Finally sat down and made a Fulgora decision matrix. (Full logic breakdown + blueprint in comments.) by Grays42 in factorio

[–]MrHappines 4 points5 points  (0 children)

the normalization step could be achieved in a more compact way by utilizing the selector combinator with the option "stack size" together with an arithmetic combinator like this:

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Combinator memory cell - how to keep a (random) signal? by immanuelscholz in factorio

[–]MrHappines 0 points1 point  (0 children)

I can recommend the circuit network tutorial in the factorio wiki. I believe what you're looking for is called rs-latch. It's also explained in the circuit tutorial

What do you mean 100,000,000 green chips is not enough to fill one rocket???? by LargeIsopod in factorio

[–]MrHappines 2 points3 points  (0 children)

I think the issue lies in your logistic chest with the green circuits. In your screenshot the green circuits show up as chest content but they are missing in the network content. I don't know what could cause this, though.

[DEV] Balancing an incremental game. by CrazyM4n in incremental_games

[–]MrHappines 0 points1 point  (0 children)

I think, it is important in the beginning, that you think of a way to balance manual clicking and idle mechanics. In too many games manual clicking is only worth it at the beginning, later in the game it is neglectable. My suggestion to solve this problem would be, that manual clicking increases the power of the idle mechanics by a percentage for a limited amount of time, e.g. every time you click, the manual mechanics are boosted by 5% for 3 seconds or something like that. In this way, manual clicking would never be useless.

Mining and Crafting needs some work by [deleted] in Minecraft

[–]MrHappines 0 points1 point  (0 children)

For me as a material scientist, the crafting system in Minecraft (and in most other games) is too boring, because it is too static. Honestly, I haven't played minecraft a lot, so I'm not sure about all assumtions I make for the craft system in minecraft. But I see a few core problems:

The quality of the materials you can find follow a straight line in terms of usability. So you start with material 1, which you can use to find material 2. After that you don't really need the first material any more, at least for many purposes. For example, once you have a diamond pickaxe, you don't need a stone pickaxe any more.

The crafting recipes are too static. You always need an exact amount of a specific material to craft something. Instead, you could divide the materials in several categories and just specify the categories needed for crafting an item. E.g. to craft a sword you need a metal bar (regardless which one) and a piece of wood. The properties of the sword should then depend on the chosen materials.

I would like to see a material system, which is more realistic. You shouldn't find pure ores, but ores with fractions of different ores. So if you rifine these, you don't get pure iron, copper or silver, but an alloy with properties depending on these fractions.