While I'm having a ton of fun with the sandbox/freeplay mode- because I enjoy the effort balancing circuit networks and outposts- the campaign is currently uninspiring for me- there are several places where you don't really get to take advantage of the core game mechanics.Īnd the sandbox has no victory conditions. It just depends on how much your OCD rules you. You could also create a machine to load container to container until the amount is 1 inserter quantity less than desired amount, then trigger a unload/load path that sends the quantity to a belt, which would then enforce the desired quantity. You could load container to container, then remove container to belt until the desired quantity (Y) is reached. So floor/belt to container lets you control the C2 quantity to Y exactly, whereas container to container will be more of a variable depending on your technology level.) Variance will occur based on the "inserter stack size bonus" research level and whether or not you transfer from container to container, or from floor/belt to container (only container to container gets the benefit of the stack size bonus. Resulting stack will be at (or slightly over) your desired quantity Y. Once that happens, DC1 stops outputting the Z=1 signal and the inserter stops working. This moves TX from C1 to C2 until quantity in C2 exceeds Y set on DC1. ResultsWhile TX in C2 is less than Y, DC1 outputs a signal which I1 interprets to mean "be active". as I'm still in my first end-game freeplay map I'm still learning a ton of techniques for proper factory spacing and train rail design. This actually gives me an idea for a belt reclamation technique, so that nothing ends up sitting on the belt that you don't actually need. If exact numbers matter- you can tweak this so that it unloads the first container to the ground, then the second container is loaded from the ground- and the decider combinator tells the second inserter whether or not to load a single unit into the second container. Put together a splitter using combinators-Īlthough you're still limited because of inserter stack size research. But, if numbers matter to you, you can still approximate pretty well. The game design makes you be less picky about numbers. That's useful to know, thanks! Although having seen a bit more of the game (I'm yet to purchase) it looks like it's more about mass production that getting down to individual numbers! Автор сообщения: MazianEach item in the toolbar is also treated as a unique container, so you can split items quickly by putting them in your toolbar (even if they're not consumable/deployable) and right-click to split the stack until you can split/merge them to your desired value. Testing to verify behavior would be required, of course.Įach item in the toolbar is also treated as a unique container, so you can split items quickly by putting them in your toolbar (even if they're not consumable/deployable) and right-click to split the stack until you can split/merge them to your desired value. My recollection is that rounding is down in so many other place in the game, that I want to believe that it is rounded down here as well (when calculating whether to leave the modulus 1 in the original stack or pull it into your hand, I believe the game should round down.) It's 6 if you end up with 13 in hand, it's 8 if you end up with 12 in your hand- you have to put the 12 down in a separate location and then pick up the 13 again before you can add the 13 to 25 to reach the desired 38.) (I cannot recall whether the 13 ends up in your hand or the 12, when the grab-half mechanism operates on odd quantities. The variance depends on whether the 6 ends up in your hand or the 7 does, when dividing 25/2=12+13 and 13/2=6+7 vs 25/2=12+13 and 12/2=6+6- although at that point, I suspect a lot of people will just simply click-add-plus-one until done. faster than 50+25 and then manually adding 8 (6-8 clicks instead 8). (e.g., if you want 83 out of 100, it's faster to do the above steps until you get 81 (50+25+(12 not added to the desired stack)+6) and then just add 2 more manually. This may never get you exactly the quantity you want but it can get you there much faster than manually adding items one at a time. you can split the 100 in to two containers, then put that 50 into a second container and split it again so that you have 25 in your hand- then go back to the first container, add the 25 to the first container, pick up that stack and then put the items into your inventory. If you can do math in your head quickly, you can subdivide the stack into multiple containers.
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