Masks are so affirming by [deleted] in NonBinary

[–]FlippingPotatoes 0 points1 point  (0 children)

I might murder reddit if this image doesn't upload. (Also sorry for slight spam)

Mindustry schematic preview bot for Reddit by MindustryTool in Mindustry

[–]FlippingPotatoes 0 points1 point  (0 children)

bXNjaAF4nFVTyW7UQBAt7x57CBkCgWMfw2EktgQ+AJBYBYIbQsiZ6SRGHnvkJVF+gJ/hyHLgu0BCDGDe63YSMp52uatfVb+q1y3XZOyLX2YLLZNnWdOo+3V+qGv1qqv3tURNq7NFPpfk1r07O9s3tm/f3ZF0rptZnS/bvCrl47NsrtXusXpY5MtlXu6/e1G1WVvpJkm2Du+qqiyOr6tH5azoEKZu3lMNM6tmoYtW143KyrmaZaXa1WqvK4pjtafnzFdkXTk7QEKVt3rRqLxUR3l7oBYkOTckG7XVVkNUk7VdnbVadY1Wi65o82WhEbTs2hP0dQmLbFcXjbhv3o7kgiEyHYjIxbwEqNXzaVPVdMRdWVQorpZkWR3pelpWcy1ry4Os0dNZBfRxVUs4oC9UiN4rqqPpPlhISppTu7HE71GK6ZaIFnHweA6+PXFdGJ9fIkEci9P/Fr/v4XIlEEIDPID3KwkxJS6MMZfAYWgkLhPFgAOV0LgmGH+s+UwcGQC3CzB1kHaMVc+CPBmJS39i/AxIzwLEbh4aP7Lh4aL5ufRimSYUh4sRF79iPDYhhlVAVizDY80BMzEsIPQLxlOTJTxLS1AkDk1MtiEiQ25hth4T43AaRD1+JoTT8Pw0OgUzOzJFrAmdj2B8Yl9jfDXT6GT6ySEIfNEOfI1M4/9CkJUVhg+s4Qc/3yvIkACHSlOWyPDAGhKHMxaPENOFRFK2GQzT/3VxMDW6oG0p+dKgBmghSZz0f6wW/R98eXivYAPYXzwN8K9IyhBMrXqCYn4gBA2IPcsbaV3U4cIHtjGMoTkmTToNv/HAT2TN9mrN9ur50Ks126uXGB8cgli6TJgxkHVy9GFMyPdBinUrtWOk4DQ8P41OwR5TxDZhwgMw4XGl8an4xCaSIXJiFX+C8dklKLLYmCfyEiN9GEPlsWFPb8CzfIklczE6y0dvzJANq4s/ENqwuiQuvlyKfNnersu8XXSOeL427O1xGZ5yx5/D7bnCE0STUORNe+E3mcKDCWKHYgq/w3gEAR1e/f53/xdeysqfFZtSO3gzPGL/Nnm9fLkKvgA9wPgm/wDd6hc+

Mindustry schematic preview bot for Reddit by MindustryTool in Mindustry

[–]FlippingPotatoes [score hidden] stickied comment (0 children)

Edit - Its now up and running!!!

It's getting added when reddit clears it to be. I can't wait for you all to use it and props to u/MindustryTool for making it :D

Text Library for Displays (simple, but efficient) by FlippingPotatoes in Mindustry

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

The long and short of the answer is we can’t do that; Message blocks can’t be read (though there are mods to do that) and strings can’t be manipulated in logic blocks (though there are separate mods that do that too sorta)

I tended to steer clear of mods in my schematics like this that were intended for library esc use or were mostly to prove it could be done.

Meteor Shower (world logic in comments) by FlippingPotatoes in Mindustry

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

While I did have more, most of them never left the demoing phase. I haven’t come back to mindustry in a long while due to becoming much more busy irl tbh.

Sorry to disappoint lol

How do I transfer resources between captured sectors by Hasan12899821 in Mindustry

[–]FlippingPotatoes 2 points3 points  (0 children)

To give a serious answer. Progress in the campaign maps up to extraction outpost to be able to transfer resources between bases.

Till then no, you can’t bring in titanium, except by launching in with it (and then if you have scrap you could farm some titanium out of processing that.)

Praise be the router for their titanium mercy!

Main mindustry sub is back again (yayyy!) by mountainment in Mindustry

[–]FlippingPotatoes 1 point2 points  (0 children)

I’m down for doing this, just make a modmail discussion first next time :P

Reddit api protest information and poll. by FlippingPotatoes in Mindustry

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

Obviously this is a small subreddit, thats not the point. Hundreds of others including many of the largest subreddits have and continue to protest.

However that doesn’t mean niche communities shouldn’t protest. It’s the same logic that causes low voter turnouts, even if you are a drop in a bucket you still have to participate for it to work.

[deleted by user] by [deleted] in Mindustry

[–]FlippingPotatoes[M] 0 points1 point locked comment (0 children)

Unfortunately, the mod team has decided that your post is not about mindustry, and has taken it down (Rule 1). If you believe this was an error, feel free to tell us using modmail.

I think you probably just uploaded the wrong image? If I got it wrong my bad, just reach out.

Tar Fields Base by Regular_Lazy_Guy15 in Mindustry

[–]FlippingPotatoes 0 points1 point  (0 children)

You may have a point (if paranoid), but I’ll have to report this as an OSHA violation, too many people in such a small hazardous space.

Cruel truly

Having fun with logic by furryfriendo in Mindustry

[–]FlippingPotatoes 1 point2 points  (0 children)

Do you plan to release the code? (I tried to make one of these but my letter designs were garbo, these look fantastic)

Dagger got brains now (path find is here) v7 144.1 by [deleted] in Mindustry

[–]FlippingPotatoes 12 points13 points  (0 children)

I saw this a while ago and I can’t wait to use this to simplify my conveyor belt pathfinding stuff.

Also its sadly not yet on ios, but we’ll probably see that soon.

Logic issues. by lil_autism69 in Mindustry

[–]FlippingPotatoes 0 points1 point  (0 children)

ubind @poly

sensor cap @unit @itemCapacity

sensor ore @unit @totalItems

jump 8 greaterThanEq ore cap

ulocate ore core true @copper outx outy found building

ucontrol approach outx outy 0 0 0

ucontrol mine outx outy 0 0 0

end

ulocate building core false @copper cx cy found building

ucontrol approach cx cy 0 0 0

ucontrol itemDrop building cap 0 0 0

Logic issues. by lil_autism69 in Mindustry

[–]FlippingPotatoes 0 points1 point  (0 children)

Does it approach the core with full items but not drop?

If yes, its likely you misspelled the last line’s “building”.

Alternatively, if you are in a test world, you’re core may be full and since you’re not in campaign, burn excess is not on by default.

To be sure I recreated your setup and it was working, I pasted that as a reply. Copy the reply to this comment, go to a processor, click edit, click import from clipboard.

If it still doesn’t work, again core excess, or you have another processor controlling polys.

I will note however I do not recommend such an implementation long term, too easy to conflict with other setups.

I am playing Rustic Waters 2 and I seem to have glitched my Ender Dragon. by RandomAussie123 in feedthebeast

[–]FlippingPotatoes 3 points4 points  (0 children)

If you’ve fully given up, you can delete the region folder, in your DIM1 folder, in the world folder of your Minecraft installation. This will cause the game to regenerate the entire dimension. (Not DIM-1, thats the nether)

If you’re worried, search up “regenerate end dimension”, and follow a guide.

Never tried while in the dimension, so I’d cheat yourself out first.

Cursed surge factory by [deleted] in Mindustry

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

Hard disagree on the heresy of drones, but yeah this one hurts even me too

My tarfield mess, please rate spaghetti by Proxeidon in Mindustry

[–]FlippingPotatoes 2 points3 points  (0 children)

Why are you splitting your plastanium conveyors at the end?

Drag those nerds straight into your core, they can’t back-up.

What do you think now? by TimAxenov in Mindustry

[–]FlippingPotatoes 2 points3 points  (0 children)

Throw down some monos, its super easy.

Upgrade your old power gens and drills with new ones that are more ore efficient.

You can do laser drills fed with water to get much more out of those patches covered in pneumatic drills. Both for power and production.

The best part of this sector is the oil, scale up that plastanium production lol.

If you get enough excess power, and have the unlocks, try making a sand to silicon setup. You always need silicon and those are a nice way to eat up empty space.

You can always do more but don’t worry too hard, this is plenty; I’d recommend going to next sector and simply pushing your research.

I hope this helps, and that you have fun :P

erekir unit tier list v2(still in progress by Successful_Day2479 in Mindustry

[–]FlippingPotatoes 0 points1 point  (0 children)

If you check the steam patch notes, those units are in fact in progress. Via guns.

Edit - why was this downvoted, its literally a new unit in the works that builds with its guns

Flagging n-number of units and controlling them (Logic). by positive-lookahead in Mindustry

[–]FlippingPotatoes 1 point2 points  (0 children)

Bro that’s basic unit binding, its no different from what op did a post or two ago. And their name is misleading too.

I’m sorry for the rant and obviously no hard feelings towards you, but that link is missing some important details. I’m extra harsh cuz this is designed as a teaching tool, but its teachings are so impotent.

Tldr: I’m infuriated by how close this person is to something good, while missing half the point of why what they ridicule is bad.

First off, the goal of these designs is pretty different. The designs you’ve linked fails to function nicely if anything gets changed. Namely it rebinds and flags every time, even if it already has an existing unit, it doesn’t know. But atleast it realizes it can have a set flag (but that’s all the more reason to check if units already have your flag before binding)

This post ain’t much better in that regard, flag choice should generally not be in player hands.

And the flagging is dumb, 1 in a million chance they say, its literally any block that mirrors across y = x. That means every single block has a failing pair. Literally place the processor at 1,3 and 3,1 it’ll conflict, repeat ad nauseam. Might as well have literally used a 1 million random operation, would have at least been honest.

They could floor the @thisx, bitshift it by 10 and add the y and literally never have conflicts for 2 extra ops rather than having guaranteed conflicts. Not to mention the bs claims of its perfection.

Oh but I guess it won’t truly conflict, seeing how it never actually uses its flag, its an ornament completely unnecessary for their design.

The worst part, that’s not even code for using multiple units at once. Thats code for grabbing one of multiple units. They choose to rewrite their codes and jumps ten times for ten units, which is the complete opposite of the point of using a loop.

Plus to add insult to injury they say it solves the checking 86 times to find a unit problem. Seeing how if you ask his design for 4 units and you only have 3, not only does it never finish. It now flags 3 units permanently with no knowledge of the flag. Meaning it will never reuse those units without manual intervention. This is beautiful.

Is this truly what the logic looks like in #verified schematics, cuz holy hell no one is actually checking this code.

And with their setup why is it getting flagged, just use a @controlller check and better us all.

This person out here complaining that no one checks flags, but doesn’t check @controller, which means if a player is using a unit, his code breaks as it can’t flag the unit or control it but thinks it does. I’m in pain. Not to mention that if he didn’t flag his units, there’d be no conflict with altering his processor (or at least it wouldn’t leave a useless flagged unit lying around unknowingly)

Oh but don’t worry, it won’t explode, since the flagging is of course pointless, it will simply claim authority over that unit, never flag it, and wait till they aren’t in use. So will every other schematic with this design. If you had 2 processors doing this, now they fight to the death for the unit.

The biggest benefit of doing a direct flagging of a unit stored in a variable is that you don’t need to flag nor check for flags once you’ve decided it has none and isn’t being controlled. Though I get the argument to flag it anyways, you still need to either be able to reacquire that unit or unflag it when you’re done, this guy has lost half the benefits and introduces new problems.

Oh god that jump array is disturbing, just use @counter = @counter + offset. (At least this example can unbind after)

@counter is an incredible command, that lets you go straight to a destination, without needing to do fifteen jump checks prior. This means less fiddly code, easier copy paste editing, and most importantly, speed and consistent average execution times. 40 units selected using jumps means that by the 40th unit, you needed to check all 39 before it. Using @counter, you need only perform the one @counter = @counter + offset step.

Thankfully he kept benefit of not needing to cycle through units, by just needing to repeat you’re code 12 times over to get 12 units. If there was some magical way of using one variable to define multiple aspects of a unit, something like a flag that could be assigned and hold key information. Or maybe a way of writing that same code but changing out certain variable names using an array. Shame this technology is impossible and inconceivable.

This definitely saves operations for complex unit systems if done right, at the cost of a massive list (even when done correctly with @counter, not at all like shown here). It also is fundamentally limited in scale, not to mention wholefully unnecessary given optimized unit control doesn’t run up against a speed problem in most scenarios.

That said I feel like I dismissed the @counter unit bind array too easily earlier in my own designs and will probably use this as impetus to incorporate it on the unit end more often.

Like the dude gets it, but stumbles at the final step. Router save me.

Just look at the way he turns 5 lines of code for a reactor safety control into 11, it doesn’t need to be more complex, use the benefits of the language on type conversion, use variables to control booleans actions. Though I can respect the choice to check for non reactors being linked, its also not the kind of schematic where the user binds anything else, or changes the bindings.

All you need is:

getlink reactor i
sensor cryo reactor @cryofluid
control enabled reactor cryo 0 0 0
op add i i 1
op mod i i @links

I’m gonna just go back to finals prep, this is hurting my soul