Search found 10 matches

by whizzball1
Sat Nov 24, 2018 12:14 am
Forum: Show your Creations
Topic: Seablock Playthrough--in Screenshots! (Entry 4)
Replies: 4
Views: 14239

Entry 4: A Smaller, Tileable Algae Loop

Entry 4 A Smaller, Tileable Algae Loop My last loop was big—far too big. Someone on the Discord suggested I divide everything by ~4 and see what I can do with just 2 algae farms. The result was great. Let's take a look at my notes and see what we got. (Blueprints at the bottom.) The research we nee...
by whizzball1
Fri Nov 23, 2018 4:23 pm
Forum: Show your Creations
Topic: Seablock Playthrough--in Screenshots! (Entry 4)
Replies: 4
Views: 14239

Entry 3: A Big, Useless Algae Loop

Entry 3 A Big, Useless Algae Loop So I set out to make a power loop. I wanted to make it big—I wanted one wood pellet every second. This effort turned out to be ill-advised—the loop failed to sustain itself and I'm not fully certain why. (Luckily, I have a better one! Next entry, though.) Stay tune...
by whizzball1
Tue Nov 20, 2018 5:28 pm
Forum: Show your Creations
Topic: Seablock Playthrough--in Screenshots! (Entry 4)
Replies: 4
Views: 14239

Entry 2: Minimal Red Science

Entry 2 Minimal Red Science 1 4 science every 5 seconds.PNG I was researching red science using FNEI and discovered that one assembler for each component of red science, if each runs at full speed, can support four assemblers of red science. "Sick!" I thought. "This will be easy.&quo...
by whizzball1
Mon Nov 12, 2018 12:29 am
Forum: Show your Creations
Topic: Seablock Playthrough--in Screenshots! (Entry 4)
Replies: 4
Views: 14239

Seablock Playthrough--in Screenshots! (Entry 4)

Seablock in Screenshots A text tutorial I used to be a video content creator who created supershorts--short videos that condensed lots of information and gameplay for Factorio and modded Minecraft into a few minutes. Thanks to college, I no longer have time to produce videos, so instead, I've decid...
by whizzball1
Sat Apr 16, 2016 3:49 am
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48935

Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)

Hello!

I can't seem to load 0.12.30 maps with the latest version of CyberChest. I get this error: https://gyazo.com/e60094a6f7f01b009d2264af6609f84d Is the mod compatible yet?
by whizzball1
Fri Aug 28, 2015 6:56 pm
Forum: Ideas and Suggestions
Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
Replies: 15
Views: 11397

Re: Automatic Assembly Machine Recipe Changing w./ Combinators

What if you used the same assembly machines for both instead? https://gyazo.com/15771435af864f546a6d7e36f7f4a189 is how it would look when producing advanced circuits, but then https://gyazo.com/350be7eef5f39d2d5724e530bc1238c9 is how it would look after 13 seconds, using the advanced circuits just...
by whizzball1
Wed Aug 26, 2015 7:26 pm
Forum: Ideas and Suggestions
Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
Replies: 15
Views: 11397

Re: Automatic Assembly Machine Recipe Changing w./ Combinators

I can now do me some work and argue, but in my mind I have already played some scenarios through. They make no sense. So maybe you can find a better scenario than me? Mine where all useless afford to do things, which are already working. :) Whizzball1: Please make a concrete example (take a piece o...
by whizzball1
Wed Aug 26, 2015 4:07 pm
Forum: Ideas and Suggestions
Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
Replies: 15
Views: 11397

Re: Automatic Assembly Machine Recipe Changing w./ Combinators

I can now do me some work and argue, but in my mind I have already played some scenarios through. They make no sense. So maybe you can find a better scenario than me? Mine where all useless afford to do things, which are already working. :) Whizzball1: Please make a concrete example (take a piece o...
by whizzball1
Mon Aug 24, 2015 4:39 pm
Forum: Ideas and Suggestions
Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
Replies: 15
Views: 11397

Re: Automatic Assembly Machine Recipe Changing w./ Combinators

I'm missing a concrete usage case. Why should this be better than yet? Wouldn't the same game mechanics not be reached, if we build copper cable and circuits and transport only, if A=2? I assume this to mean that there would be two assembly machines, one building copper cable and the other building...
by whizzball1
Sun Aug 23, 2015 11:19 pm
Forum: Ideas and Suggestions
Topic: Automatic Assembly Machine Recipe Changing w./ Combinators
Replies: 15
Views: 11397

Automatic Assembly Machine Recipe Changing w./ Combinators

The title says it all: Instead of manually changing the recipe in an assembly machine, certain signals could choose certain recipes; this is especially workable if items in the game already have unique circuit signals (I don't know whether this is true or not). This could be useful for, say, changin...

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