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RyokoTK
Feb 12, 2012

I am cool.

ShadowHawk posted:

Rocket fuel is 9 times as energy dense as solid fuel so it's already more "full" even with 1/5 the items per slot.

It's also faster and who gives a dang about anything else?

I would use rocket fuel if a train could only carry one at a time because trains go half again as fast versus solid fuel.

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GotLag
Jul 17, 2005

食べちゃダメだよ
I you thought I'd run out of low-effort modding ideas, think again.

Reactor Interface - adds a circuit interface to reactors, providing read-only access to temperature, fuel burn progress (as percentage), fuel inventory and spent fuel inventory. Now you can control your reactor fuelling based on temperature, which should be easier than measuring steam tank volume.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

ShadowHawk posted:

Try this:

Connect all chests with green wire, put that into an arithmetic combinator and divide by a number slightly lower than the number of chests, output to "A". Add a constant combinator of one to "A", then connect "A" to the inserters with green wire.

Then with red wire, connect each inserter to its matching chest and only operate if A > items in the chest. That way inserters will operate if their chest is slightly above average or worse (how big of a tolerance depends on how much more than # of chests you set the divisor).

These work beautifully. The way I do it is that the arithmatic combinator is set up to "divide 'each' by negative number of chests and outputs 'each' ". That gives you the negative average of whatever is in all the chests. Since all the chests are on a green wire, to the input. Every inserter is also on a separate green network to the output, and an individual red connection between the inserter and its chest. So since the inserter sums what signals it gets it adds the amount in the chest plus the negative average. They're set to operate if anything is less than 10, (10, not 0, to give it some wiggle room). I also add a constant contaminator that adds a negative few items to the combinator output so it can never lock up.

Heres the string for that

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And since we're here for trains, heres a safe crossing blueprint:

code:
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What it does is if a player approaches the gate, the gate outputs signal G. The train signals on each side close if they see a G signal. The signals also output RED if they'd be either red or yellow due to a train. The gates will lock shut if they get a signal of RED. This prevents the player from running into the intersection when a train is already approaching and is too close to break (Which is when a signal turns yellow)

vOv
Feb 8, 2014



I like how I left a ton of room for expansion for most things on the left and then the right is just a total shitheap.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

M_Gargantua posted:

These work beautifully. The way I do it is that the arithmatic combinator is set up to "divide 'each' by negative number of chests and outputs 'each' ". That gives you the negative average of whatever is in all the chests. Since all the chests are on a green wire, to the input. Every inserter is also on a separate green network to the output, and an individual red connection between the inserter and its chest. So since the inserter sums what signals it gets it adds the amount in the chest plus the negative average. They're set to operate if anything is less than 10, (10, not 0, to give it some wiggle room). I also add a constant contaminator that adds a negative few items to the combinator output so it can never lock up.
This is slightly better, and also works for arbitrary cargo types.

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal
Ok. Trains are super cool. I just setup a coal outpost and laid down about 75 miners to strip the earth. Now my factory is functioning again!

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
Coal liquefaction is like magic.

Qubee
May 31, 2013




What's a more efficient way for me to use circuits to absolutely ensure my assemblers only work when chests are below at item level, without them working in the downtime between items leaving the assembler and arriving at the chest. Right now, I've just been guestimating based on the belt length the items have to travel, and then adjust the circuit logic to include that. Is there a way for me to wire up a belt that is just after my line of assemblers, that counts how many items pass through it and compares it to the chest, and resets when the number of items in the chest is lowered? Always ensuring items in chest is perfectly stocked, without 300 items laying on the belt waiting to be put inside.

If I use a combinator to count the number of items passing the belt and stop when it reaches max capacity of the chest, that would work perfectly, but then if I were to take items out of the chest, it wouldn't reset, so it would just keep holding items on the belt.

Qubee fucked around with this message at 10:30 on May 6, 2017

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
You could use one counter at each end of the belt, and subtract them to know how many items are currently "in flight". The have the output inserter be based on that + the number of items in the chest.

Qubee
May 31, 2013




Jabor posted:

You could use one counter at each end of the belt, and subtract them to know how many items are currently "in flight". The have the output inserter be based on that + the number of items in the chest.

Awesome, I'll definitely try that.

vOv
Feb 8, 2014

Dirk Pitt posted:

Ok. Trains are super cool. I just setup a coal outpost and laid down about 75 miners to strip the earth. Now my factory is functioning again!

I like watching the production/consumption graphs oscillate up and down as trains drop off their loads and your factory consumes it.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.
By the time I start using circuits like that I'm using​ at least red belts, which halves item travel time and helps a lot. Then I set the circuit network up one of two ways. The first is if I don't care if items are sitting on a belt, where I just wire the final inserter that's placing items into the chest, which doesn't help you at all and is likely what you're already using. The other is when I do care about items sitting on the belt. In that situation I instead wire the inserters that pull items out of the assemblers. I usually wind up either right at or no more than 2 or 3 over my cutoff, though if you're using this setup on something with a crafting time under 3 seconds or so it'll be more.

I mostly don't care about items sitting on belts except for my early tier 3 module production, where I'll actually set the circuit network to the tier 1 module assemblers, and my destroyer capsule production, where I again use the earliest assemblers, defender capsules in this case. Setting it that early does increase the number of extra items (to about 4 or 5 since the crafting time is so long, so it's negligible), but they're at least the finished, usable product sitting in an easily accessible chest rather than resources tied up in a queue on a belt. Using this system on something simpler, like I did for my solar/accumulator production in .14, works perfectly though, which was great since I had them set so I'd have the perfect ratio to just pick them up and throw them down before I got enough bots up and running to have it build itself.

Lack of Gravitas
Oct 11, 2012

Grimey Drawer

Duzzy Funlop posted:

Someone help me out with those map exchange strings, I scanned past the last couple of pages to get the goon island working, but none of my results look anything like the screenshots posted. Do you pop out in different locations every time, and I'm on the right map, but not realizing it, or am I loving something up?

I'm simply copy & pasting the entirety of the string from that pastebin into map exchange under "New Game" without touching any of the other options.

https://pastebin.com/7CHG3CfB


/edit:
And if I change richness of resources, does that affect the map generated? When I touch the modifiers, the string in the section for it disappears, hence my assumption

Are you playing with the 0.15.x experimental build? If you are, the only resource that changes how the island looks is the water one (should be low frequency and very big size for Goon Island). Also it should drop you right in the centre of the island every time (you can see the whole island on the minimap, with a bit of the mainland appearing in the top right and at the bottom).

I had some trouble at the start getting the island when I was playing around with resources and thinking I had to put the map string in again, but after mucking about a bit tonight I've been able to get it working every time:

Play > New Game
Basic Settings tab: Preset doesn't matter. Paste the map exchange string into the box. Map seed will then appear.
Resource Settings tab: Change whatever you want in this tab, except for water which stays low frequency and very big size
Advanced Settings tab: Again, change whatever, it won't affect the island
Go back to the Basic Settings tab, the preset will now be "[whatever preset you picked] (custom)", the map seed will still be there, and the map exchange string will be gone (don't paste it back in again, that was stuffing me up)
Hit Generate, and voila, Goon Island

I don't think the preset you choose makes any difference, since the exchange string changes stuff in the resources and advanced tabs anyway (hence the "custom" label after you change things yourself).

Here is my Goon Island map exchange string, the only things I've changed are the resources are now back to the railworld defaults (very low freq, big size, regular richness). If you want to use this just plonk it into the box and hit generate.

Hope that helps :)

quote:

>>>AAAPAAkAAAACBQcAAAAEAAAAY29hbAEEAwoAAABjb3BwZXItb3Jl
AQQDCQAAAGNydWRlLW9pbAIEAwoAAABlbmVteS1iYXNlAwMDCAAAAGl
yb24tb3JlAQQDBQAAAHN0b25lAQQDCwAAAHVyYW5pdW0tb3JlAgQDl0
Nk3oCEHgCAhB4AAwABAQF7FK5H4XqUPwEAAAAAAAAuQAEAAAAAAADwP
wEAAAAAAFi7QAEAAAAAAOCFQAEAAAAAAFirQAEAAAAAAIjDQAEAAAAA
AECfQAEAAAAAAEB/QAEAAAAAAECPQAEzMzMzMzPzPwEzMzMzMzPzPwF
7FK5H4Xp0PwEAAQAAAAAAAAhAAQAAAAAAAAhAAXsUrkfheoQ/AQABAQ
GN7bWg98bQPgH8qfHSTWJgPwFpHVVNEHXvPgEBAQcAAAABAgAAAAECA
AAAAZqZmZmZmbk/AQAAAAAAAABAAQAAAAAAAOA/AZqZmZmZmdk/Ac3M
zMzMzOw/AQUAAAABFAAAAAFAOAAAAcBLAwABEA4AAAGgjAAAASAcAAA
BAAAAAAAAPkABAAAAAAAAFEABZmZmZmZm9j8BMzMzMzMz4z8BMzMzMz
Mz0z8BAAAAAAAACEABAAAAAAAAJEABPAAAAAEeAAAAAcgAAAABBQAAA
AEAAAAAAAAAQAEBAQAAAAAAAFlAAQUAAAABGQAAAAEAAAAAAAAkQAEy
AAAAAQAAAAAAAD5AAWQAAAABmpmZmZmZyT8BMzMzMzMzwz8BMzMzMzM
z0z8BMzMzMzMz0z8BAAAAAAAAJEABAAAAAAAANEABAAAAAAAAPkABAA
AAAAAAFEABAAAAAAAAPkABAAAAAAAAJEABAAAAAAAACEABCgAAAAFkA
AAAAWQAAAAB6AMAAAEAAAAAAADgPwHQBwAAAQAAAAAAQH9AAwAAAAAA
AAAAAAAA8D+L2ll+<<<

Regallion
Nov 11, 2012

So, the goon server(https://forums.somethingawful.com/showthread.php?threadid=3816431&pagenumber=1#lastpost) is in it's twilight, nearing the time of it's reckoning.
You can hop on. grab some of the Garg's blueprints, see them in action or just marvel at the factory in action.
Anyhow, if you played there or maybe planning to play sometime, suggestion of what the next map should be are most welcome in the server thread.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀

Truga posted:

TBH that assembling machine was taking iron requirements for science pack 3 through the roof. Not that mining drill is vastly better...

Mining drill is more expensive than assembling unit.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Has anybody done a video demonstrating the differences in train / car / tank speed with the different kinds of fuel. My game hasn't gotten up to rocket fuel territory yet but I want to know how silly a rocket tank is.

Qubee
May 31, 2013




GenericOverusedName posted:

Has anybody done a video demonstrating the differences in train / car / tank speed with the different kinds of fuel. My game hasn't gotten up to rocket fuel territory yet but I want to know how silly a rocket tank is.

It's only a 20% bonus to acceleration. Top speeds remain the same, unless you're driving on cement / brick, in which case it goes to top speed of whatever that material is. So yeah just imagine your tank accelerating 20% faster. It's a pretty sweet bonus but nothing crazy.

I've got no idea if rocket fuel bonus stacks, though. Cause I had one train with just a single slot filled with rocket fuel, and another that had all 3 filled, and I swear the 2nd train seemed to accelerate way faster.

GotLag
Jul 17, 2005

食べちゃダメだよ
Only the fuel currently being burned has any effect, not what's in any of the input slots.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.
Are you sure there's no increase in top speed? I've seen two cases of people testing, and I'm pretty drat sure it does.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.
Double post, but I found one example. Watch the Speed stat.
https://www.youtube.com/watch?v=OUvWImf8mWI&t=8490s

Edit: That's the difference between coal and solid fuel.

Qubee
May 31, 2013




Onean posted:

Double post, but I found one example. Watch the Speed stat.
https://www.youtube.com/watch?v=OUvWImf8mWI&t=8490s

Edit: That's the difference between coal and solid fuel.

That's really interesting, but I can't tell if it's just due to the bonus acceleration allowing it to reach top speed quicker, or if there's an actual increase to the top speed cap.

drat, I've seriously underestimated the perks of using solid fuel. I never bothered with it, but now there's drat good reasons for me to start using it. That acceleration on the car was insane. Coal has a much slower startup but that thing was hitting cap speed in no time.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
I know with rocket fuel trains reach 298 km/h and with coal they get to ~260 at top speeds. The acceleration is huuuugely improved with better fuel, though.

GotLag
Jul 17, 2005

食べちゃダメだよ

Onean posted:

Are you sure there's no increase in top speed? I've seen two cases of people testing, and I'm pretty drat sure it does.

5% increase in train top speed with solid fuel, 15% with rocket fuel.

25% with nuclear :v:

carticket
Jun 28, 2005

white and gold.

Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm.

RyokoTK
Feb 12, 2012

I am cool.
Trains loaded with rocket fuel can exceed 300 km/h (based on one loco with two wagons) whereas a train on coal is only somewhere around 250. Coupled with high-level braking bonuses, trains hit that top speed a lot and they are incredibly fast.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.

Loopoo posted:

That's really interesting, but I can't tell if it's just due to the bonus acceleration allowing it to reach top speed quicker, or if there's an actual increase to the top speed cap.

drat, I've seriously underestimated the perks of using solid fuel. I never bothered with it, but now there's drat good reasons for me to start using it. That acceleration on the car was insane. Coal has a much slower startup but that thing was hitting cap speed in no time.
The car stops accelerating at 84.8 km/h. Then the solid fuel kicks in and it accelerates up to 92.9, almost a 10% increase. I haven't seen anyone do a comparison with rocket fuel, but I do remember someone saying that top speed doesn't increase as much as acceleration. Half would be an easy number to try out.

I'm about to go to sleep, but it seems easy enough to test assuming the map editor lets you do it. I've never used it. Drive around with a stack of coal keeping an eye on your speed, once you're​ satisfied you've stopped accelerating replace it with solid fuel (don't forget to wait until the coal is fully burned out before calling it), and repeat with rocket fuel.

Edit for quote. A few posts happened while I was writing this.

Onean fucked around with this message at 15:43 on May 6, 2017

GotLag
Jul 17, 2005

食べちゃダメだよ
code:
  {
    type = "item",
    name = "solid-fuel",
    icon = "__base__/graphics/icons/solid-fuel.png",
    flags = {"goes-to-main-inventory"},
    fuel_category = "chemical",
    fuel_value = "25MJ",
    fuel_acceleration_multiplier = 1.2,
    fuel_top_speed_multiplier = 1.05,
    subgroup = "raw-resource",
    order = "c[solid-fuel]",
    stack_size = 50
  }

  {
    type = "item",
    name = "rocket-fuel",
    icon = "__base__/graphics/icons/rocket-fuel.png",
    flags = {"goes-to-main-inventory"},
    fuel_category = "chemical",
    fuel_value = "225MJ",
    fuel_acceleration_multiplier = 1.8,
    fuel_top_speed_multiplier = 1.15,
    subgroup = "intermediate-product",
    order = "n[rocket-fuel]",
    stack_size = 10
  }

Qubee
May 31, 2013




Wait, there's rocket fuel as well? I never knew. I'm a goof and have never launched a rocket. Onean, I owe you one. Thanks to you bringing that up, I'm using the best fuel in my vehicles from now on.

What's the most efficient way of making solid fuel / rocket fuel:

- cracking heavy to light
- making it with light oil

or

- straight up making it with heavy oil

or is there no real difference in efficiency?

Qubee fucked around with this message at 15:46 on May 6, 2017

RyokoTK
Feb 12, 2012

I am cool.

Loopoo posted:

Wait, there's rocket fuel as well? I never knew. I'm a goof and have never launched a rocket. Onean, I owe you one. Thanks to you bringing that up, I'm using the best fuel in my vehicles from now on.

What's the most efficient way of making solid fuel / rocket fuel:

- cracking heavy to light
- making it with light oil

or

- straight up making it with heavy oil

or is there no real difference in efficiency?

Solid fuel made from light oil is only 10 units/piece versus 20 units of heavy or petroleum, so although you need 40 heavy oil to make 30 light via cracking, you end up basically doubling your efficiency.

But honestly what I do is set up a bank of refineries making solid fuel as soon as I unlock oil processing since there's basically nothing else to do with that heavy/light oil before you get advanced oil processing, and you will end up with a stockpile of solid fuel so large you will never run out until you're trying to mass-produce rockets.

You don't get rocket fuel until you research the rocket silo, which is basically the very end of the tech tree, so you can chill with solid fuel for a while.

RyokoTK fucked around with this message at 15:54 on May 6, 2017

Kinetica
Aug 16, 2011

Mr. Powers posted:

Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm.

Oh hey, I did this exact same thing last night!

RyokoTK
Feb 12, 2012

I am cool.
Yeah it turns out braking force upgrades don't apply to the car and tank, just the train. :sigh:

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

Mr. Powers posted:

Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm.

At max (tank + rocket fuel) speed, how does your turning radius compare to your stopping distance? Might have been preferable to try an emergency evasive maneuver.

carticket
Jun 28, 2005

white and gold.

Ambaire posted:

At max (tank + rocket fuel) speed, how does your turning radius compare to your stopping distance? Might have been preferable to try an emergency evasive maneuver.

It definitely would have been. I want quick thinking enough

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal
This is the first time I have played to bots and wow, they make my life so much easier to clean up and move existing sub-factories.

RyokoTK
Feb 12, 2012

I am cool.

Dirk Pitt posted:

This is the first time I have played to bots and wow, they make my life so much easier to clean up and move existing sub-factories.

Yeah I love bigass belt buses and some al dente spaghetti but once you hit the late game and you're producing a zillion different things bots solve so many little problems.

Truga
May 4, 2014
Lipstick Apathy

Dr. Stab posted:

Mining drill is more expensive than assembling unit.

Yeah I noticed earlier, oops. I was remembering it being like 10 iron less, it's actually 1 iron more :downs:

RyokoTK
Feb 12, 2012

I am cool.
Not that one extra iron per second should make a big difference at the blue tech level.

Kinetica
Aug 16, 2011

Truga posted:

Yeah I noticed earlier, oops. I was remembering it being like 10 iron less, it's actually 1 iron more :downs:

It could be worse, and be blue assemblers

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Kinetica posted:

It could be worse, and be blue assemblers

It almost kinda should be since it's a later tech now.

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RyokoTK
Feb 12, 2012

I am cool.
And at least blue assemblers are something you already build. Unlike gray assemblers which only exist to be the thing that goes into blue assemblers.

I started a new game and built exactly two gray assemblers, and that was just to automate tech early, and as soon as I got automation 2 they were replaced.

It's not as dumb as iron sticks, which exist only to require you to build one more assembler next to the assembler making rail tracks.

RyokoTK fucked around with this message at 19:24 on May 6, 2017

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