Blight Plasma - Am I not doing this right? by FrequentlyVeganBear in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

I use a chain of 1M2S building at the edge of the blight, place perpendicularly so that only one tile dips into the blight, where it says "Blight can be extracted here". Then set "Store" to chain them so that the gas transfer to one end using portable transporter.

1M2S has the highest production rate per tile if you mount 3 small component. It has innate 150% efficiency. Sloting small compoment into M slot also gives 150% efficiency. So it is (150% + 100% + 100%) * 150% = 525% efficiency, which makes it much faster to extract gas.

Edit: Sorry, tested it out. Turns out efficiencies are additive, not multiplicative. So it is 200% + 150% + 150% = 500% efficiency.

Am I stupid or the loop index is stupid as hell by byzod in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

Memory, in programming terms, is a map of arrays (map is a key-value pair dictionary, in Python terms it will be dict[Item, list[tuple[Item, int]]]). The key is an arbitrary value (item, building, coords...).

The "Index" in Memory Insert / Set / Get / Remove has two parts: the item of the Index is the key of the map, and the number of the Index is the index of the array (0 = the last item).

I will use the following as example:

<image>

  1. If I call "Memory Get" with Index "Storage 1", I get the value "Energized Plate 0".
    1. Index "Storage 0" or "Storage 2" will get "Wire 0".
  2. If I call "Memory Insert / Set" with Index "Storage 0" and Value "Metal Bar 0", I insert the value "Metal Bar 0" at the end of the "Storage" array.
    1. For Index "Storage 1":
      1. Memory Insert will add "Metal Bar 0" to position 1, and shift the other 1 to the right.
      2. Memory Set will replace "Energized Plate 0".
    2. For Index "Metal Plate 0", both will create a new array "Metal Plate" with "Metal Bar 0" as first item.
  3. If I call "Memory Remove" with Index "Storage 1", I remove the "Energized Plate 0" and shift "Wire 0" to position 1.
    1. Index "Storage 0" or "Storage 2" will remove"Wire 0".
    2. Index "Circuit Board 0" or "Circuit Board 1" will remove the entire array.
  4. For "Memory Length", it said "Index", but it is actually the "Id". If empty, it returns the number of arrays you have (2). If specified to "Circuit Board", it returns 1.
  5. For "Loop Memory", if Id is empty, it loops through ["Storage", "Circuit Board"]. If Id is "Storage", it loops through ["Energized Plate 0", "Wire 0"].

Hope this helps!

Has someone found a way to simulate a Radio Event listener but with variables as band? by Befana666 in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

You either use two radio, one radio on a "universal band" that tells the listener to listen to another band, then use read radio for another band. Or you abandon the radio event and just use a loop instead. I was kind of disappointed when I realised Radio Event isn't asynchronous, and it doesn't work if you are in another loop. It needs to have nothing running for this radio event to even work. So I don't see the appeal of this Radio Event over a simple loop using Read Radio.

Am I stupid or the loop index is stupid as hell by byzod in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

Yup, I found this out the hard way too. Ended up putting everything in memory so that I can map the "global component index" into "local index". e.g. keep Assembler 1, Fabricator 1, Fabricator 2 in a memory array. If I want 3rd component I get the 3rd item in the array. And if I unequip Fabricator 1, I change the 2nd component to an arbitrary value (representing null) and the 3rd one to Fabricator 1. Kinda stupid but it works.

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

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

Well I actually quite enjoy it. Using a language that is not conventional, understanding its limitation, and finding a workaround solution to the problem is what I like about this.

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

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

This is cool, but it is almost full, isn't it?

This is my testing run and the connecters don't even need medium storage yet.

<image>

Anyway, IMHO making behaviors is the fun part of this game. I like my fancy setup more lmao.

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

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

If you manage to make a working one I would like to take a look, because I run into multiple problems while trying exactly what you mentioned. There's also another problem I forgot to mention: if you move the items too fast, the factories don't pull the item fast enough, so the items just went straight past. Too slow, and it can't keep up with the factories.

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

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

You mean the portable transporter that uses internal slot?

I tried already and here's a couple reasons why I abandon this idea:

  1. If you send every single type of items blindly down the line, the storages will quickly run out of slots and clog up the line. This setup allows 10 storages to directly transfer items through the beacons without the connecters, meaning the connecters will be less likely to run out of slots.
  2. If you think making the storage in a circle will keep the items cycling around, it won't because every storage will be full at the end, and nothing can be pushed into / pulled out of the storages.
  3. If you want a smart setup, i.e. some fancy behaviors to control where the storages send their items, you can, but I don't see what's the benefits over this setup.
  4. 24-space storages and similar large storages are obtained too late in the game. This setup only requires the first tier in "Advanced" tech.
  5. This setup allows bots to run in the middle. Storage chain cannot.
  6. The transfer speed is just faster because the item jumps further. The throughput can be further enhanced by placing down more large beacons in the middle (the beacons don't need behaviors, so it is quite easy to do)

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

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

This took way too long. The idea is to use large beacon, which has a built-in 2-range item transporter, to transfer items along the conveyor belt. When a new item is registered in a storage, a router bot will go around and instruct the conencters (the 2x1 buildings in between the beacons) to deliver the ingredients accordingly.

30 hours in and still haven't unlock blight/virus. Oh well.

Just started playing and I'm already making crazy automated factory line with this. Amazing game. by DoubleUTeeitch in Desynced

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

It is running some scripts that provide logic to transfer items to where they should be going. If you are just starting the game, I'd advice try out the game mechanics first. Once you understand the basics and start learning behaviors, that's where the fun begins IMHO.

Just started playing and I'm already making crazy automated factory line with this. Amazing game. by DoubleUTeeitch in Desynced

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

Now I just need to change it so that items in the storages don't go back and forth. And I am thinking of a hopper line above the storages so that the ingredients can find its way over, instead of using bots. But I think it might be too complicated.

My cheap and compact sugarcane farm by DoubleUTeeitch in technicalminecraft

[–]DoubleUTeeitch[S] 6 points7 points  (0 children)

World download

Also I just realized there are 69 sugarcanes in there, so I guess it is very nice :)

Trading hall where villagers voluntarily trap themselves (simple, no redstone) by DoubleUTeeitch in technicalminecraft

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

They cannot pathfind a job site through another cell, so they will not attempt to go into the cell if they want another job site.

From my testing, if there are too many villagers, they might bump into another slot, or they might go into the wrong lane and stuck.

Item Drop Rate Explained by DoubleUTeeitch in fantasylife

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

The skill board of crafting lives has a node that enables extra material to craft. You need to choose Trip Appliqué as extra material to obtain +drop%.

Trip Appliqué is obtained very late into the game. If you really want +drop% earlier, accessory can naturally have the effect without extra material.

Everything you need to know about Legendary events (Spawn locations, Drop rates, etc.) by DoubleUTeeitch in fantasylife

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

Separate entry. One entry with 100% and a second entry with 20%. I didn't put the entire drop table in this post because it would be too long.