There's is one bug, second part works only when there is more than 10 lead :p. But the endings doing rescanning are really important. Instead of endings there could be jump always to the second part, but rescanning first part is more important so idk
Just watched all of your videos from oldest to newest, they're great. It's funny watching you show more and more of your personnality with each episode, it's like you're a different person now.
👏👏Thank you so much. You did an awesome job at explaining this and it made sense. When I searched up how to do this ai was expecting a computer class and I wasn't gonna get anything but now thanks to you I get how it mostly works.👏👏
Shemes in real life: Im harder to understand! Redstone schemes: No, I am!!! Background voise: AMATEURS! Both: What was that! punk?!?! Mindustry schemes: *AMATEURS!!!!*
Great vids! But you don't have to check for silicon. If all other resources are satisfied just set unloader to silicon and skip to on/off part. Also i would set a timer to run script once every second or so just because. And as always that thing should turn off when the power is low. You get ratio by dividing NetStorage by NetCapacity, then compare and blah-blah-blah ))))
If you set the unloader with no filter, it will load up the surge forger with no logic needed. Use two unfiltered unloaders for best results. Just a FYI.
Aw yeah good poin totally forgot about that! I like the logic route since we can sold sending items if for example silicon goes to 500, so we always have some in the core!
It's ok the logic part of it, but it could be more compact in space terms I guess. By the way, really cool to improve the logic, it's much better than waste all the silicon, it's more safe.
@@SCHEMATIC Yes! It happen to me that I need to build air blast drills and silicon crucibles but my alloy smelter waste all the silicon, this really will help a lot, sorry for bad English xd
@@SCHEMATIC so does the core ever get backed up cause i was playing in a server and the vault connected to the core wont accept new items and once i incinerated copper it start to accept it again
That is surprisingly easy You just have to disable the unloader instead of the smelters and hook it up to your giant surge smelter And connect the unloader with the mass drivers
BOIS N LADIES, SCHEMATIC IS IN THE DESCRIPTION TO COPY!
I'm going to try my hardest to change the minimum to 2000 with out breaking it
There's is one bug, second part works only when there is more than 10 lead :p. But the endings doing rescanning are really important. Instead of endings there could be jump always to the second part, but rescanning first part is more important so idk
Just watched all of your videos from oldest to newest, they're great. It's funny watching you show more and more of your personnality with each episode, it's like you're a different person now.
Ha thanks, slowly getting more comfortable!
honestly i already know some of the logic stuff but i am here mostly because you are entertaining :P
Ha thanks
👏👏Thank you so much. You did an awesome job at explaining this and it made sense. When I searched up how to do this ai was expecting a computer class and I wasn't gonna get anything but now thanks to you I get how it mostly works.👏👏
Use drones to Supply the smelter to free up space around the score;) if ian not that lazy ill poste some Code tomorrow
sensor TurnedOn switch1 @enabled
jump 11 notEqual TurnedOn false
print "
[yellow]Auto Factory Refiller"
print "
[blue]By:Venneth"
print "
[red]Turned OFF!"
printflush message1
set MovingStuff false
ulocate building core false @copper outx outy found Coree
ucontrol move outx outy 0 0 0
ucontrol itemDrop Coree 999 0 0 0
end
set ItemToMove 999
set UnitType @flare
set MinimumReq 1
jump 26 notEqual @unit null
op rand randubind 99999 b
ubind UnitType
ucontrol flag randubind 0 0 0 0
print "
[yellow]Auto Factory Refiller"
print "
[blue]Searching for [yellow]"
print UnitType
print "
[green]"
print "Link processor to a factory "
print "in the meantime..."
printflush message1
end
sensor uflag @unit @flag
jump 15 notEqual uflag randubind
jump 31 equal iterated true
set iterated true
set CurIteration 0
ulocate building core false @copper outx outy found core
jump 39 equal MovingStuff true
sensor ItemInBot @unit @firstItem
jump 38 lessThanEq ItemInBot 0
ucontrol move outx outy 0 0 0
ucontrol itemDrop core 999 0 0 0
end
set MovingStuff true
getlink CurFactory CurIteration
sensor FactoryType CurFactory @type
jump 89 notEqual FactoryType @ground-factory
sensor LeadF CurFactory @lead
sensor SilF CurFactory @silicon
sensor CoalF CurFactory @coal
sensor TitanF CurFactory @titanium
sensor LeadC core @lead
sensor SilC core @silicon
sensor CoalC core @coal
sensor TitanC core @titanium
sensor FConf CurFactory @config
jump 62 notEqual FConf @dagger
jump 57 greaterThanEq SilF 10
jump 57 lessThanEq SilC MinimumReq
set Cap 10
set ItemToTake @silicon
jump 216 always FConf @dagger
jump 292 greaterThanEq LeadF 10
jump 292 lessThanEq LeadC MinimumReq
set Cap 10
set ItemToTake @lead
jump 216 always FConf @dagger
jump 73 notEqual FConf @crawler
jump 68 greaterThanEq SilF 10
jump 68 lessThanEq SilC MinimumReq
set Cap 10
set ItemToTake @silicon
jump 216 always FConf @dagger
jump 292 greaterThanEq CoalF 20
jump 292 lessThanEq CoalC MinimumReq
set Cap 20
set ItemToTake @coal
jump 216 always FConf @dagger
jump 300 notEqual FConf @nova
jump 79 greaterThanEq SilF 30
jump 79 lessThanEq SilC MinimumReq
set Cap 30
set ItemToTake @silicon
jump 216 always FConf @dagger
jump 84 greaterThanEq LeadF 20
jump 84 lessThanEq LeadC MinimumReq
set Cap 20
set ItemToTake @lead
jump 216 always FConf @dagger
jump 292 greaterThanEq TitanF 20
jump 292 lessThanEq TitanC MinimumReq
set Cap 20
set ItemToTake @titanium
jump 216 always FConf @dagger
jump 112 notEqual FactoryType @air-factory
sensor SilF CurFactory @silicon
sensor LeadF CurFactory @lead
sensor SilC core @silicon
sensor LeadC core @lead
sensor FConf CurFactory @config
jump 101 notEqual FConf @flare
jump 292 greaterThanEq SilF 15
jump 292 lessThanEq SilC MinimumReq
set Cap 15
set ItemToTake @silicon
jump 216 always FConf @flare
jump 300 notEqual FConf @mono
jump 107 greaterThanEq SilF 30
jump 107 lessThanEq SilC MinimumReq
set Cap 30
set ItemToTake @silicon
jump 216 always FactoryType false
jump 292 greaterThanEq LeadF 15
jump 292 lessThanEq LeadC MinimumReq
set Cap 15
set ItemToTake @lead
jump 216 always FactoryType false
jump 129 notEqual FactoryType @naval-factory
sensor FConf CurFactory @config
sensor SilF CurFactory @silicon
sensor MetaF CurFactory @metaglass
sensor MetaC core @metaglass
sensor SilC core @silicon
jump 300 notEqual FConf @risso
jump 124 greaterThanEq SilF 20
jump 124 lessThanEq SilC MinimumReq
set Cap 20
set ItemToTake @silicon
jump 216 always SilC MinimumReq
jump 292 greaterThanEq MetaF 35
jump 292 lessThanEq MetaC MinimumReq
set Cap 35
set ItemToTake @metaglass
jump 216 always SilC MinimumReq
jump 144 notEqual FactoryType @additive-reconstructor
sensor SilC core @silicon
sensor GraphC core @graphite
sensor GraphF CurFactory @graphite
sensor SilF CurFactory @silicon
jump 139 greaterThanEq SilF 40
jump 139 lessThanEq SilC MinimumReq
set Cap 40
set ItemToTake @silicon
jump 216 always FactoryType false
jump 292 greaterThanEq GraphF 40
jump 292 lessThanEq GraphC MinimumReq
set Cap 40
set ItemToTake @graphite
jump 216 always FactoryType false
jump 166 notEqual FactoryType @multiplicative-reconstructor
sensor SilF CurFactory @silicon
sensor TitanF CurFactory @titanium
sensor MetaF CurFactory @metaglass
sensor SilC core @silicon
sensor TitanC core @titanium
sensor MetaC core @metaglass
jump 156 greaterThanEq SilF 130
jump 156 lessThanEq SilC MinimumReq
set Cap 130
set ItemToTake @silicon
jump 216 always FactoryType false
jump 161 greaterThanEq TitanF 80
jump 161 lessThanEq TitanC MinimumReq
set Cap 80
set ItemToTake @titanium
jump 216 always FactoryType false
jump 292 greaterThanEq MetaF 40
jump 292 lessThanEq MetaC MinimumReq
set Cap 40
set ItemToTake @metaglass
jump 216 always FactoryType false
jump 188 notEqual FactoryType @exponential-reconstructor
sensor SilC core @silicon
sensor TitanC core @titanium
sensor PlastC core @plastanium
sensor SilF CurFactory @silicon
sensor TitanF CurFactory @titanium
sensor PlastF CurFactory @plastanium
jump 178 greaterThanEq SilF 850
jump 178 lessThanEq SilC MinimumReq
set Cap 850
set ItemToTake @silicon
jump 216 always FactoryType false
jump 183 greaterThanEq TitanF 750
jump 183 lessThanEq TitanC MinimumReq
set Cap 750
set ItemToTake @titanium
jump 216 always FactoryType false
jump 292 greaterThanEq PlastF 650
jump 292 lessThanEq PlastC MinimumReq
set Cap 650
set ItemToTake @plastanium
jump 216 always FactoryType false
jump 281 notEqual FactoryType @tetrative-reconstructor
sensor SilC core @silicon
sensor SilF CurFactory @silicon
sensor PhaseC core @phase-fabric
sensor PhaseF CurFactory @phase-fabric
sensor SurgeC core @surge-alloy
sensor SurgeF CurFactory @surge-alloy
sensor PlastF CurFactory @plastanium
sensor PlastC core @plastanium
jump 202 greaterThanEq SilF 1000
jump 202 lessThanEq SilC MinimumReq
set Cap 1000
set ItemToTake @silicon
jump 216 always PhaseC MinimumReq
jump 207 greaterThanEq PlastF 600
jump 207 lessThanEq PlastC MinimumReq
set Cap 600
set ItemToTake @plastanium
jump 216 always PhaseC MinimumReq
jump 212 greaterThanEq SurgeF 500
jump 212 lessThanEq SurgeC MinimumReq
set Cap 500
set ItemToTake @surge-alloy
jump 216 always PhaseC MinimumReq
jump 292 greaterThanEq PhaseF 350
jump 292 lessThanEq PhaseC MinimumReq
set Cap 350
set ItemToTake @phase-fabric
sensor CurIt core ItemToTake
sensor CurItAtFc CurFactory ItemToTake
jump 273 lessThan CurIt MinimumReq
jump 270 greaterThanEq CurItAtFc Cap
set CanCarry true
set Status "[green]Refilling..."
sensor StayMode switch2 @enabled
print "[yellow] Auto Factory Refiller"
print "
[]Unit Type:[gray]"
print UnitType
print "-"
op floor FloorFlag uflag b
print FloorFlag
print "
[]Carrying:[yellow]"
print ItemToTake
print "
[yellow]"
print ItemToTake
print "[white] at [blue]core:[green]"
print CurIt
print "
[yellow]"
print ItemToTake
print "[white] at[gray] "
print FactoryType
print ":[green]"
print CurItAtFc
print "/"
print Cap
print "
[yellow]Status:"
print Status
jump 248 notEqual StayMode true
print "
Stay"
jump 249 always StayMode true
print "
Alternating"
printflush message1
jump 253 equal CanCarry true
jump 281 always CanCarry true
end
sensor IIU @unit @firstItem
op equal Condit2 Took false
op land Scan1 Condit1 Condit2
op greaterThanEq Condit1 IIU 1
jump 263 equal Scan1 true
ucontrol move outx outy 0 0 0
ucontrol itemTake core ItemToTake ItemToMove 0 0
end
set Took true
end
sensor UnX @unit @firstItem
sensor CurY CurFactory @y
sensor CurX CurFactory @x
jump 280 lessThanEq UnX 0
ucontrol move CurX CurY 0 0 0
ucontrol itemDrop CurFactory 999 0 0 0
end
set Status "[red]Bot Requirements met!"
set CanCarry false
jump 222 always x false
set Status "[red]Item not enough!"
set CanCarry false
jump 222 always x false
set Status "[red]Factory config not set!!"
set ItemToTake "[red]Not set"
set CanCarry false
jump 222 always x false
jump 285 equal StayMode true
op add CurIteration CurIteration 1
set MovingStuff false
set Took false
jump 288 always x false
sensor AmountLeft CurFactory ItemToTake
set MovingStuff false
set Took false
jump 290 greaterThanEq CurIteration @links
end
set iterated 0
end
print "
[yellow]Auto Factory Refiller"
print "
[red]No item can be moved to"
print "
[gray]"
print FactoryType
printflush message1
ucontrol move outx outy 0 0 0
jump 281 always x false
end
print "
[yellow]Auto Factory Refiller"
print "
[red]Factory configuration at"
print "
[gray]"
print FactoryType
print "
[red]Not set!"
printflush message1
jump 281 always x false
Shemes in real life: Im harder to understand!
Redstone schemes: No, I am!!!
Background voise: AMATEURS!
Both: What was that! punk?!?!
Mindustry schemes: *AMATEURS!!!!*
You are a complete genius man keep up the good work
Great vids! But you don't have to check for silicon. If all other resources are satisfied just set unloader to silicon and skip to on/off part. Also i would set a timer to run script once every second or so just because. And as always that thing should turn off when the power is low. You get ratio by dividing NetStorage by NetCapacity, then compare and blah-blah-blah ))))
Nice was waiting for this
schematic in description!
@@SCHEMATIC thx another masterpiece in my collection
nice glasses!!!
Ha thanks bro
If you set the unloader with no filter, it will load up the surge forger with no logic needed. Use two unfiltered unloaders for best results. Just a FYI.
Aw yeah good poin totally forgot about that! I like the logic route since we can sold sending items if for example silicon goes to 500, so we always have some in the core!
@@SCHEMATIC we can still use logic to turn unloader off.
It's ok the logic part of it, but it could be more compact in space terms I guess. By the way, really cool to improve the logic, it's much better than waste all the silicon, it's more safe.
Yeah I mean I guess it's personal preference, I like having my surge to the side out the way.
thanks buddy!
@@SCHEMATIC Yes! It happen to me that I need to build air blast drills and silicon crucibles but my alloy smelter waste all the silicon, this really will help a lot, sorry for bad English xd
You look like a younger Tom Hardy ngl 😂
lol what
The actor that played forrest Bondurant in lawless haha. Your a spitting image of him.
quick dumb question do vaults share the storage of a connected core? and can vaults connected to the core be full of just one material?
once connected to core they are no longer vaults they are part of the core. so yeah everything is now shared
@@SCHEMATIC so does the core ever get backed up cause i was playing in a server and the vault connected to the core wont accept new items and once i incinerated copper it start to accept it again
@@fermosofiore1336 ah so, in campaign it doesn’t get blocked up, it’s only for everything else
@@SCHEMATIC oh now i get it
Can you make a design that will focus on high production and use like 12 alloy smelters and mass drivers even if it doesnt connect to core
That is surprisingly easy
You just have to disable the unloader instead of the smelters and hook it up to your giant surge smelter
And connect the unloader with the mass drivers
Yeah I will do some insane designs at some point
how to use your scheme from reddit?
edit:i mean these letters how?
Copy them (ctrl c). Then open Mindustry, go in schematics, below will be button "paste" or whatever.
@@abicus3502 thx, ill try
@@jerzozwierz581 any troubles just ask again
@@SCHEMATIC sure
Water
Water?
water
@@MintylLilGuy water, say it b4 it's too late.
@@triggereddoge1847
Water!
@@MintylLilGuy good, the water gods won't come for you.