

very compact pulverizer
managed to fit pulverizer in a 5x5 square so that it converts 11/s scrap into 11/s sand. can someone make this even more compact?


managed to fit pulverizer in a 5x5 square so that it converts 11/s scrap into 11/s sand. can someone make this even more compact?
only requires megas (which could theoretically also be changed to a different unit). just put it down somewhere. closer to the core means less megas required but somewhere between 8 and 16 should be enough (assuming you build it somewhat close to the core). mega amount can be set in line 4 of the processor. surge will be output to the ROUTER at the bottem left
oh and the megas have to be flagged beginning with 1, 2, 3, 4, ... i can share a logic scheme for that as well if someone is interested
what this is supposed to do: tell polys to mine coal or sand. based on which ore is less in core
at first this seems to work fine. but what happens, that shouldnt: at some point (i believe when either the amount of sand exceeds the amount of coal or other way around) the poly(s) instantly decide to go mine the other ore. although they should recieve a mining command only when they have no items in them. this leads to the polys having one type of ore in them, while trying to mine a different one. so they just stand there doing nothing and after a while they even become unbound. i dont understand what the problem is
code as text:
ubind u/poly sensor polyCapacity u/unit u/itemCapacity sensor polyItemAmount u/unit u/totalItems jump 12 greaterThan polyItemAmount 0 sensor sandInCore nucleus1 u/sand sensor coalInCore nucleus1 u/coal jump 9 lessThanEq coalInCore sandInCore ulocate ore core false u/sand oreX oreY found core jump 10 always x false ulocate ore core false u/coal oreX oreY found core ucontrol approach oreX oreY 5 0 0 ucontrol mine oreX oreY 5 0 0 jump 14 equal polyItemAmount polyCapacity end ulocate building core false u/copper coreX coreY foundCore core ucontrol approach coreX coreY 5 0 0 ucontrol itemDrop core polyItemAmount 5 0 0
i always disliked taking as many resources as possible with me when launching to a new sector. kinda feels like a sandbox game with unlimited resources and takes the fun out of it. so i created a core schematic, that automatically takes care of the first few resources/the start on a new map (ofc some resaurces for unit and power production have to be taken with you)
what this does: automatically produces monos, which mine copper and lead for you. automatically produces polys, which mine coal for you. logic makes sure that only the first 14 mine (thats enough to fully supply the two multi presses and an additionall 11 coal/s to unload into 6 silicon smelters) and the rest assists the player. the only thing you have to do is to manually mine some coal to kick start the graphite and poly production
so basically you can instantly go to titanium. after that some metaglass/silicon. then power production (differential generators can be the first power production you build) and so on...
has one flaw, which is written in the first pic in a message. any feedback? wanna learn more about schemes ane compact building. especially tileable is interesting
tried making a compact build of 2x2 factories with 3 inputs. is this somewhat good? or is there a lot i could improve?