Search found 80 matches
- Sat Dec 05, 2015 9:30 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 114786
Re: The Ctrl+V Game
01001001 00100000 01100011 01100001 01101110 00100111 01110100 00100000 01100010 01100101 01101100 01101001 01100101 01110110 01100101 00100000 01111001 01101111 01110101 00100000 01110111 01100101 01101110 01110100 00100000 01110100 01101000 01110010 01101111 01110101 01100111 01101000 00100000 011...
- Sat Dec 05, 2015 9:16 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 165708
Re: Count to 1,000,000
4/0 gives us an error, which I'll treat as a zero. This give us 2 zeros, and one four; 4 divided by 2 gives us 2, and two squared is four; four has two vowels, which I'll also treat as zeros, and this gives us 4 and two zeros, or 400, the next number.
- Sat Dec 05, 2015 9:12 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 158969
Re: Random Word Association Game
black hole
- Sat Nov 07, 2015 2:58 am
- Forum: Show your Creations
- Topic: End Game... Launching Rockets? 40,000+ of them?
- Replies: 7
- Views: 25201
Re: End Game... Launching Rockets? 40,000+ of them?
World download? THat would be great, but it would probably crash my little laptop :lol: I could probably do this, if I had a better computer...Especially considering my edited versions of Bob's, where God module 5s and Beacon 3s are free and both are boosted to ridiculous levels :lol: :lol: :lol: :l...
- Sun Oct 11, 2015 1:25 am
- Forum: General discussion
- Topic: About early game motivation
- Replies: 17
- Views: 19899
Re: About early game motivation
The amazing thing would be to have that radio-combinator using the satellites in the rocket. You send 1 rocket, you get 1 signal frecuency and you have wireless circuit network for that signal everywhere. That would make an use of the rockets sent. 1) I love this Idea 2) am I the only person that n...
- Sat Oct 10, 2015 10:38 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92588
Re: [MOD 0.12.5+] ModuleInserter 0.1.0
I just found this and I can already tell I will have to use this mod every time I play now because I'm WAY too lazy to go around and place modules in my entire Bob's Mods factory
- Sat Oct 03, 2015 9:00 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 545590
Re: Let's see your clever builds
I really dont know how but this THIS BASE uses some Compacted stuff but what i made here is Terrible but it works....... http://imgur.com/u7lBuIV 2/10, contains loops on trains Seriously though, that's better than my bases, and I've started over with Bob's Mods about 30 times... Edit: CLeared up my...
- Mon Sep 07, 2015 10:13 pm
- Forum: Show your Creations
- Topic: Request: 6-Way Belt Balancer
- Replies: 3
- Views: 10700
Re: Request: 6-Way Belt Balancer
Oh okay. I probably should have know that, but I'm also the person who built half a rail system and then realized all the signals were backwards,so I'm not exactly the smartest person ever
- Mon Sep 07, 2015 10:11 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121153
Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.7
Found a wierd bug:
__Foreman__/control.lua:697: Expected field entity_number in entity set item.
Looking at the code, this doesn't seem like it should be here, as there is only define blueprint stuffs at 697, but I'm just going off of guesswork, so... yeah
__Foreman__/control.lua:697: Expected field entity_number in entity set item.
Looking at the code, this doesn't seem like it should be here, as there is only define blueprint stuffs at 697, but I'm just going off of guesswork, so... yeah
- Sun Sep 06, 2015 2:27 pm
- Forum: Show your Creations
- Topic: Request: 6-Way Belt Balancer
- Replies: 3
- Views: 10700
Request: 6-Way Belt Balancer
Hey-o! Just wanted to ask if anyone either has a 6-way belt balancer, or could build one? I'm not too sure how splitters work for belt balancers anyway, so I would be lost. The balancer doesn't need to be some tiny 8x8 square, either. It can be as big as you want, but something compact is always nic...
- Fri Jul 03, 2015 5:00 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 545590
Re: Let's see your clever builds
I don't ever have to worry about intersections, because I just build massive loops going to all my outposts. (What I mean by massive loops is one long one-way track that never crosses itself and hits every outpost. While it does sometimes have to double back, I don't have to worry about signals not ...
- Fri Jul 03, 2015 1:27 pm
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46523
Re: One minute rocket defense
Productivity modules are used, they can reduce the input cost of intermediate products by 28.5714% per step. Productivity modules combined with speed beacons can actually reduce the per unit pollution footprint of all circuits because of the reduced need for inputs. Ohhh! I actually kind of forgot ...
- Fri Jul 03, 2015 1:14 am
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46523
Re: One minute rocket defense
Can some one please explain the curcuit factories to me? Mainly the advanced curcuit factory, because I just can't figure out what combination of modules allows 2 mk3 assembling machines supply 7 adv. curcuit assemblers and 1 curcuit assembler. By my math, only 4 of those adv. curcuit assemblers sho...
- Thu Jul 02, 2015 2:54 am
- Forum: General discussion
- Topic: worst spawn ever
- Replies: 13
- Views: 10852
Re: worst spawn ever
Sorry for joining in on the (admittedly quite dumb) spam of wierd RNG quirks, I didn't even think that other people had run into something similar.
- Thu Jul 02, 2015 2:40 am
- Forum: Show your Creations
- Topic: My Iron and Copper system, with buffer
- Replies: 16
- Views: 23311
Re: My Iron and Copper system, with buffer
] I think buffer's are incredibly useful. Especially on smelting setups. If you need a reason to actually consider it, are trains 100% consistent output? Or periodic output? (Buffers are great for handling periodic inputs/outputs) - Monk This is very true, I do use buffers for loading and unloading ...
- Thu Jul 02, 2015 2:32 am
- Forum: Show your Creations
- Topic: Challenge: Unreasonable Smelting
- Replies: 8
- Views: 14870
Challenge: Unreasonable Smelting
Hullo! So, hear's the idea. The goal is build enough furnaces, with enough ore input to continously run all of them at a rate of 1,000,000 plates/sec. The only catch is, you have to make it as small as possible. You can take this as far as you want, but just setting up something for iron smelting wo...
- Thu Jul 02, 2015 2:07 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 94104
Re: Final (Maxed) Designs
if you'd like I can set you a challenge as well, try and build an optimized design for building all belt types efficiently. although you might just want them to unload in logistics chests for your bot, the supply lines can be quite tricky. Belt production is limited by gear input. One full express ...
- Wed Jul 01, 2015 9:01 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125160
Re: The von Neumann Thread
I really want to join in this, but I don't want to steal someone else's fun, so I'll wait until thegreyman is done with his run
- Wed Jul 01, 2015 8:08 pm
- Forum: Mods
- Topic: [WIP][0.11.22] Homeworld
- Replies: 22
- Views: 28286
Re: [WIP] Homeworld
Can you pleade say what version this mod is for? It seems interesting, but I'm not sure what version it's for, and if it will work with the newest version
- Tue Jun 30, 2015 2:30 pm
- Forum: General discussion
- Topic: worst spawn ever
- Replies: 13
- Views: 10852
RNG Fails
Hello!
Just a post to share how angry RNJesus has been to you. Since I started the post, I'll share first
Just a post to share how angry RNJesus has been to you. Since I started the post, I'll share first