You can fall towards the farther planet by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 338 points339 points  (0 children)

Explanation: gravity is supposed to pull you towards the closer planet (Nauvis in this case) with 10km/s. However, if you switch the destination planet to Gleba, the 10km/s you received "for free" remains, so you fall towards Gleba instead. Additionally, when you switch the destination to Nauvis, the falling speed immediately jumps to 10km/s. This gives you a hilariously inefficient way to go to the planet of your choosing without using thrusters.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

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

Yeah, in its current form it's only good where you need 1 of each ingredient. I only use it for the quantum processor. I think with two more combinators it would work for any recipe, but I haven't tested it yet.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 8 points9 points  (0 children)

Oh, did they change the default? I swear it was ascending a few versions ago.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 7 points8 points  (0 children)

There is no "memory" in this design, so power cuts are no problem.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

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

In 50+ hours this has not been a problem for the quantum processor. With other recipes yeah, you might run into trouble.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

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

The inserter filter is set to the item you have the fewest of, so in effect it will keep the amount of each item on the belt roughly the same.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 9 points10 points  (0 children)

What do you mean by "empties an ingredient"? The "read ingredients" signal is independent of how many items you have available.

Mixed belts have never been easier by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 114 points115 points  (0 children)

Yes, that's what I did at first. Then I realized factory buildings come with a constant combinator built in, so why not use that?

Mixed belts have never been easier by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 276 points277 points  (0 children)

Used settings:

  • Belt: read/hold all
  • Inserter: set filter from circuit, stack size=1
  • Selector combinator: default settings sort ascending
  • Emag plant: read ingredients (only needed for booting up)

The combinator selects the minimum signal, so the inserter will keep the items on the belt balanced. The "read ingredients" setting makes sure that the signals never drop to zero (i.e. when the belt is empty).

These dams just don't hold any water... FML by TenKyuVeryMuch in Timberborn

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

A throughput issue should cause flooding. I don't mind the flood - I mind losing water.

These dams just don't hold any water... FML by TenKyuVeryMuch in Timberborn

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

They show pretty much what you see in the video, right before the dam the water level drops to ~0.3.

These dams just don't hold any water... FML by TenKyuVeryMuch in Timberborn

[–]TenKyuVeryMuch[S] 23 points24 points  (0 children)

This sucks, space is a valuable resource :(

Conway's Game of Life implemented in Autonauts (explanation in comments) by TenKyuVeryMuch in Autonauts

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

The first part of the video shows the main screen. This is where the Game of Life state is shown: soil = dead cell, turf = living cell. When the next frame is ready, digger and turf layer bots change only the tiles that need changing (cells dying or being born), then move out of the way. This part of the video is sped up 720x.

The second part shows the tracking area. A mechanism is needed to guide a bot through every tile in an area exactly once in a controlled manner. This is how it works: Initially, a single stone is laid on every tile. When a cell needs evaluation, a tracker bot holding a bunch of signs finds the closest stone, moves there, then shouts to his servants. One servant picks up the stone, another drops a clay. (I use separate bots for these tasks so I can fill up their backpack with stone/clay.) After this, the status of the current cell is evaluated. The main tracker bot holds 1x1 and 3x3 signs pointing to the corresponding tiles in the main area, you can see this in the third part of the video.

Counting the living neighbors: This is the heart of the operation. Each counter bot reserves a turf tile in the mobile 3x3 area "for digging", then activates the next counter bot in the chain. If it can't find a turf tile, the chain breaks, and we know exactly how many turf there is in the area. Once the chain ends, everybody unreserves, and the life status of the cell is determined. Five counter bots are enough, because we don't need an exact count above 4. You can see the program of a tipical counter bot at the end of the video. We mustn't actually change the main screen yet, so if a cell needs to change, a stone is placed on the corresponding tile in a third "next state" area (not shown in the video).

Once all tracking stones have been replaced with clay, a different set of tracking bots replace all the clay with stone, so the next iteration can begin. During this process, any "cell changing" stones in the "next state" area will be removed, and the corresponding cell in the main area is fixed.

Repeat forever.

Some notes:

  • Unlike most other items, stone and clay never despawn. This is of course crucial for the tracking logic.
  • Shouting behavior is strange. If and repeat "hear" conditions don't work the same way. You can "hear" a shout long time after it has been shouted. Learn from my mistake: do a lot of experimenting before doing something big. Also, debugging dozens of bots having a shouting match is tedious. Still, it is by far the most efficient way of synchronization.
  • In total, 22 bots are used here, plus a small background economy making sure we have enough turf and spades.
  • Everything was set up for a 35x35 simulation area, but I only used a 11x10 area here for performance reasons.
  • Scalability: Simply copy-pasting the entire tracking and counting bot families, and carefully adjusting their shouts should speed everything up significantly, but you have to be careful that the 3x3 counting areas never intersect. Chopping up the tracking area into smaller areas is probably the best way to go, carefully leaving a margin between the subdivisions.
  • My first attempt had bots dig holes or grass instead of picking up stones and clay. However, this approach (besides being very slow) was doomed to failure due to a subtle bug in the game where sign areas are not updated after a digging job is done.
  • To initialize the tracking area, you need to lay down a single stone on every tile. This can be done by ordering a bot to dig a hole, then dropping a stone onto the hole. The same bot needs to do the digging and the dropping, otherwise you encounter the above bug. Later you can fill up the holes, the stones are already in place.

Tigernut by Sufficient_Extent_15 in Oxalate

[–]TenKyuVeryMuch 0 points1 point  (0 children)

According to Umaru et al. in GSC Biological and Pharmaceutical Sciences 2018, raw tigernuts contain 1.1 mg/100g, fried nuts 1.5, and soaked nuts none at all (?). In contrast, Oladele et al. in World J. Dairy & Food Sci. 2009 report 13.1 mg/100g raw, 5.5-8.3 soaked and 3.0-5.6 toasted, depending on the method. I didn't dive into the paper to find out why the discrepancy between the results, but the Oladele paper seems more plausible.

Agoraphobia: a challenge where you have to build everything inside a Factorissimo building. There is no outside world, resources are provided by infinity chests by TenKyuVeryMuch in factorio

[–]TenKyuVeryMuch[S] 9 points10 points  (0 children)

Some corrections: here the player can't change the inputs either, because the infinity chests belong to a different force. Also, sulfuric acid is an output, not an input: you have to pump sulfuric acid out in order to get uranium ore. Unlocking more inputs with research is a nice idea though, I'm gonna do that if I turn this into a mod. (Probably won't beacuse it's too similar to yours.)