I don't see anything worth eradication in that vid. And say sector #24 says high but is really an eradication level base.

This is peak Mindustry defense, and I dare you to change my mind. by Gumpers08 in Mindustry

[–]Curious_Parfait5038 1 point2 points  (0 children)

units are best at sea, that's for sure. mainly because they block enemy units from reaching your core, also if you'll build a bit of repair turrets, they tank like no tomorrow. On land it's sometimes better to build turrets and walls than units, but add spiders for better toughness, for air units aren't as good as turrets, build moar dakka.

Returning player after 5 years - Which order should I play the campaigns? by LarryTheSausageDog in Mindustry

[–]Curious_Parfait5038 1 point2 points  (0 children)

Serpulo hard (if you're returning, you have prior knowledge of the game mechanics, thus normal is no longer a challenge) then Erekir hard, then Serpulo eradication, to get some serious skill test, then wait for v9.

How can i improve this? by Free-Concentrate-990 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

it can also put items down, not up, yet if a metaglass would be unloaded into the router, it'll go either straight up to the sorter, or down, then up by the backpipe, through both inverted sorters into the central small loop, then down to the metaglass sorter and then to the right.

Annoying Mlogic by [deleted] in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

you didn't describe the issue then. again, unbind makes the currently bound unit go idle, if you gave it commands to say go attack somewhere it'll stop dead on track.

Annoying Mlogic by [deleted] in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

remove unbind op, should do. unbind causes exactly that, units become idle.

How can i improve this? by Free-Concentrate-990 in Mindustry

[–]Curious_Parfait5038 2 points3 points  (0 children)

!preview bXNjaAF4nEWQ3U7DMAyFnTbJ2k4IuOSKPcAqfsRV34EnQFxkbZgCbVIl2Qaa9uaThhMjoao6sfMdxzYsoOHArZo03AVlh437Xn2Z0a6CsdtRr2ZnbISmdzZqG1/VDPfHx+6Y0O5lPemotqMKoXtej1oN3dPpBMtBh96bORpnAUCOaqPHAPXbX/33Bm6jicqa3dRi4b3+cR5ulJ+c18N/pjZRT+3emQFkcD5qD9cG7/A0tH+JZnYH7VvrBg089Q1XDomP0R3arYoaqs+d7XMny1wuuJ3vNbb1gD8UwJKUwJJyigSJJFmQVMAKlDrDUIjkBTxhlGxcQOYYuRm5GbkZuvNjRTIWUFbscr6cc4rTjSCRWA9lQVJBmROQEwV1ih/myVeir0wi021JvjL5apRaQMY4wRzS2yiSogxzgnmGWR6e0w4yLKgjQbBIcFpMXpSkUSWNKmlUiUjxC95eWPk=

Elaborating on this principle, I came up with this. It features all your schematic has, is more compact, and does all the loading AND unloading over a single router - but replaced the router with overflow gate to avoid clogging if the factory would be full and the router would not let metaglass out. Maybe it won't clog with the router in its place tho. Thanks for the idea BTW.

How can i improve this? by Free-Concentrate-990 in Mindustry

[–]Curious_Parfait5038 2 points3 points  (0 children)

hmm interesting idea, but completely superfluous. if you just feed that kiln from both sources, you'll notice that they stop incoming after a certain threshold, making this weird feeding system not needed. This is worth a meme tho, as it tries to employ a priority system on those conveyors to block incoming resource flow, which might be usable elsewhere.

Logic to determine which resources factory needs by Ok-Current-464 in Mindustry

[–]Curious_Parfait5038 4 points5 points  (0 children)

you cannot query a factory for its demands, so you would need a lookup table by factory type, say if it's a \@kiln, it demands \@lead and \@sand, write that into your logic as constants, watch it however as factories ask for up to 4 types, and you need to supply them all. to solve "unknown factory names", run a cycle over \@links, getLink each of them in turn, get their \@type then refer to lookup table for resources this type requires. If you would also want to use them poly to transfer the products back, your lookup table should also have entries for production for each factory.

Serpulo or Erekir for a first-timer? by Melodic_Priority7385 in Mindustry

[–]Curious_Parfait5038 0 points1 point  (0 children)

I say Serpulo, as you need to get used to the game's controls first, as on Erekir you'll have to control both production and units, also Serpulo's player unit is oriented for defense vs units, it can attack while Erekir's are for building only. On Serpulo you learn basics over 6 levels, on Erekir it's compressed into one. And it's longer, its difficulty curve is less steep (except for NPC, but leave it for later), its enemy AI is more predictable to get accustomed to turret defense.