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Messages - Toupie

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46
Gallery / Re: Pictures of my work area
« on: October 14, 2013, 05:16:08 pm »
My attempt at a Stainless Steel factory. It is very slow since it has to wait for them to cool of.


47
Suggestions / Metalurgy
« on: October 14, 2013, 05:13:45 pm »
It's simple enough to automate the manufacturing of most metal bars. But Bronze Bars and Stainless Steel Bars are very difficult to automate since they need to mix correctly before being cooled.

Could it be possible to make the Melting Furnace not expel the melted metal before you tell it to with for example a BlackRock Blue or could we have some machine that can read the metallurgy mix and only let them pass when it is correct?

It is possible to store the melted metal in an Atomic compressor by having and Voxel Dematerialize store it there. But that seems to ruin the metallurgy mix. Those melted metals always make Defective Alloy when cooled.

48
Suggestions / More Vehicles
« on: October 14, 2013, 03:56:09 pm »
Suggestions for more Vehicles.

Elevator. Goes up / down. Needs at least one voxel on one of it's side all the time. So it cant travel into space.

Car. Can only travel on flat ground. Maybe 2-3 times faster then walking.

Boat. Can only travel on water.

Train. Who doesn't like trains. Needs rail to travel on.

49
Suggestions / Optical Transmission.
« on: October 14, 2013, 03:44:54 pm »
It's possible to directly dematerialize a voxel into a Optical Voxel Transmitter from a Pump, but it's not possible to directly materialize a voxel from an Optical Voxel Receiver with a Voxel Materialize without using a Atomic compressor between them.

Could that be made possible?

50
Suggestions / Power Generators
« on: October 14, 2013, 03:14:49 pm »
A lot of robots and machines uses a Wireless Energy Transmitter/Receiver to power them. But there is nothing in the game that actually generates this power that they are to receive.

So I suggest 4 types of power generators.

Solar panels. (I don't know if this works on this planet since it looks pretty dark.)
Coal Power Plant. (Not that environment friendly.)
Water Power Plant. (Needs a flow of water to drive a turbine to generate the power.)
Atomic Power Plant. (Since we already have Uranium.)

51
Suggestions / Machine Interface
« on: October 14, 2013, 03:08:03 pm »
Maybe make an interface panel for all the crafting machines (Base Machine, Multi-Purpose Robot...) that shows what items it has in it at the moment like the Sequencers "Input" field. Make that field so you can only pick up stuff from it and not put in stuff.

I would also be nice to be able to see what this machine can manufacture, and what is needed to manufacture it. Just as read only info so you don't need to switch to the manual all the time to check what items was needed to manufacture.

52
Suggestions / The Sequencer
« on: October 14, 2013, 03:02:07 pm »
The sequencer is probably the most powerful item in the game as it is now. Here are a couple of suggestions to make it a bit less power full to make the need for the other items (belt conveyer, voxel materializer/dematerialize, atomic compressors) higher.

Limit the "Input" field so you can only pick up stuff from it, not be able to put in stuff directly there. This way you will need to use Atomic Compressors, Voxel Materializers and conveyer belts to feed the Sequencer.

Make the "Sequence" field not store actual voxels. This is to prevent it from being used as a high capacity storage device. Explanation: If you drop 1 Coal in to one "sequence" slot you don't decrease the players inventory, and if you pull one Coal from a "sequence" slot you don't increase the players inventory. After all, it's just the blueprint for what to sequence out, not actual material.

53
Suggestions / Mineral amounts
« on: October 14, 2013, 02:52:18 pm »
The need for chrome, nickel and tin is very low, but they are found in plenty in the ground.
The amount of coal needed is huge but it's not found enough in the ground. The amount of coal is always my limiting factor for how much I can manufacture.

So my suggestion is to lower the amount of chrome, nickel and tin and increase the amount of coal.

54
Suggestions / Cost of manufacturing
« on: October 14, 2013, 02:45:55 pm »
XR-1 vs XR-2
The difference in the amount of resources needed to manufacture the XR-2 Robot versus the XR-1 robot is so huge that it's
much more economically to make several XR-1 robots instead of the XR-2 robots, considering the rather small improvement in performance of the XR-2 over the XR-1. The XR-1 Robot is probably overpowered based on the cost to make it. Maybe the amount of components for the XR-2 robot is a bit high, does it really need 6 x Disintegrators, 20 x Compact Storage Storage Cells and 8 x M12 Electric Motors. I calculated the resource costs for the XR-2 to 201 x Copper Bars, 141 x Iron Bars, 170 x Stainless Steel Bars and 35 x Glass Bluegraton compared to the XR-1's 1 x Grey Cast Iron Bar, 4 x Copper Bars, 2 x Bronze Bars, 2 x Stainless Steel Bars and 4 Iron Bars. Just wondering how much will the higher level robots need to be made?

Voxel Materialize/Dematerializers.
These two are also require very large amounts of resources to make. Maybe lower the number of Disintegrators/Atomic Materializers needed.

Atomic Compressor.
Considering the amount of stuff it can store it's way to cheat to make. Maybe make a simpler version that has a very limited amount of slots.

Sequencer.
Also way to cheap to make considering how powerful it is. (This is probably the most powerful item in game.) It can store huge amounts of resources, and since you can manually put stuff into it's "Input" area, you can very easily automate production by putting all the needed parts in the Input except the last BlackRock Blue and then just feed it BlackRock Blues to make it sequence out all the needed resources.

M11 / M12 Electrical Motor
The amount of Copper Wire needed to manufacture is a bit high. Maybe change the amount of Copper Wire you get for every Copper Bar when you make Copper Wire to compensate for that.

Jet Engine.
Seriously?? 1 x Axel and 16 Iron Bars? This should probably be one of the most expensive items to make in the game.

55
Programming with Blackvoxel / Re: Simple mining bot restarter
« on: October 12, 2013, 03:56:02 am »
Doh. I totally missed that there was no ore in the BlackRock White starting at -577. I'm still using the first Dig Robots since the more advanced takes so long to craft. I haven't left it alone long enough to fill it's inventory yet. Got plenty of copper from the top BlackRock Blue layers.

Argggh. I hit -1345 and lost my computer.  :(

56
Gallery / Pictures of my work area
« on: October 11, 2013, 10:26:24 pm »
Some pictures of my Ore Smelter and Blue Glass manufacturing facilities, my multi purpose manufacturing area and a stairway to heaven.

And yes, I have 'customized' the BlackRock bitmaps since the world was a bit to dark and depressing for me, and added the descriptions on all the ores so I can tell them apart. I mixed up Chrome and Nickel to often.

57
Programming with Blackvoxel / Re: Simple mining bot restarter
« on: October 11, 2013, 09:55:42 pm »
Yea, when and if it will handle more then one compressor and 4 robots I agree "simple" is probably not correct anymore :)
The staircase this script builds is pretty much useless. I just posted another script that builds much more useful stairs. But the water elevator is by far the fastest way to get back up. (thou I have had problems with it becoming empty all of a sudden for some levels).
Yea, I know there is more below -608, but from a point of just mining for resources I haven't found anything that you need to go below for. But it's configurable so you can just make it go how far as you want.
I haven't done much building of shapes yet. Just been exploring and gathering resources to be able to craft the more advanced robots and the airplane. The amount of resources the are needed to be able to make the more advanced stuff is really high. I have only build ONE programmable computer yet. Takes forever to make one.

58
Programming with Blackvoxel / Stair building script
« on: October 11, 2013, 09:44:35 pm »
A script for the programmable computer that will dig/build stairs for you. The shape of the stairs are stored as arrays in the script. Each array represents what the computer will have to do to build 1/4 of a revolution of the spiral staircase.

With some work you can add your own stair shapes. Only your imagination is the limit :P

The script will NOT save it's state on a save/load since it uses variables to store it's state, and I don't know how to save them.

Configuration
MineNearOre: Change if the computer should mine blocks outside of it's programmed path when it finds them. 0 = No, 1 = All none BlackRock block, 2 = Usefull minerals, +4 = Also 'follow' the ore. (it will walk back the same way and continoue it's build where it left off)
MaxMineFollow: How far it will walk of while mining ore.
RefillOre: If it should fill those empty slots created from mining ore outside the programmed path. 0=No, 1=Only Floor, 2=All.
Rares: What blocs are considered useful ores.
VoxelOrder: The order it should use BlackRock blocks to refill holes with. Based on the order of which the block appear on the central blue plains.
Path: Defines the shapes of the stairs created. It's a table that contains arrays, where each array is one shape. (Example. One builds the floor of an stair up into empty space.) Here you can add your own shapes.
PathNo: What variant to use from the Path table. Here you specify the index of the array in the path table.

When you want to start building the stairs you place the computer at the bottom one off the corners of what will be the central pillar of the spiral stair. If you need to restart/continue building a stair you can place the computer at the bottom of any corner of the central pillar and it will automatically calculate what rotation to start from based on the level (GetY) it is placed on.

Example of a 3 wide 7x7 spiral staircase seen from above where X represent the different possible starting locations.
Code: [Select]
2223444
2223444
22X3X44
111 555
00X7X66
0007666
0007666

Script:
Code: [Select]
// Build Stair

MineNearOre <- 6;    // 0=Do not mine near ores, 1=Mine all near none Black Rock, 2=Only Mine usefull near ores. +4=Follow
MaxMineFollow <- 16; // How far to follow ore
RefillOre <- 2;      // 0=Do not refill after mining ore, 1=Only refill on floor (does not work well with follow), 2=Refill all
Rares <- {[26]="Au",[44]="X",[60]="C",[74]="Fe",[109]="Diamond",[111]="U",[112]="Cu",[122]="Ti",[150]="Pb",[197]="Al"};
VoxelOrder <- [ 1, 3, 2, 5, 6, 4, 8 ,9, 7, 10, 10, 10, 10 ]; // The order that Black Rock Voxels should be used (The order they appear in on the central blue plains
PathNo <- 4;         // What variant to Build

// Path:
//  first value=Level change from one execution of the path
//  the rest:
//  0,1,2,3,4,5 mine voxel in that direction (See Blackvoxel manual for what different directions the numbers represent.)
//  +8 also move in that direction
//  +16 Place voxel in that direction if there is not already a solid voxel there. Usefull for making stairs in empty space.
Path <- {
// Dig 3 Wide 4 High Down (7x7)
  [0] = [ 2,
          9, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 18,
9, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
11, 11 ],

// Dig 3 Wide 6 High, Down (7x7)
  [1] = [ 2,
          9, 12, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 18,
9, 12, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
11, 11 ],

// Dig 3 Wide Up
  [2] = [ 2,
          12, 9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 18,
12, 9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
9, 12, 12, 12, 8, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21,
11, 11 ],

// Build 3 wide stairs Up with railings. For use in empty space (7x7)
  [3] = [ 2,
          10, 17, 8, 12, 9, 21, 18, 8, 21, 8, 21, 16
          12, 9, 21, 16, 10, 21, 9, 21, 8, 21, 16, 9, 21, 16, 17, 10, 21, 17, 10, 21, 17, 11, 21 , 11, 21 ],

// Dig 4 wide 10 high Down. (11x11)
  [4] = [ 4,
          9, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21, 18,
          9, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21, 18,
          9, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21, 18,
          9, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21,
9, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21,
9, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21,
9, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 12, 10, 12, 8, 8, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 10, 13, 8, 13, 21, 10, 21, 10, 21, 10, 21,
11, 11, 11 ]
};


Time <- 0;
Step <- 0;       // Current step in the path
Direction <- 0;  // Current rotation adjustment
MinePath <- []; // Dynamic path created while following ore.


/*
Levels
  -1 Black Rock Blue
 -65 Black Rock Green
-129 Black Rock Orange
-193 Black Rock Cyan
-257 Black Rock Yellow
-321 Black Rock Red
-385 Black Rock Purple
-449 Black Rock Grey
-513 Black Rock Pink
-577 Black Rock White
-621 Nothing
-631 Water+Black Rock White
-636 Black Rock White
*/

function Voxel_Step()
{
local i,j,v,done;

  // Init
  if (Time == 0) {
      Time = GetGameTime();
      // Calculate start direction based on Level.
i = GetY();
if (i<0) i = -i;
  Direction = (i/Path[PathNo][0])%4;
  }

  if ( (GetGameTime() - Time) > 1 )
  {
    Time = GetGameTime();
  } else {
    return;
  }

  done = 0;
do {
// Check for end of path
if (Step >= Path[PathNo].len())
{
Step = 1;
Direction = (Direction+1)%4; // Next execution of path will be rotated one step clockwise.
}
i = Path[PathNo][Step];

// Get direction part of path
j = (i%8);
if (j<4) // Don't rotate up/down
{
// Modify move/dig value with direction
j = (j+Direction)%4;
}

v = Look(j);
if ((i & 16)==16) { // Bit 8 set = Place Voxel
if (GetVoxelProp(v,0)) { // If it is not a solid, place one.
v = GetBlackRockForLevel(j);
if (v>0)
PlaceVoxel(j,v);
}
} else {
if (MinePath.len()==0) {
if (!GetVoxelProp(v,0)) // If it is a solid, mine it.
PickVoxel(j);
}
if (MineNearOre > 0) {
if (MineFollow())
return; // We have moved, so need a new Step before we can do anymore
}
}

if ((i & 8)==8) { // Bit 3 set = Move also
if (!Move(j)) {
log_err("Could not move! "+j);
}
done = 1;
}
Step++;
  } while (done==0)
}

function MineFollow()
{
local i,j,v;
local reverse=[2, 3, 0, 1, 5, 4];
i = 0;
j = MinePath.len();
if (j>0) {
if ((MinePath[j-1] & 8) == 8) {
i = MinePath.pop() & 7;
v = GetBlackRockForLevel(i);
if (v>0)
PlaceVoxel(i,v);
}
}
while (i < 6) {
v = Look(i);
if ( ((MineNearOre & 1) && (!GetVoxelProp(v,0))) || // All none Black Rock Solids
   ((MineNearOre & 2) && (v in Rares)) ) {  // Rare Ores
if (PickVoxel(i)) {
if (MineNearOre & 4) {  // Follow
if (MinePath.len() < MaxMineFollow) {
MinePath.push(i);
Move(i);
return true; // We have moved, so need a new Step before we can do anymore
}
}
}
}
i++;
}
if (MinePath.len()>0) {
i = MinePath.pop();
Move(reverse[i]);
if ((RefillOre == 1 && i == 5) || RefillOre == 2)
MinePath.push(i+8); // Push direction + 8 to indicate that we need to refill the voxel
return true; // We have moved, so need a new Step before we can do anymore
}
return false;
}

// Returns the VoxelType of Black Rock Voxel that is most approriate for the level in the robots inventory. 0 if none present.
function GetBlackRockForLevel(dir)
{
local adds=[0,0,0,0,1,-1];
  local a,level;
  level = GetY() + adds[dir];
  if (level<0) level = -level -1;
  level = level / 64
  if (level>=VoxelOrder.len()) level = VoxelOrder.len()-1;
  for (a=level; a>=0; a--) {
      if(GetQuantity(VoxelOrder[a])>0) {
          return VoxelOrder[a];
      }
  }
  for (a=level; a<VoxelOrder.len(); a++) {
      if(GetQuantity(VoxelOrder[a])>0) {
          return VoxelOrder[a];
      }
  }
  return 0;
}

function log_info(msg)
{
Display( "Robot at " + GetX() + "," + GetY() + "," + GetZ() + " Info: " + msg, 1000, 4, 500);
}

function log_err(msg)
{
Display( "ROBOT AT " + GetX() + "," + GetY() + "," + GetZ() + " Err: " + msg, 1000, 4, 1000);
Time = Time + 1500;
}

59
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 11, 2013, 08:26:07 pm »
Thanks. Oh. And I forgot one small bug I've noticed.

When a programmable computer places the last of a voxeltype in its inventory, that voxeltyp still is visible in the computers inventory, but with a quantity of 0. Manually moving another voxeltype into to that inventory slot clears it.


And don't take these bug reports as complaints. I only want to try and help make Blackvoxel better since I see some great potential in it.

60
Programming with Blackvoxel / Voxel_Load Voxel_Unload
« on: October 11, 2013, 08:23:12 pm »
Is there a way yo use then Voxel_Load and Voxel_Unload to store the state of variables when the game is saved and loaded?

When I place a computer it automatically starts executing script 0.nut and also seems to execute the Voxel_Load function. But if I change script in the computer dialog and hits "Load / Compile" the Voxel_Load function does not get called for that script. That doesn't look correct to me.

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