Orbs


If you want to ponder your orb, this mod is for you.

Overhaul
2 months ago
2.0
286
Combat Fluids Circuit network Manufacturing Power

g Brutal but interesting!

2 months ago

I'm struggling to even get off the ground but somehow it hasn't actually dissuaded me yet. It'll be interesting to see if things "open up" once I get some basics automated!

2 months ago

Thanks for giving it a spin! Hope you enjoy the rest of it :)

2 months ago

Just to give you an idea of where I'm at, I finally have a contraption that turns one magic orb into two magic orbs... most of the time. So long as it's more successful than not then I can leave it running and come back to more orbs while I figure out how to no longer need to manually feed my coal miners! And then I'll try and figure out if this can be done better because at best I'm producing a staggering two magic orbs per minute with this system. But two is greater than zero so I can't complain!

2 months ago

yay, congrats on replicating the magic orb! Once you have a few orbs and a steady metal supply you might be at the opening up moment you were hoping for (-:. Hope you enjoy!

2 months ago
(updated 2 months ago)

Can confirm I managed to make it to where I no longer need shard duplication just to be orb-positive, and I'm actually quite pleased with the "minimal design" that pumps out 30 new magic orbs per minute.

Then I looked at Divination science. You are a sadist and apparently I must be too because I'm writing about a hundred lines of "design spec" for what my implementation will look like!

I notice you put out an update recently, but there's no changelog - please consider adding one as it is very useful to know what has changed and how it might affect my factory. Thanks!

2 months ago

@PFQNiet Dude, do you have plan to port your satisfactorio to 2.0 ? : )

2 months ago

Not really the place JGAO... But the answer is "yes, if time permits, which it currently doesn't."

Anyway, I'm pleased to present my Stability generator!

The gist of it is that on completing a craft of Stability, the output of the machine is snapshotted and then "encoded" as a 5-bit number 0-31. This indexes into the "ROM bank" where each combinator contains a list of instructions for how to neutralise that particular combination of orbs. A simple clock then indexes into that instruction list to set the recipe on the second machine.

Worst-case performance takes 6 steps to neutralise, costing 75 Stability from the reserve, but average case works out to about 2.7 steps, costing 135 out of the 225 Stability, a net gain of 90 Stability per 40-second cycle.

2 months ago

😱

2 months ago

oh looks very cool

2 months ago

I needed more Stability, fast. So I set up 100 conjuration tables to make it, wired up some inserters to feed a magic orb to all of them simultaneously... and then used an inserter conga line to move all the volatile orbs to a chest a short distance away and let them blow up. 22,500 Stability, zero braincells. I have a "canary" constant signal generator near one of the sacrificial chests to prevent the craft from happening if there's nowhere safe to move the volatile orbs to.

I... I hate this. I feel shame. And yet... it's kinda funny that this is the most Stability-efficient solution...

2 months ago

Haha yeah this is not the intended solution. But it's also not automated because you have to rebuild the chest area regularly, so presumably it would be annoying enough to eventually replace with a real build. The stability generator above looks really neat though!

2 months ago

Well that's the thing, if one shot of this generates 22500 Stability and my current "bunker" can survive at least four loads (and can easily be extended) then that's 90k Stability being produced before I have to teleport my way over there and let my conjuration wand fix it. Since my factory only consumes 40 per second when fully operational, I think I'm good :D

2 months ago

Fair point. Let us think about what to do.

Btw, I added a change log.

2 months ago

I'm trying my luck at recipe swaps. I know what needs done but my combinators are not listening! Is the intended solution really to have multiple assemblers for each combo? I'm having issues with reading the contents of the inserter going into the main machine and also with the assembler reading the contents. These two things are interfering with "set filter" and "set recipe" Also getting an input delay which is causing flickering with the recipes. I'm definitely not an expert with combinators but any insight would be helpful!
https://imgur.com/a/CeXDCza

a month ago
(updated a month ago)

I don't really like the stress the chard replication gives me to manifest orbs. 30s is brutal if you know that it takes about 19 crafts all taking about 1s per craft. If all goes well, you get 10 chards with 2-3s to point and click on the manifest orb.
Once at 5 orbs, I was able to create the "conjuration circle" that makes one orb if I'm lucky :)
I don't know if it is intentional or just impossible, but it would be more fair if the spoilage wouldn't be cumulative for the 50% chard that comes out of the recipe.
Anyhow, it feels like doing real magic barely creating the orbs :p

Edit: left upper corner shows the first concept, that has a minimal setup to make orbs, but requires manual voiding of the depleted chards.
Right downer corner is second concept, very expensive, but it works now 4 orbs per minute huy!! Still too many chards though...

a month ago
(updated a month ago)

Finally, I gave in... I increased the divination essence to spoil at 12s in stead of 10s and was able to open the portal.

15 days ago

Not really the place JGAO... But the answer is "yes, if time permits, which it currently doesn't."

Anyway, I'm pleased to present my Stability generator!

The gist of it is that on completing a craft of Stability, the output of the machine is snapshotted and then "encoded" as a 5-bit number 0-31. This indexes into the "ROM bank" where each combinator contains a list of instructions for how to neutralise that particular combination of orbs. A simple clock then indexes into that instruction list to set the recipe on the second machine.

Worst-case performance takes 6 steps to neutralise, costing 75 Stability from the reserve, but average case works out to about 2.7 steps, costing 135 out of the 225 Stability, a net gain of 90 Stability per 40-second cycle.

Can you elaborate more on how your list works? I get the encoding from 0-31, but I can't understand how ex. a single volatile orb Q is made, obv it needs to be duplicated, but how does the list figure out that there is now 2 Q's ?

4 days ago

Can you elaborate more on how your list works? I get the encoding from 0-31, but I can't understand how ex. a single volatile orb Q is made, obv it needs to be duplicated, but how does the list figure out that there is now 2 Q's ?

If a single Q orb is made, that's a particular index in the ROM bank, but each entry in the ROM bank is actually a "program" - so the first step would instruct it to duplicate the Q, and then do something else... This takes advantage of deciders being able to output multiple things, so the first recipe is output with value 1, the second recipe with value 2, then 4, then 8... as far as needed. A step counter then increments shifting a bit to mask out values that aren't the current step, and the resulting signal goes into the machine.

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