Search found 46 matches

by DragonHeart996
Mon Feb 20, 2017 10:47 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

i just got a jam. here's the save EDIT: apparently pressing the button next to the sleep time arithmetic combinator on the right fixes it EDIT: EDIT: it didn't fix it. it went one too far before the next corner. That's a curious one, it looks like the thread of execution just up and disappeared. No...
by DragonHeart996
Mon Feb 20, 2017 10:34 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

but the ports are offset from center by two tiles to both the north and the east, so it only happens when going south or west. They're actually offset south and east, you can see this easily by the logistic network boundary sticking past the rails. This was made so the logistic networks always over...
by DragonHeart996
Mon Feb 20, 2017 10:11 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

also, i found the issue with the trees: your power poles are only in construction range of the scout if the new copy's roboports still have power, so if trees take too long to deconstruct, the port loses power and will never regain it. Are you sure about this? I know that the power poles must be pl...
by DragonHeart996
Mon Feb 20, 2017 10:01 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

kalevkalev wrote:How does the factory sense where the ores are? I have tried making something like this and i got stuck on the mining.
it tries to blueprint miners and if it sees any are removed from it's inventory, it knows the ores are there, because you can't blueprint miners unless they are on ore.
by DragonHeart996
Mon Feb 20, 2017 9:51 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

i just got a jam.

here's the save

EDIT: apparently pressing the button next to the sleep time arithmetic combinator on the right fixes it
EDIT: EDIT: it didn't fix it. it went one too far before the next corner.
by DragonHeart996
Mon Feb 20, 2017 9:21 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

every time the cause is the poor placement of large power poles, in combination with many trees draining roboports too fast. as i just had edited my last message: edit: what DragonHeart996 wrote in the meantime sounds very plausible. fix would be to first build the two near roboports, then the cent...
by DragonHeart996
Mon Feb 20, 2017 8:48 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

automation stops working after finishing the 436th area I've already got one bug report relating to tree deconstruction ... on the reddit they wrote that the stopped map was 21x21 ... that would be 441 (or shortly before that), and the other stopped at 436 ... maybe both stops have the same cause ?...
by DragonHeart996
Mon Feb 20, 2017 8:37 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

I thought they only do that at regular signals, and keep their old path on chain signals? After a delay a train at a chain signal will take an alternate route if possible. It won't do that at a rail signal, since rail signals are binary; ... binary? you mean only red and green!? indirectly yes, but...
by DragonHeart996
Mon Feb 20, 2017 8:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

I didn't actually change anything to your setting, but just wanted to let you know that your automation stops working after finishing the 436th area You can't leave it at that! Any screenshots of the massive result? If you upload a save I can try to figure out what went wrong. I've already got one ...
by DragonHeart996
Mon Feb 20, 2017 1:33 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

I've also just added stone to the wood dropoff requester chest after the scout got clogged with it
by DragonHeart996
Mon Feb 20, 2017 1:04 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

That's not going to help though, as far as I can tell. The train would already stop at one of two chain signals before the first merge it does. By adding that extra signal at the entrance, the train is just going to stop one car earlier and block the same section of rail. Also, if you change the bl...
by DragonHeart996
Mon Feb 20, 2017 12:38 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

I've also heavily optimized the belts at the production factory. Yeah, I just kinda threw that part together. As inefficient as they are, they're not the bottleneck; scout speed is :). Soon enough all of the production gets fully saturated anyway. (Of course if you want the factory to produce somet...
by DragonHeart996
Sun Feb 19, 2017 10:44 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

also added four chain signals to the cell blueprint to prevent gridlocks That's not going to help though, as far as I can tell. The train would already stop at one of two chain signals before the first merge it does. By adding that extra signal at the entrance, the train is just going to stop one c...
by DragonHeart996
Sun Feb 19, 2017 7:40 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153086

Re: GreyGoo Mk I: A self-expanding factory

i have modified the factory to disable the power loss detector at night, so it can be used with day cycle on

EDIT: also added four chain signals to the cell blueprint to prevent gridlocks, so you can use more trains (YAY!)
by DragonHeart996
Fri Apr 29, 2016 11:08 am
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 64268

Re: Multiple signals on one wire (multiplexing)

I believe that it should be possible to implement a passive multiplexer/ deplexer with no clock and unlimited channels by sending a 'header' signal with channel # followed by the data to be sent, and then a header for the next channel. The clock serves the purpose of sending the header signal. The ...
by DragonHeart996
Fri Apr 29, 2016 10:57 am
Forum: Show your Creations
Topic: Oil Refining
Replies: 27
Views: 9878

Re: Oil Refining

That's quite the ambitious project but it sounds like fun to try out. Let me know how this works out for you. I'd like to know how many problems you might run into trying this. I've not come up with a good system for feeding a whole bunch of rockets yet. My biggest problem so far was coming up with...
by DragonHeart996
Fri Apr 29, 2016 12:01 am
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 64268

Re: Multiple signals on one wire (multiplexing)

I believe that it should be possible to implement a passive multiplexer/ deplexer with no clock and unlimited channels by sending a 'header' signal with channel # followed by the data to be sent, and then a header for the next channel. So: channel 1 transmitter receives header signal '1' and starts ...
by DragonHeart996
Thu Apr 28, 2016 10:20 pm
Forum: Show your Creations
Topic: Oil Refining
Replies: 27
Views: 9878

Re: Oil Refining

also, the only time storing oil in barrels is more efficient is if you are using a bot-based storage system, because while 9 steel chests can hold ~4.25 times as much as a tank, the infastructure for a simple belt-based system would require: -1 chest for full barrels -1 chest for empty -4 inserters...
by DragonHeart996
Thu Apr 28, 2016 10:08 pm
Forum: Show your Creations
Topic: Oil Refining
Replies: 27
Views: 9878

Re: Oil Refining

This would probably annoy most people, however I've never cared much for 'efficiency' so much. As long as all the belts on my bus are full and I get the items I need when I want them, I'm happy. In terms of power, there's a huge map out there ready to be built upon. As for pollution, I really could...
by DragonHeart996
Thu Apr 28, 2016 7:02 pm
Forum: Show your Creations
Topic: Oil Refining
Replies: 27
Views: 9878

Re: Oil Refining

on the topic of copper wires: the main reason, to me, that they shouldn't be bussed is that only a few recipes use them, and most of those are one-off recipes: -electronic circuits -advanced circuits -beacons -small electric poles -combinators that's all i can think of. if they were used more, i pro...

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