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Found 42 results

  1. Like the Space Scanner, it'd be a menu option where you can have it operate differently based on three different modes. One feature it could have is the ability to limit the number of dupes that have passed through that point. The way that would work is that it'd increment by one each time a duplicant passes through, and decrease when they come back. When that ticks to zero it turns red and it'll deny entry. Another feature could be to deny duplicants who are covered in germs
  2. Hi guys. After countless hours I was able to fully automate my rocket launcher. Here is a general description of how it works: I have 4 main components: water-clock that counts time from when the rocket is ready to start to when it is back in the dock. For me that's 46kg water-clock time. Rocket starting indicator - this module is on a 75 sec timer. It will be active when the rocket is ready and stay active for that 75 sec. Rocket is docking indicator - this module is activated when the water-clock hits the target. It will stay active for 100 sec. Both indicators will make the Gantry close and dock door open when active. Rocket is not in dock indicator. This part is only active when a rocket is not docked (that is - it is starting, in space or landing). It is activated when a rocket is ready to start and reset when it bunker door start to close after landing. There are also two additional modules for steam generation and steam capture that are active when rocket is docked. Those are not esential to the build and can be skipped. This works perfectly but you will need to calibrate the water-clock first. It is activated when the rocket is ready to start by closing the water-clock trap door and starting the pump. When the rocket lands it will open the door and stop the pump again. Or gate on top of th screen can be ignored. I forgot to delete it. Hope this helps - regards Automation - no rocket in dock: Automation - rocket docked: No rocket docked: Rocket docked: Water and cooling system: Vent system:
  3. HELLO GUYZ! (•ω•) That’s a very long time I haven’t write a post. Well, today I am going to introduce some ideas to the automation system. Yeah, I do mean, it really need something better. Here we go. 1. Flow count sensors 2. Pluse Gate 3. Data wire and arithmetics system 4. Duplicant sensors 5. Bypass Counter 6. Egg sensor There’ll be new ideas updated soon if I have any. Any ideas? Please comment! (•ω•)
  4. Inspired by a discussion on this forum I decided to work on creating my own multiplexer. This is an early design so far and there are is much room for improvements but I hope people will find this helpful. There is nothing about this design that would prevent it from being used for any number of channels as long as it is a power of 2. This is the main multiplexer. The two automation wires on the bottom left select which channel is active. The not gate/and gate array is used to decode the binary representation of the channel into a signal that selects which and gate will allow which in coming single threw. On the right you can see the data line and the clock line exiting the image. Here is the control system for the multiplexer. The And gate s-r latch combination acts as a frequency divider/pulse counter. The counter alternates between off and on with every pulse that it receives, however it only will output a pulse when it is in the "on" mode. This means that by chaining these counters together it will cycle through the output of "00" "01" 10" "11". This is the demultiplexer that is used to undo the multiplexing. It uses the same binary counting system as the multiplexer along with the same system to do channel selection. After the channel selector the and with one input notted is used as an edge detector to reset the s-r latch briefly each time the that channel is switched to. Limitations of this design. It has no way to handle channel sync so if for some reason the states of the counters on each side get out of synchronisation things will get mapped to the wrong channels. I would like to improve the design by going to a one wire design and using something like Manchester encoding to encode the clock signal inside of the data. However in order to do this I'm going to need to create a phase detector and a variable frequency oscillator in order to create the clock signal re-generator.
  5. I haven't launched a rocket because my machine can't handle its hotness. So I've been away from the game for a while and just came back, and I'm not sure if anyone has come up with same idea. But I've been trying to come up with a modular scanner setup that's self-powered and self-sustainable. Let's call it Self-Sustainable Scanner module, in short, SSSM, um, kinky, how about 3SM, kinkier. My setup is in the next spoiler. And here is an example of how to put more together to provide better scanner performance, in spoiler. My main new input here I think, is to put Morb into the system. I haven't done a simulation run tests for 100 cycles, but I've done a few tests for a single module if I raise robo-miner's temp to very high, like 250C, it decreases by 0.1C every 6 sec. if I raise chamber temp to 70C, it drops pretty quickly. And I'm really happy today the Mk2 stable release is about to come out.
  6. Hello guys! (•ω•) The idea is, it is similar to a auto miner, but it repairs buildings, perform new constructions or replace destroyed wall tiles. Has a build-in repair material storebox.
  7. Need a automated device which once activated, generates a custom alert on the top-left side of the screen. (Like starvation or suffocation) So there is something you cannot build or prevent in the first place, and this alert reminds you now it's time to do it.
  8. Hello guys! (•ω•) Here I want to introduce something that might help the farming job. Autoreaper, the automatic harvesting machine. Advantage: Automatically harvests fulley grown crops in range, and it is small enough to fit inside the farm (its dimension is 1w × 2h) Disadvantage: Consumes power (240W) , small range (3 blocks away from the harvester tool), 33.3% harvest speed, seed loot chance always 10%, needs ground. That may make farmhands more useless (Or, they are less actively to harvest corps and mainly they only sows seeds), however, farmers and seasoned farmers can still be useful through boosting production at farm stations. Concept art next update! Please comment! (•ω•)
  9. So, I think I came up with something totally unnecessary, but nice. Fun, maybe. I wanted a reliable way to always have a topped up Drecko ranch and a packed shearing room that doesn't involve wrangling. Because I hate wrangling so much that I'll go to any length to avoid it. Here it is: According to ONI physics, it's possible to make stable multilayered liquid "structures". No communicating vases for you now, take that Archimedes. Glossy Drecko eggs hatch at the bottom, in the PW layer. When drecklets then try to escape, there can be two outcomes: The stable is not full. In this case, the door at the top will be open, and the one at the bottom will be closed. The drecklet will climb up and enter the stable. The top door remains open until the stable is full. The stable is full. The top door will be closed, the drecklet will go right through the now open door and enter the shearing room. The last door on the right is always open, and it's there just to make it a room. Automation is dead simple, the egg dropper in the water corridor has a filter gate to prevent it from catching the eggs again, since they fall slowly when in water. The filter gate after the critter sensor is to avoid false positives if a Drecko happens to lay an egg while another is climbing up. The conveyor network relies on the sorter sweeper sitting at the top of the ranch in a vaacumed out area. The two loaders in the domes receive everything except plastic, which is shipped out directly. The sorter sends edibles, phosphorite, egg shells, and eggs on their respective lines. Glossy Drecklet eggs are sent to the hatchery room, while wooly Drecklet eggs are directly sent to the shearing room. Here, products from shearing are sent on dedicated lines, while everything else goes back to the sorter. The sweeper in the PW channel is there just as a precaution. Works reliably, I actually built two of these. They took a very long time to build, I made some mistakes and had to tear everything down and start over. I started with a few Dreckos, and now I have two full stables and a packed shearing room, while the other is filling up. It takes some dupe time to shear a massive number of creatures, but hey, gotta give those idle dupes something to do. You can shear a wooly Drecko 3/4 times before it starves, so in the long run you'll have quite a bit of reed fiber and you'll be swimming in plastic, so you can feel like a dolphin too.
  10. Hey Devs, Still love this game. I'm taking a bit of a break because my life is taking priority, but can't wait to get back to it. One thing that would massively improve playability for me (late-game) though? Drones. I know dupes are king in this game, but being able to manufacture simple drones, that do simple things, like repair in space, monitor refineries, or dig, would be HAYUGE. Even with pre-programmed macro-like tasks to limit the amount of special power they have, this would help to clear debris, fix broken machinery, and more I probably haven't considered yet. To ensure balance, they could only go so far away from their charging stations, and their charging stations could be quite an energy drain. This would pave the way for dupes to do less mind-numbing micro-managing upgrading and fixing work, and perhaps allow for near full automation and make endgame a bit more about space travel and a bit less about tearing your hair out trying to keep debris clear in space. As it is, I had to bail on my game once I got to space because it's just... Too cumbersome to deal with right now, and just printing more dupes doesn't help because I still end up having too much to micromanage (even with conveyer belts everywhere). Possibly allowing more interesting space exploration options without worrying your base will fall apart?
  11. This method uses critters' self-preservation. You drown them and they escape to the only high ground. I haven't test if they go back when the door opens, and i don't know how to test it cuz I don't know how to use sandbox mode to copy paste things. But I believe it won't be able to. Things you might want to know in spoiler Same for hatch Similar for gecko If you want to kill the escaping critter, simply lock the pneumatic door. Once it's dead and auto-sweeper suck out the meat, the system will go back to default state.
  12. Hi everyone, I'm having trouble making a circuit that has two doors linked to each other so that if one is open, the other is closed. I want it so that if a duplicant steps on the weight plate past the door, they have 10 seconds before the door they walked through closes and the door in the other room opens. The automation I have atm only does that for as long as the buffer/filter gate lasts, but I would like it to last until the weight plate in the other room is activated. How do I do this? Automation:
  13. So the promised moment is here. After: a million hours of designing and debugging, 490 overlapping ports 408 XOR gate 250 AND gate 96 memory latches 56 NOT gate 25 OR gate ~7 coffees 1 BUFFER gate 1 FILTER gate and countless bugfixing, landscapping, pipelining and labeling to make the game OCD friendly, i am proud to present to you, the ARN Vortex 1.490 (a.k.a somebody made a gfx in factorio, so i felt like i had to make a cpu in ONI), an= 8-bit microprocessor, inspired by the Arm Cortex structure As of yet, it can read/write from memory to registers, load registers, load from immediate and it also has a 2-digit BCD display If you go to the power overlay, everything is tagged with heavy watt-wire and a weird character set. How do you turn it on? Go on the top left of the map. There is an assembly with an "IMMEDIATE", a "CTRL" a "CLK" and a power button with a switch. Turn it on and enjoy.. Before you press it, i suggest you leave the game at slow speed, because even so it will be too fast for what you'd normally expect from an automation circuit. I am not kidding. At the fastest speed, the automation speed is far faster than my game fps. Anyway, what i have set up as a demo, is a simple program. It will do those things: enable ouput from immediate and ldB (load to register B) it will perform ldA but on an empty Bus, thus will clear itself. Then it will loop those actions ====================== LDA + ADD write enable A + RW ===================== What this means is that it will load A and enable the output of ADD, thus assuming it's value then it will enable writing to memory and will store it in whichever is the selected cell. The BCD decoder has latches that will latch onto the data bus and periodically poll it's value. It works asynchronously to the cpu and that's because doors have an animation speed and the CPU will do all the things i said, almost 3 times faster that that (powered airlocks mind you).. It has it's own clocking mechanism that demonstrates perfectly why i avoid buffer and filter gates (the display is prone to problems and faulty latching if you have the clock off-screen). The rest of the system is totally bug free and independent of automation of game time, so it will NEVER miss an automation step. Also you can do the trick with waiting the system to trigger and then see it step by step by building automation cable on top of already existing one. Much more to come. I will add SUB, NOT (with 1's and 2's complements, bitwise XOR and comparator, bitwise AND, bitwise OR, SHL,SHR,ROL,ROR and a program counter, oh and some ROM. Anyway have fun, hope you like it. Also a tip, if you can't see gates in a place that is supposed to have them, toggle the automation overlay off and on again. As a little introduction to computing, switch the maching off and put another value in the immediate,then start it again p.s.I won't be making a guide as of yet because it is unfinished. If you experiment with it, then know that every single component in there, is there for a reason. Study what excactly happens before you touch anything and give a second thought on what you are about to do to, and don't, no, i mean DONT save if you don't verify what you did works,or you may end up redownloading the map Arn Vortex v1.490 stable.sav
  14. Inspired by the @biopon post Detecting incoming rockets with 100% certainty at 0% network strength and @WanderingKid post Gantry Automation for auto fueling and automation, and my improved version of LH +LOX [Design] LH+LOX+Steam Turbine, under you have the simplest automation for rocket fueling and launcher. In spoilers more details: How it works: The rocket arrive at base and activate the atmo sensor set at over 1000 kg. When the sensor is deactivate activate the and gate and start pumping the LH and LOX from the reservoirs. When all the hydrogen and oxidizer tank is full, the element sensor reset the toggle gate and stop the pump. If the cargo is empty the rocket is ready to go. I used wolfram rails for auto unloading (still in progress of being builded) Now the rocket is ready to go. I didn't use any gantry. After the dupe is on board i deconstruct it. As you see i wired the input and output rocket port whit the bunker doors directly and the output of the toggle circuit. When the rocket is ready it open the door then start and go. The rocket wont start if the doors aren't opened. After the rocket is launched the space scanners detect the outgoing rocket. Under you have the reset atmo sensor wired whit a 10 s filter (in case some meteorite hit the area) and a buffer at 15 s for maintaining the reset until the rocket goes over the bunkers doors, and the scanners don't see the rocket any more, then the bunker doors are closed until the scanners detect the incoming rocket. (see biopon topic for more details) The LOX get back to the condensing chamber and from there to the storage LOX tank (the gravitas facility re purposed). The LH goes to the evaporation chamber and from there back to the condensing chamber ( i have some broken ceramic pipe) In the Steam turbine area I have 3 aquatuners 1 for LH, 2 for LOX, 3 for further cooling the LOX, and the 4 will be for cooling my future solar panels. My plan is 4 rockets (1 part Hydrogen and 3 Oxygen) so for get rid of the excess oxygen I have 1 Hydrogen rocket and 3 petroleum rockets (now only 3) All is build in survival mode, In the right you have the petroleum storage area, methane condensing chamber, and methane evaporation chamber for feeding my 11 natural gas generators. The sorting cargo and evaporation area will be moved in the right. As i said i prefer the 40k planets for isoresin and niobium, instead of 10k (to much refined carbon), because what i get along that rare resources (methane can be melted and natural gas used, ice, get melted and water used, solid oxygen melted, and converted to LOX, solid CO2, melted and converted to oil or polluted water) and for fullerene i go for the 30k planets (steel for anything, copper wires, glass for solar panel or crushed to sand) My plan is to use the heat for the rocket to further heat the future magma pool under the rockets (for melting purpose), and the heat from the bunker tiles in the silos to be transformed to power in my future steam generator cooling bunker. This is all enjoy it and thanks again to @biopon and @WanderingKid for the inspiration.
  15. So I learnt from this forum that mechanism for doors has changed. So I was trying to come up with a staple that automate egg delivery, incubation, and killing. The whole process is still cruel to critters, but nice to dupes. Here is a demo And main parts in next spoiler The idea is pretty simple. But this does not work with any flying critters, cuz they don't fall in closed doors, they just get stuck. Should work for all walking critters. This is just a demonstration of the idea. To make it complete, the room will have to be taller, and an auto-sweeper to get out dead meat and egg shells should be added, and something else that I may have forgotten. Well, no one is perfect.
  16. First some background: I got the idea to use my pWater from the lavatory and showers to help with cooling from watching a Brothgar video. great guy! As time passed, I'd also noticed that the small packets of pWater didnt have time to warm up and often were so small as to have little real effect. Late last night I thought about how to fix this, and initially found the automation required confusing, even head-achy lol, so i went to bed. Three cheers for sleep, this morning I evolved this, A is a buffer gate, set to how long the connected shutoff should be active and allow the (hopefully) heated water to pass on towards a seive. B is a Not gate, once the buffer flips to inactive this inverts that and starts the next gate C is a fliter gate, this stays inactive for a set period of time before becoming active, set to a duration long enough to let the pWater in the radiant pipes to heat up. For my current setup A to 18 (18 packets should be let out) and C to 40 are working well. on a side note, i also have lots of bottled pWater that i feed in at a T junction so that the lavatory feed has priority, this 'solved' the small packet issue. I hope this relatively simple circuit can help someone else with what initially appears to be a complex automation issue.
  17. So I finally created fully automated Rocket Launching and Landing System. Videos of Launching and Landing is at end Requirement : A Scanner Network of 6 Scanner for prediction of incoming objects with 100% efficiency (if lower then timing in gates have to be set very carefully). Right Side Circuit is for Rocket Launching and Left Side Circuit is for Rocket Returning and Gantry Opening and Closing. Features : 1.Rocket becomes able to Launch When User had authorized the Launch(Lower Right corner Clock Sensor). 2.Rocket becomes able to Launch When No meteorite Shower(Lower Right corner AND gate right Input). 3.Rocket becomes able to Launch When Rocket is Ready for Launch and its Output Port becomes Active(Middle Right Side AND gate Left Input) (Rocket INPUT and OUTPUT port is in Center) 4.Bunker Door Opens when all three above condition are satisfied [i.e. Output from OR gate(Connected to door, Right Side Second gate from top) becomes Active which is receiving Active input for either rocket launch or rocket return(Explained later After Point No.9) from each of its input ports]. So in actual first three cases are for setting up the condition favorable for launching the rocket and bunker door opening and actual rocket launch happens when....(Explained later Point No. 7) 5.Also As soon as rocket is ready Gantry is closed whose input comes from Memory Toggle Gate followed by a not gate.You can see Output from Rocket Port Split into two one goes to Launching System(Point No. 3 above) and others goes to Left Side from top 3rd automation wire to Set port of Memory Toggle gate which makes its output active and after that NOT gate makes it Inactive which goes to Gantry input ant it is closed (Memory Toggle gate is in Upper Left below Scanner and just right side of it is NOT gate). Here it has to be used a Memory Toggle gate because gantry is to be kept closed till rocket had returned and then open it after rocket landing (Explained later after Point No.9 ) 6.Space Scanner(set to detect rocket) only becomes Active when Gantry is closed meaning either Rocket is in Space or Going to be launched.For it to be happened Power Supply of rocket is Resumed and Paused by a power switch whose input comes from Gantry condition followed by a NOT gate(NOT gate and power switch is in Lower Left Corner). 7.Now After Point No. 4 Output from OR gate also goes to a Filter gate then to input port of Rocket. Filter gate adds a delay of 40 seconds(Bunker Door opening Time) for becoming its output Active after its Input had become active and Bunker Door had Started to Open. After 40 seconds door had opened and and filter gate output had become active so does the Input for Rocket Becomes Active and Finally Rocket is Launched . 8.After rocket is Launched the Output from Rocket Output port becomes Inactive So the both Inputs of OR gate becomes Inactive So does for Doors and it is closed.Also Note that the Output from Rocket port becomes Inactive after sufficient time enough for rocket to get out of Launch Tube and go above Doors in Space, as soon as it becomes Inactive doors can start closing and not collide with flying Rocket. When Rocket is returning we want: 1.The Bunker Doors To Open - Seems simple as output from scanner becomes active so we can connect it to OR gate with an delay of 160 seconds [200(Advance Prediction) - 40(Door opening) = 160] provided by filter gate and open the door but be careful and watch it is more complex than it seems and It took me a lot of time to figure it because of lot of uncertainties like: Meteorite shower comes during warning, Meteorite Damage when door is opened, etc.... 2.The Gantry To Open After Rocket Had Landed - We can provide the output from the scanner which becomes active if a rocket is incoming to gantry with some delay to open the gantry.I have tasted that at 100% signal strength 200 warning time is for rocket to enter inside the map and after that more time is needed for for rocket to land on platform on which it was build.Also the Output from Scanner will be active for entire period of 200 sec of warning and after till it had landed on its platform.So gantry should open after 200 sec + landing time.For me Landing time after 200 seconds was somewhere between 35 to 40 seconds and I took it about 40 for well beyond safety .So Gantry should be opened after 245 Seconds 5 seconds to make sure rocket had landed. I think Landing time may also vary upon position of Platform in Map if someone had checked it let me Know. As it can't be achieved with one gate (as>200) So had to be used two continuous gate in output of scanner before going to gantry. If You only want to know the Delay Time between Rocket Detection and Bunker Door Opening i.e. time to be given to filter gate Go to Bold and Underlined statement just above Point No.9 Because Believe me Below section for reason is going to be get Interesting . Uncertainty to be considered and its effects for opening of bunker doors: 1.Rocket Incoming is detected by rocket scanner After a meteorite shower had already been detected by scanner network (Vice versa of this is always safe you can check): In this case rocket landing time will always lies after the doors of scanner networks had closed fully (as both prediction time was same of 200 sec),Then after that signal strengths will fall 0% and the rocket scanner will loose its signal for rocket incoming and bunker doors will not open (As I have tested that the signal for rocket incoming doesn't hold in scanner till the rocket had landed unlike meteorite shower in which signal of shower is hold up in scanner till it is over if otherwise let me know). But this can be overcame just by adding two buffer gate for 250 seconds (two gate is needed as >200 sec) holding up of Active signal from scanner. So now we are able to even open up the doors for incoming rocket whose signal is received just before the start of meteorite shower or fully closing of scanner network doors and signal strength loos to 0%. well the Rocket whose detection time is after that are still in unsafe zone breaking of Bunker Doors. But we also know that each shower in Meteorite Season is of about 100 to 400 Seconds long according to ONI Meteorology by R9MX4. First consider smallest Shower of 100 Sec in this case time for signal strength for staying at 0% is during the entire period of shower plus some time after which scanner network become active (i.e. most people keeps that time of 50 seconds 40 for door opening and 10 for falling of regolith on ground). So After 150 second the signal is restored again to 100%. Considered the Rocket which was scheduled to be detected just after closing of bunker door of scanner network now after signal gain it had still left 50 seconds [200(Prediction time)-150(time after which signal is fully restored in case of 100 sec shower) = 50] before it comes to land so it will be instantly detected after signal gain and doors had to opened in next 50 seconds unlike the normal cases when door had to be opened in 200 second. So now comes the decision of deciding the delay time for bunker door opening after rocket detection that we talked above in section about what we want if rocket returns (Point no.1 which is in Bold letters). However earlier in that section we said we can keep it 160 second just by subtracting 40 sec of door opening time from prediction time of 200 sec but now had only left with 10 sec [50(time after which door to be opened)-40(Bunker Door opening time)= 10] to provide for filter gate.If we give 0 Second delay than in case of 110 sec shower can also be overcame safely. Now with 0 seconds as filter gate input we check for longest shower of 400 second and which rocket incoming cases can be survived. For 400 sec shower signal lost time is 450 seconds [400(shower duration)+50(time after which scanner network restart). So among all rockets incoming after signal loos or door closing of scanner network for this 400 sec shower, Safe Rocket Incoming will be those whose detection time is 110 seconds [200(Prediction time)-50(time after which scanner network restart)-40(Bunker Door opening time) = 110] before the ending of the 400 seconds shower. And It will remain same as 110 seconds for all shower smaller than 400 seconds up to shower of length 110 second for which all rockets incoming will be safe. So for maximum safety of Bunker door we get that With 0 second as delay i.e. Filter Gate Delay Time between rocket detection and closing of bunker doors The Rockets which will break the Bunker Doors are those which is scheduled to be detected just after fully closing of scanner network door and before the 110 seconds of ending of shower for shower of greater than 110 second lengths 2.Meteorite Damage: As Just above we said that 0 second as filter gate input will be good and maximize the time for safe rocket landing but Also in Normal cases of No Meteorite shower It will keep the door open for 290 seconds [250(time for which Rocket scanner gives active signal as explained in above section of what we want if rocket returns (Point no.2 which is in Bold letters)) + 40 second(Bunker door opening time) = 290] plus 250 seconds of buffer gate cool down time So max time of Gate left open is 540 seconds during which it can take damage if possibly any meteorite shower starts to happen. During meteorite session breaks last for 300 to 1200 seconds so for 540 second their is a good chance of starting a shower. But if Rocket incoming is detected just before the fully closing of scanner network door or signal lost to 0% or just before start of Meteorite shower which all three are same, then With Certainty as shower had already came For The entire time of 290 seconds All things inside launch tube will have a chance to take meteorite damage and be destroyed. But if you have least items inside the tube and all walls are made of bunker tiles then it will be still OK to give 0 seconds as delay. Be careful with placement of Rocket detecting scanner because if it is inside launch tube and it gets destroyed by meteorite shower then whole things can reset. In my case I had placed it under the bunker door which is not opened the rocket launching and landing as you can see automation wire is only connected to two bunker doors which are just above rockets. And Also even if it get destroyed and signals become inactive still all will remain fine as its output is connected with two continuous Buffer gate that we talked above point no.1. One other way of taking meteorite damage is when rocket had landed during unsafe time by breaking the doors and broken bunker doors allow the meteorite to pass through so it will damage the things inside launch tube. So From Above two points we can decide the delay time between Rocket detection and Door opening based on Giving Importance to: First How much long we want the Safe time window for Safe Rocket Landing without Breaking Bunker Doors (Broken bunker will also cause meteorite damage during shower) and Second How much meteorite damage we can afford inside Launch Tube during the time of door left opened. Longest Safe time window is possible with lowest Delay time of 0 second and Least Meteorite Damage is possible with longest Delay Time of 160 Seconds. For me After safeguarding the rocket scanner by not opening the Bunker Doors above it I didn't needed to worry about Meteorite Damage to any things like for Ladders. So I choose 0 second as Delay. 9.As soon as Rocket Incoming is detected before 200 seconds by the scanner its output become active and also output after two Buffer gate(two for holding Active input for 250 seconds long explained earlier for 250 seconds hold up ) become Active which splits in two First goes to filter gate which provide delay for door opening time i took it as 0 second (Explained earlier why 0 second) the output goes to OR gate in right which opens up the bunker doors and it is safe for doors for rocket landing.(Buffer gates are in Left side just below top Gantry and Filter gate is in Center) 10.The other Output which splits from buffer gate goes to two continuous Filter Gate which provide 245 seconds(must be less than 250 seconds of buffer gate hold up time) of delay for gantry opening. The Active output from filter gate will goes to Reset port of Memory Toggle which will set its output to Inactive and the Not gate connected to its output will give Active Output to Gantry and it will open up.(Filter Gates are in left side just below gantry and Memory Toggle is above it behind gantry and not gate is beside it ) 11.After Landing of Rocket output from scanner will become Inactive so does of buffer gate followed by filter gate then OR gate and then door will be closed.Max time for which door can remain open after rocket landing will be equal to 250 seconds equal to delay in buffer gates. 12.Also as soon as gantry is opened the output of NOT gate connected to gantry input becomes Inactive so does the input for power shutoff connected to power supply of scanner so power supply for scanner is paused and scanner is switched off.(Not Gate and Power shutoff are in lower left corner) Actually I have a three rocket adjacent setups and all automation were made of thermium to prevent melting. I also made a video of rocket launching and landing Launching Oxygen Not Included Launching.mp4 Landing Oxygen Not Included Landing.mp4 If You want Scanner Detector Network of 6 scanner for 100% efficiency Video of detector network working (My previous setup not of same that i used in above but both are same) Detector Network and auto regolith digging.mp4 EDIT: Later I realized that the two buffer doors combined delay time plus the time for which signal in rocket scanner remains active during launching (Yes also during launch rocket scanner gives active output for the period of time just after liftoff and till rocket goes out of map in space) can't be greater than 245 seconds of gantry opening time because due to fact that during launching rocket scanner active output and it will cause the gantry to be opened after 245 second of launching also which we don't want we only want gantry to be opened after rocket buffer gate delay time should be less than 245 seconds minus the time for which signal in rocket scanner remains active during launching. and this time for rocket comes to be same as landing time of 35-40 seconds.So buffer gate delay time reduces to 210 seconds (250(previous delay time) - 40(the time for which signal in rocket scanner remains active during launching) = 210 ). And reducing it will cause us to get decreased duration for safe landing possible time window. So now we have to give both buffer gate combined delay of 210 second or we can only use one buffer gate with 200 second. Now The Rockets which are not safe and which will break the Bunker Doors are those which is scheduled to be detected just after fully closing of scanner network door and before the 150 seconds of ending of shower for shower of greater than 70 sec [110(previous safe shower)-40(the time for which signal in rocket scanner remains active during launching) = 70]. But we already know all showers are greater than 100 sec so for all showers.
  18. Or else: "How to make ALL gates out of NOT gates": This is an addendum to my big project. You won't necessarily need it, but it will help deobfuscate some of the things that i'll be doing. It might help you in some cases. As a bonus, here is a NOR memory Now, mind you they take 2 ticks to setle instead of 1 like the in game gates (the XOR one takes 6 in edge cases) but they oftentimes are very easily cascadable, depending on your applications. e.g.: An 8-in-1 and configuration This for now. Later.
  19. G10MM-3R [RoG/SW/HAM]

    Version 1.6


    Automate gathering resources! --- --- G10MM-3R is a drone version of Glommer. Design inspired by Drones from Slime Rancher. It can: - Pick up various inventory items (uncooked food and resources), - Pick resources like Grass, Saplings, Berries, etc. - Harvest Bee Boxes/Farms/Meat Racks (when configured), - Hack resources like Tall Grass/Vine Bushes (when configured). It will store all its items inside a modified Glommer Statue (dubbed "G10MM-3R Base"). It doesn't need any fuel - it will work until broken. You can find its blueprint by mining the Glommer's Statue (or by defeating bosses in Shipwrecked/Hamlet). It's craftable on the very top of the "Science" Tab. --- G10MM-3R on Steam: This is a port of my DST mod. You can find it here:
  20. Currently the Smart Storage Compactor has very few uses over a standard compactor (most of these niche and requiring significantly more automation to work as intended). As it stands that 60W is hard to justify as it is so expensive (space wise) to make use of that logic. Often the automation will fail as dupes / sweepers remove a tiny amount from the smart compactor sending the logic to standby. What I'd like to see is a slider under the max storage labelled active a la smart batteries. So that the maximum storage is decoupled from the logic activation. The logic on the fridge should require power to activate.
  21. I have built dupe safe and dupe free automated slaughterhouses for hatches and dreckos. I want to prevent drecklets from entering the slaughter room, but I don't know of any behaviors that could be used to keep the baby ones out. For example, hatches will jump up to two tiles, but hatchlets will not, so I put a two tile jump up to the slaughter room to keep hatchlets out. Does anyone know of any different behaviors between dreckos and drecklets that could be used? I want to keep it fully dupe free, so auto wranglers are out. Thanks.
  22. Hi, I'm new in the game and it's my second attempt to tame a metal volcano. I'm using LifeGrow's design with some bad and exagerated adaptations this time (in my first attempt the cooling wasnt enough and I doomed my colony with heat). I am following almost everything of the design again, biggest difference being the extended cooling room only. For some reason, the auto-sweeper inside the water tank isnt working. It was supposed to send the items to the inferior storage room, right? I also goofed around in sandbox and still didn't figure out what is wrong yet. I am playing the preview build. Any ideas?
  23. Bidirectional Automation Block Interfaces, Advanced Multi-Channel Automation Wire and Channel Filter Automation Blocks... May also be referred to as a muxer/demuxer blocks, multichannel automation wire, channel filter blocks. Let me explain by describing the logic: The muxer/demuxer block is a no operation logic block - it does not alter the signal, so it's a NOP block. However, it also condenses the signals into one port for use with multichannel automation wire. For example, A 2x2 NOP block with three input/output ports (T1,T2,T3 corresponding to 3 seperate automation signals, C1,C2,C3 ) - these transmit in either direction and have the same automation priority as toggle switches. This bit is important for bidirectional signal propagation and it embraces pre existing implementation. An additional 4th port, in this example, is a special "wiring harness" type port for multichannel channel wire. So.. Advanced Automation Wire: Following my example above, 3 automation channels ( ex: it takes 15 refined metal and 5 plastic to make a section of it. It's advanced, needs to be costly am I right? This channel count could be scaled up to some arbitrarily higher number so that more than 3 channels can exist and other functionality becomes available. A material cost balanced number preferably ). The advanced automation wire can be run like any other automation wire, but importantly, it can run to another multi channel or single channel NOP block where the signals get transmitted to the the channels according to the channel filters. Following the 2x2 block example C1,C2,C3 to T1,T2,T3, etc. Running a regular automation wire into advanced automation wire could result in undefined behaviour unless it defaults to channel 1 - in which case we have a solution for tapping channel one, but not the other channels. Therefore, channel filter automation blocks, again being bidirectional NOP blocks with a channel filter selection method, would be a 1x2 block with an Advanced Automation Wire port and a normal automation wire port. The channel filter would be an aspect of user interaction - some button corresponding with a channel in the multichannel wire and would set the channel of input and output between the advanced and normal sides of this automation block. I can't think of any specific examples, but it may as well be possible to use the multichannel wire with any of the existing logic gates as they are. So multichannel wire on OR gates, AND gates, etc would just take notice of all channels on either input. I can think of a dozen ways this could get screwy however. This is why I suggest specific multi channel ports on specialty automation and not generic ports everywhere. The flip side of this idea is, that you could just add channel filters to every automation port, default to channel one, on everything, then the player could manually set a filter on each - this is getting cumbersome, so I digress. So, I have exemplified multichannel wire and how it might get tapped or muxed and demuxed for multi channel automation wire, single channel bidirectional taps and multichannel muxing/demuxing blocks such that a number of automation channels can exist on an advanced automation wire. A closely related, additional block that might be useful under advanced automation conditions is explained here as a NOP diode ( spoilers, it's an old post and essentially there are already workarounds, but they're a bit cluttered ). A NOP diode would not be bidirectional, and would isolate a section of wire from another so as to prevent back signaling.
  24. All the recent talk about logic gate improvements made me wonder what would i add to the system to make it more useful. Then i got an idea. I could use an AND or OR gate that has 3 or 4 inputs instead of 2. It would help save space and make the system more readable. But what if i needed 5 or 8 or more. How to properly fit gates this large. Then i got it. The extender is a 1x1 building with an automation input that you build next to a logic gate. It has an arrow(can be rotated) that needs to point at the gate or at another extender for it to work. When build by a gate it acts like another input port making a 3 input AND, OR or XOR gate. Then you can connect more, as many as you need. You have the freedom to shape it according to the space you got. 2 on the left, 3 on the right, maybe one up, just requires the extender to be next to the gate or other extenders and pointing on them.
  25. See attached clip -- not sure why the doors aren't opening... I'm sure it's just my not properly understanding of how they work, it's the first time I've used them. Are morbs not critters? Is there an additional variable I'm not understanding? Any help is much appreciated! P.S.: I re-enabled the drop-stop toilets after reading somewhere else Morbs won't spawn from them otherwise. Good to know! 2019.02.05-15.04.mp4