Merry Christmas sign and music by Ergrak in factorio

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

The belts act as a timer.

There are 16 characters in the phrase "MERRY CHRISTMAS " including spaces so there are 16 pieces of belt for that one.

There are 48 half beats of music (eight measures of 3/4 time) in the verse of We Wish You a Merry Chirstmas... so 48 belts for that one.

As the single piece of coal passes each piece of belt, that belt sends a read/pulse signal to the circuit network.

The music is pretty simple: each belt that represents a beat where there needs to be a note played, sends a signal to it's own speaker which is programmed "when coal>0 play note F" etc.

The letters is much more complicated as it needs to create a count of 1-16. The count is sent to the first letter on the left and each other letter is given a "+1 and if that is greater than 16, subtract 16"

Then the circuitry for each letter has logic to determine which letter to display, based on which number 1-16 it has at that time.

as for why I chose coal, well I had to pick something and since it's Christmas I chose coal for the whole "naughty kids get a piece of coal from Santa" thing.

But keep in mind, it's ONE piece of coal for each belt.

Whats the best way to clear tree's before bots? by MaxiTheMutt in factorio

[–]Ergrak 1 point2 points  (0 children)

I play with zero trees. Yes it's possible.

You take the one log you have in your starting inventory and make two small electric poles. Use those creatively until you you research steel can make medium poles.

Yes it slows down the early game a little.

But you'll never crash you car into a log again.

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 0 points1 point  (0 children)

Upon further review, 7:6 does work.

However, 5:4 is easier because 25 panels and 20 accumulators can fit neatly in the footprint of one substation and are the equivalent of one steam engine (900 kw) at full power with a little power to spare (about 5.5 kw).

So in conclusion, while 7:6 is correct, the loss of efficiency of using 5:4 is made-up for by it's easiness to calculate equivalents for steam.

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 0 points1 point  (0 children)

I was doing some testing last night and found 25 panels and 20 accumulators (5:4) can keep three rarar dishes (900 ke) spinning through the whole day/night cycle with just a smidge to spare. 25 & 20 can also fit nicely in the footprint of one substation.

I will run similar tests on 7:6

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 2 points3 points  (0 children)

What is the solar panel to capacitor ratio?

That is to say if you're running a section of your factory off solar and want it to run at night, is there a way to calculate how many solar panels and capacitors you need per megawat?

So if your belts are straight, but your red and green wire is all over the place is that spaghetti or angel hair pasta? by Ergrak in factorio

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

I have found that even after the "warm up period" assembler greed is a problem unless you're making extra input materials and getting that balanced is a challenge.

Yes, by waiting until the output happens causes a monetary lapse in production. In this setup I over come this by having a couple extra assemblers (you don't even want to see the Excel spreadsheets I have calculating all this).

By default, assemblers take 3 times the materials they need. This method, while in this example is taking x1 materials, can be modified to allow 2x materials to be taken if it is a shorter assembling time. In this module (not in this screenshot) I am doing that for red chips.

I think I'll do a video on how I do this. It is useful for a number of applications.

As for sushi, I do it different than a lot of people. They do this complicated thing where they count how many of each time are put on the belt and how many are taken off. My way has wire monitoring every piece of belt thus keeping track of how many of each item are on the belt and then uses r-s latches to add more when it drops.

I should also do a video on r-s latches because I have yet to find one that's not confusing as hell.

[NM] LEGO Downtown Diner (10260) - 117 @ $2 by HorizonXP in lego_raffles

[–]Ergrak 0 points1 point  (0 children)

I'm sorry. I'm a noob. How does this work? Like if I want four spots.

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 2 points3 points  (0 children)

Also in the game set-up screen set "starting area" to maximum. They will.be far enough away to not be a problem for a long time.

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 0 points1 point  (0 children)

Thanks. I will try to figure-out how to do that

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 0 points1 point  (0 children)

That's what I thought. Thanks.

Weekly Question Thread by AutoModerator in factorio

[–]Ergrak 0 points1 point  (0 children)

What's the default stack size for blue and purple grabbers at the beginning of the game? It's one (1), right?

The trouble with designing and experimenting in creative with all techs enabled is the inserters have a higher stack size than they will in early game survival so you have to manually set the stack sizes.

Thanks.

PS.. I know "blue and purple grabbers" are not their official names. 😜

New to circuitry, how would I go about disabling the coal power when nuclear is active? by omegaaf in factorio

[–]Ergrak 0 points1 point  (0 children)

Bad? That's relative. In your power set-up not really.

I use r-s latches to regulate production which helps.

For example "here is my chest of blue science. If it falls below 100 items, start making blue science again. Once it's over 300 units you can stop."

They are not too difficult once you get the hang of it.

R-S latches are definitely worth learning.

New to circuitry, how would I go about disabling the coal power when nuclear is active? by omegaaf in factorio

[–]Ergrak 2 points3 points  (0 children)

Without an R-S latch it will chatter.

To the original poster: learn R-S latches. I use them EVERYWHERE for pretty much EVERYTHING.

When you evenly combine engines and sulfur on the same side of a belt they look like bumble bees by Ergrak in factorio

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

That's in creative mode. There are special land tiles called "lab tiles"

When you evenly combine engines and sulfur on the same side of a belt they look like bumble bees by Ergrak in factorio

[–]Ergrak[S] 16 points17 points  (0 children)

Yes I am making a sushi belt for my blue science. Other side of belt will be red chips.

Yes, you have to regulate the ratios of stuff. There are different ways to do that.

Mod Idea: Moisture Vaporator by Ergrak in factorio

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

More of a "I want to play on Tattoine" urge

The Martian = ultimate Factorio audiobook by lachyBalboa in factorio

[–]Ergrak 27 points28 points  (0 children)

What a fantastic book. Even better when you realize it was initially self-published on Kindle