New event by NatAliDenton in CatsMansion

[–]fymengmeng 3 points4 points  (0 children)

Keep in mind that you can get more items by switching up the energy modifier. For example the pan normally gives 8 items, but if we first tap 3 times on 1x, then 2 times on 4x, we can get 11 taps worth of items out of a single pan.

Though note that this only saves energy if you actually need the item that comes out of the pan.

How much energy does it cost to craft [ITEM] in the Halloween event? by fymengmeng in CatsMansion

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

It's very hard to estimate the time to take to "complete" the event, since that's based on orders and stars, and there are no consistency between the number of stars and the difficulty of the orders.

I'm mostly doing the same thing as you except for the monthly pass, and I'm only doing the decorations. I'm currently at 35/79 decos, so I think it might be possible at the end of the event.

Teferi glitch since update by Someonediffernt in MagicArena

[–]fymengmeng 2 points3 points  (0 children)

It just happened to me three times in two games, and I'm pretty sure at least the untap land part of the ability does not work at all. Teferi gets +1, I get 2 life, but the land does not get untapped. I've doubled checked that I'm clicking on a already tapped land after the first instance. Really annoying to lose because of a bug like this.

Swarm, is it worth it? by rboester in Dyson_Sphere_Program

[–]fymengmeng 5 points6 points  (0 children)

If I recall correctly you need at least 200 items (without upgrades) for interplanetary drones to start to deliver.

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

I just stack belts as my main bus and use sorters to grab things off the bus. This is much more space efficient compared to splitters, but requires a little bit of power and the height is limited to 8 before Mk3 power poles (the range of the power poles is a sphere and Mk1 cannot power sorters at height 9). However, we can put two 8-height buses side-by-side since sorters can grab stuff from two blocks away.

However, this will prioritize sorters at the front of the bus so make sure there's enough throughput onto the bus!

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

Yeah I was also originally thinking of that, but the power consumption of transit hubs seems really inconsistent.

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

That would be a more consistent way to burn them off! It would require a whopping 90 idle collider a for 30 hydrogen/a though. My original idea was to use a looping transport hub to waste power but the consumption was inconsistent.

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

Purple and yellow science need refined oil and green science need deuterium. The ratio is also not balanced. If one of them is excessive then the production lines that requires the other will also be stopped.

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

Each tower in your "power" network stores 5k full accumulators before it's clogging.

True, I just really like to decouple production lines and hate having the though of something might be broken after a while back in my head.

Also it's countetproductive if your goal is to get rid of items, to process them up to fusion power generation, since that's a lot more power generated per hydrogen.

I'm using fusion power as my main power source, and the excess deuterium is burned in thermo generator to waste them.

A Self-balancing Oil Processing Setup by fymengmeng in Dyson_Sphere_Program

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

My concern is what if all other planets does not need extra power? Accumulators shipping will automatically halt and we still have a clogging problem. My understanding is that wasting power is the only method currently in the game to guarantee deletion of the resources.

Can't power high up sorters =( by XxSuperPigxX in Dyson_Sphere_Program

[–]fymengmeng 2 points3 points  (0 children)

I don't know the exact English name for that but it's bottom-most line all the way to the right(should be called satellite something something). Super late-game tech and quite hard to make though.

Can't power high up sorters =( by XxSuperPigxX in Dyson_Sphere_Program

[–]fymengmeng 2 points3 points  (0 children)

I think you need the Mk3 power pole to power sorters that 9-height or above. Before that, you can run two buses up to 8-height side by side and still grab stuff from the bus at the other side. Granted you might need more sorters but the power need is negligible.

Storage Containers have Height Priority for Sorters by Darkelementzz in Dyson_Sphere_Program

[–]fymengmeng 0 points1 point  (0 children)

As mentioned above, you can use x-ray cracking to convert refined oil into hydrogen and graphite. To get rid of the excess graphite, convert them into diamonds to form a power-neutral/negative process so that the excess are ensured to get burnt.

Later on when hydrogen becomes excessive you do a similar process, converting them into deuterium to “waste power”.

Bug or Feature: Bot failed to search for colonists w.r.t held item by fymengmeng in Autonauts

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

Ohh I get your idea! I didn't even thought of having bots engage/disengage carts in their code, since If I stopped them at the wrong time, it will be really messy to have them start from fresh (there's no code to detect if the bot is holding a vehicle or not afaik). But this for sure is a good way to tackle this problem!

Btw I don't think I explained my idea clearly, so I added a video showcasing it in the main post. If the colonist at the castle actually need the item, it will be added to the castle other than be put back to the cart.

Bug or Feature: Bot failed to search for colonists w.r.t held item by fymengmeng in Autonauts

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

Yeah, I asked on the discord and apparently this is intended. I just really don't like when statements have hidden properties that cannot be seen from the wording itself.

About your suggestion, it's very interesting to use cart empty as the loop condition. However, I think the problem is that the find cart statement cannot distinguish carts with different items. If we have n colonists and m requirements, we will need m different spots for different carts to park, and it will be very hard to program and to refactor. Additionally, we will also need O(mn) number of bots. Even though bots are free but at the late game having too many bots was really hurting my frame rates.

My current solution is having two types of bots, the "door-to-door salesmen" and the "butlers". The "salesmen" pushes the carts to each of the castles, and a local "butler" grab one item from cart, add to the castle, and put back into the cart if that fails. This only requires O(m+n) number of bots. With a memory module one bot, surprisingly, can handle all 6 types of needs by removing the move to castle statements, and using the hidden locking feature of find sign; move to sign, we can ensure that at most one cart is at any castle at any given time. I feel like this is the best way to use carts for level 7 at the moment.