[-] ArmoredThirteen@lemmy.zip 6 points 6 hours ago

This would be fantastic on a record spinning around

[-] ArmoredThirteen@lemmy.zip 15 points 6 hours ago

This only works outside nature where the bird is well fed enough to not go full dinosaur on the cat

[-] ArmoredThirteen@lemmy.zip 5 points 3 days ago

What did their morning stake burning alarm not go off or something? This guy's out there in a pajama top, underwear, and leg warmers

[-] ArmoredThirteen@lemmy.zip 8 points 3 days ago

Family sizes have been trending down as more kids survive. Imagine how many kids they must have had following that trend to the stone age

[-] ArmoredThirteen@lemmy.zip 4 points 3 days ago

Upcat deez nuts lol gottem

[-] ArmoredThirteen@lemmy.zip 23 points 4 days ago

My sibling watches a bunch of far right stuff and listens to racist white people rap music. One of their kids is half Malaysian, talks about all lives matter, and sings from memory the racist songs. They're too young to realize and it's shocking how innocently they'll parrot stuff that is targeting themselves

[-] ArmoredThirteen@lemmy.zip 18 points 4 days ago

Excitedly getting monologued to about niche things that are like magic to me is the best. Learning just enough about someone's interest to use all the words wrong though is what really gets me going

[-] ArmoredThirteen@lemmy.zip 2 points 4 days ago

The crusher kicking on is most of the power grid issues. I suppose replacing the collector and crusher with more storage and launching ice/iron/carbon up could work depending on how much is needed per trip

[-] ArmoredThirteen@lemmy.zip 3 points 4 days ago

Fascinating, I like this idea

[-] ArmoredThirteen@lemmy.zip 2 points 4 days ago

Without the accumulator then sometimes the dips in power can slow the system just enough to cause fuckery with fuel production. That said it would probably be better to just have two solar panels than a solar and an accumulator because as I found out just recently, one solar panel is not enough to go to/from Fulgora reliably. Also the front-facing solar panel sometimes gets hit so uh, repair packs and maybe a spare couple solar panels in storage is advised

[-] ArmoredThirteen@lemmy.zip 31 points 5 days ago

Shortly after getting my steam deck and seriously learning Linux past tiny personal servers, I got divorced

[-] ArmoredThirteen@lemmy.zip 29 points 6 days ago* (last edited 6 days ago)

What?

Edit: Read the other ones for context but my reaction has not changed

84

75 tons was ridiculous and honestly we never should have released such a bulky monstrosity in the first place. The new Deliverator Slim is now a mere 73 tons!

Turns out the amount of water produced from melting ice is 20, and the amount of water needed for fuel and oxidizer is 10 each. So instead of cycling between fuel and oxidizer with a water override, we can just cycle to run one of each recipe. No storage tanks necessary!

R&D was also informed about a width issue with previous designs. With the removal of the water storage tank we were able to dramatically improve aerodynamics. For very brief periods of time while flying towards a planet, this sucker can hit 50km/s!

Blueprint

54
submitted 1 week ago* (last edited 1 week ago) by ArmoredThirteen@lemmy.zip to c/factorio@lemmy.world

I've removed the self-sustaining ammo since it was just using up too many resources to be worth it for a small design. There were times where if it got low on ammo mid-flight it couldn't keep the engines on long enough to make up for being pulled into a planet's gravity due to the iron consumption. So I had to supplement it with ammo deliveries anyways, and I decided to just rely entirely on that. I also swapped out one of the solar panels for an accumulator and it seems to be working well.

The other main improvement is to the chem plant logic. It no longer needs buffers for the fuel and oxidizer. I use the on recipe complete signal to run a counter, mod by 2, then use that to flip between fuel and oxidizer. There is still a water tank to trigger a low water override.

If the chem plant is filled with too many resources it tries to run the recipes twice causing a lot of problems with the counting logic. Now the inserter is only active if the chem plant is not actively working which keeps it happy.

I noticed that when idling at a planet it backs up on fuel or oxidizer, clogs the pipe, then uselessly thrashes recipes. This creates an imbalance in how much fuel is available and while not proven I'm assuming it could create a condition where it can't use enough fuel to clear out the pipe and everything stalls. To prevent this I detect when I'm in orbit around a planet and stop producing fuel at that time. However I also realized if it somehow gets into orbit with a very low to zero amount of fuel that could prevent it from firing up again. So the orbit kill switch is hooked up to a timer and only disables the fuel/oxidizer production after 8 seconds.

I believe I could get the design down to 74 tons if I can figure out a consistently safe way to run the logic without the water tank, but 75 is such a nice number. I could also remove the accumulator but that causes worrisome power dips. The blinky lights are a core part of the ship's functionality and cannot be removed.

Blueprint

95

Part of our adventures making minimum viable transport ships. This thing barely works, moves slowly, can't fire at many asteroids, only sorta supplies enough energy. It gets where it needs to eventually though and includes the most important space ship feature: Blinky lights

72

I've been experimenting with using circuits to set recipes. This latest one was a lot of fun because it has to make water to feed back into itself for the other two recipes. The circuit logic is surprisingly simple with the new selector combinator and combinators being able to use red and green wire signals separately

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ArmoredThirteen

joined 1 week ago