MadCast: Silencer

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About MadCast: Silencer

  • Birthday 01/30/1990

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    Male
  • Location
    St. Louis

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    Silencer#11735

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  1. I did this as well with SoT. I also downloaded Forza Horizon 4. Awesome game!
  2. Sounds like a blast! I'll be there!
  3. I'm going to try to come. Im only 542 and going to crack out some light levels today. I still have a lot of weeklys left. I am a warlock.
  4. I recently bought the Steel Series Arctic Pro wired headset. Lets just say, I was not impressed with the sound. Most the time it was great. But, in games like Battlefield, for example, there was no bass. Even when i listening to music with a lot of bass, you could hardly tell. This is all until last night when i came across a program called Peace Equalizer. Setting it up and messing with settings took some time. But, HOLY SMOKES! Made the quality of my headset sound 1000X better! I'll link the two programs needed below if you would like to try it out. One is the Equalizer APO which is the main program. The second one is Peace Equalizer. Which is the user interface/extension with all the awesome features. If you would like to try this out and need some help, let me know! https://sourceforge.net/projects/equalizerapo/ https://sourceforge.net/projects/peace-equalizer-apo-extension/
  5. Got a little bored tonight and wanted to practice my pen too techniques.
  6. Right on! If you have any questions just let me or Lurama know. Good luck.
  7. That is one thing i love about POE. When i comes to diablo you do rifts and great rifts and thats it for end game. In POE there are numerous things to do during endgame to keep things from getting dry. Also, there is trading. The market is reasonable so if something doesnt want to drop for you, save up and buy one from someone.
  8. +1 - I'm always down to play. I have seen 2-3 others that currently play as well. Hopefully they would be interested. Also, I'm not sure when the new season starts, but i've never played a new season from start and think it would be a blast.
  9. Hello Everyone, I have decided to stand up for the opportunity to become a RFM. I have been a Full Member for some years now. I always felt that I never had the free time to dedicate to this roll until now. Has an RFM I would like to dedicate more time in help leading games and help the community grow. I also would like to help by using my graphic design services ( I am a full time graphic designer, usually in advertising) to help make eye popping content for any needs that arise. I would also like to host some kind of event, which I haven't decided on yet. So, ideas are welcome. I like to believe I'm one of the most patient members of MadCast. Maybe not with my own faults in games (lul), but with others i feel that i would be a good candidate to mentor others, help solve issues, and make non-bias decisions. I can't name anyone that I haven't gotten long with in this great community. Thank you so much for taking your time for reading and placing your votes. I appreciate everyone here and wish everyone the best. If there are any questions that anyone should have, please ask. I'm a very open person and would love to answer any questions. - Silencer
  10. My roommate and I have started streaming on a regular basis. He streams mainly Rocket League while i stream a veriaty of games. If you guys dont mind please dropping by our channels, giving us some support, and hitting that follow button. Thanks guys! https://www.twitch.tv/forefront https://www.twitch.tv/silencerrl
  11. Welcome! I don't play LoL but i hope to catch you around sometime!
  12. New game coming to Steam soon. Beta is free at http://www.highhorseentertainment.com/#discjam . Watched a gameplay of it earlier and it is a mix of Tennis and Frisbee. Looked like a blast if anyone one is interested in trying it out.
  13. In this guide I'll show you optimized layouts for many things. It includes production chains and intelligent designs. Electronic Circuit Input: 3 Copper 2 Iron Output: 2 Electronic Circuits input and output per 0.5 ingame time units Building To build this layout you need: 13 fast inserters 5 assembling machines 3 medium electric poles Advanced Circuit This layout uses one electronic-circuit-layout. If you haven't seen this layout yet go to the previous section of this guide. Input: 80 Copper-Plates 16 Iron-Plates 16 Coal 48 Petroleum-Gas Output: 16 Advanced-Circuits input and output are per 8 ingame time units Building To build this layout you need: 192 belts 53 fast inserters 23 assembling machines 16 long handed inserters 10 pipes 4 tunnels 2 chemical plants Processing Unit I don't recommend building this layout. Use Electronic and Advanced Circuits from your main belt, this helps you regulate the production. Layout 2.0 I update my previous version. This one should not work on theory, but it's tested in praxis - and it works. I have no idea why, but it does.. I use 5 of my electronic-circuit-layout as well as 1 advanced-circuit-layout. If you haven't seen these layouts yet, go to the previous sections of my guide. Input from left to right iron-plates (you need a bit more than a one-lane-express-belt iron stream to get this factory working) copper-plates (you need a two-lane-express-belt supply) coal copper-plates (you need a two-lane-express-belt supply) much(!) petroleum gas and some sulfuric acid Building To build this layout you need: 623 belts 138 fast inserters 63 assembling machines 44 medium electric poles 43 long handed inserters 41 pipes 36 pipes to ground 16 tunnels 3 splitter 2 chemical plants Battery There are three different kind of chemical plants required. One producing Sulfur, one Sulfuric Acid and one Batteries. I'll only use the words sulfur, acid and battery to refer to these to make it easier. Ratio: 5 Sulfur to 2 Acid to 25 (!) Battery Since 25 chemical plants are a too many to place in a reasonable space I'll recomend the usage of speed modules. Suggestion: Cut the ratio from above in half: 2.5 Sulfur to 1 Acid to 12.5 Battery You can get the "half-buildings" by using speed modules. Simply use 1 speed module 3 or 1 speed module 1 + 1 speed module 2 to get to 50%. As you can see in the picture, I used one speed module 3 to speed up one Sulfur and one Battery. If you don't want to use this many chemical plants you can try to reduce them by using beacons. Input: 35 Iron-Plates 25 Copper-Plates 160 Water 60 Petroleum Gas Output: 25 Batteries Input and Output per 10 ingame time units Furnace setup I use 2 versions. The one on the left uses belts, the one on the right uses the logistic network. I use the Beacons to speed up the process. If you are short on ore, I recommend using speed modules on the beacon (since you can't use any others on it) and productivity modules on the furnaces. Because of the limited capacity of belts I recommend the logistic-version to stack. But there's a problem. Logistic-robots only use the neares chest. That lead to empty chests on top and full chests on the bottom of my furnace-row. I think I found a solusion to this problem, even though you have to use slightly more robots: Replace the passive provider chests with active provider chests. Place a couple of storage chests on top of the layout and limit the furnace output. Place a couple of plates into the storage chests, to ensure that the robots will use them as a storage and not any other ones. Now robots will empty the active provider chests to the storage chests from which other robots can use the plates. To limit the output, click on a inserter (leading to a active provider chest) and then Logistic Network > Connect > see picture. 9600 because I have 2 storage chests which can hold up to 9600 from any plate type. If you want to produce/store more simply add more chests and increase that number. Note: If you store lots of plates in other chests increase the number. Another Version: stack the furnaces in two rows and build the belt in the middle like you see in the picture to ensure that the furnaces on bottom do not interrupt the production because they can't lay down the ressources. Middle to Late Game I reccomend smelting the ore directly where you mine it and then transport the plates with trains. There are two major pros: You can put twice the amount of plates (100) on a stack than you could with ore (50). This makes the trainsystem much more effective. You don't have to build huge smelting areas at your mainbase. Petroleum Gas Make sure to check out my inteligent design. It is an updated version using a similar layout and wires. All ressources per 5 ingame time units. Step 1 4x refinery with advanced oil processing requires: 40 Oil 20 Water Step 2 Heavy to light oil in 1 chemical plant requires: 3 Water Step 3 Light oil to petroleum gas in 7 chemical plants. requires: 21 Water Input and Output Input 40 Oil 44 Water Output 36 Petroleum Gas Solid Fuel Note: I have not yet found a layout that is compact. I'm working on it. Do you want to get the maximum solid fuel out of oil. Here's how you have to build your refineries and chemical plants: Ratio: 4 Refineries with advanced oil processing. 1 Chemical Plant converting Heavy to Light Oil 21 Chemical Plants converting Light Oil to Solid Fuel 11 Chemical Plants converting Petroleum Gas to Solid Fuel Inteligent Refinery I always had the problem that my Fluid Network didn't work because it produced to much of one oil-component. With some help of a friend (he made the circuit network, I made the calculations) we found a setup that allows a constant amount of lubricant and flame thrower ammo and outputs petroleum gas. What it does: You can set a maximum amount of lubricant. As soon as the maximum ist hit it will stop producing lubricant until it reaches the minimum, which you can also set as you like. If lubricant is produced you will not produce flamethrower ammo and the petroleum output is not at its maximum. As soon as your maximum lubricant is reached the layout will shut down the lubricant production and will start to produces flamethrower ammo. The same principle here: Set a minimum and maximum value, as soon as the maximum of ammo is reached the setup will shut down the production and now converts everything to petroleum gas. To optimize the production of flamethrower ammo the setup also shuts down some light-oil-to-petroleum converters. Also there is a lamp which glows in different colors depending on the process that is active, just for asthetics. (Green for lubricant, red for flamethrower ammo and yellow for petroleum gas) The ratios: 4 refineries with advanced oil processing to 1 chemical plant that produces lubricant or 1 chemical plant that produces flame thrower ammo or 1 chemical plant that converts heavy to light oil to 7 chemical plants that convert light oil to petroleum gas. The wiring Since it's a fairly complex wiring I try to keep it simple. To describe the combinators I give each one a number acording to the image to the right. Feel free to rearrange the combinators as you like.(The arrangement on the right was chosen for demonstration purposes only) Red Connect lubricant tank to input of 3. Red Connect the input of 3 to the output of 6. Red Connect the output of 3 to the input of 6. Red Connect the output of 3 to the input 9. Red Connect the input of 9 to the input of 8. Red Connect chest with flamethrower ammo to input of 2 Red Connect output of 2 to input of 1, 5, and 7. Green Connect all the pumps (5 total). Green Connect the green wiring from the pumps to: output of 1 output of 2 output of 9 - also connect output of 9 to output of 8 output of 7 4 output of 3 lamp Settings I use the same numbers as above for the combinators. Lamp: Signal L > 0 (make sure to activte "use colors") 1: Input: Red Signal * -1 Output: Signal 0 2: Input: Flamethrower ammo < Minimum Amount Output: Red Signal (activate 1) 3: Input: Lubricant < Minimum Amount Output: Green Signal (activate 1) 4: Output: Yellow Signal, Signal 0, Signal L 5: Input: Red Signal * -Maximal Amount Output: Flamethrower Ammo 6: Input: Green Signal * -Maximal Amount Output: Lubricant 7: Input: Red Signal * -1 Output: Yellow Signal 8: Input: Green Signal * -1 Output: Yellow Signal 9: Input: Green Signal * -1 Output: Red Signal 2 Pumps Light-to-Petroleum: Signal 0 > 0 Pump Heavy-to-Light: Yellow Signal > 0 Pump Lubricant: Green Signal > 0 Pump Flamethrower: Red Signal > 0 How to set minimum and maximum amount of lubricant and flamethrower ammo You can set your minimum amount of flamethrower ammo at 2 and the amount of lubricant at 3. Simply change the number to whatever you like. Changing the maximum output is a bit more complicated. You can change the maximum value for flamethrower ammo at 5 and that for lubricant at 6. You have to change the number(#) like this: # = -(max-min) E.g. I want a minimum of 50 and a maximum of 150 of flamethrower ammo. For the minimum I change the value at 2 to 50. For the maximum I have to change the value of 5 to -100, because -(150-50) = -100 My Request: Please leave a comment if you are stuck or don't understand a certain part of my explanation. Express Transport Belt Basic Information This Layot is not quiet perfect, but it works fine. There's some delay due to the belts I haven't calculated and I don't know how. I would be thankfull for tipps here. Input 43 Iron Output 2 Express Transport Belt input and output per 0.5 ingame units Module(s) 3 You can use this layout for all the modules, since they use the same ressources. Input: 80 Electronic Circuits (belt on top) 80 Advanced Circuits (belt on top) 25 Advanced Circuits (belt from side) 25 Processing Units (belt from side) 1 Alien Artifact (Requester Chest) Output: 1 lvl.3 Module input and output per 60 ingame time units Building To build this layout you need: 21 belts 11 fast inserters 7 assembling-machines 6 long handed inserters 4 tunnels 1 requester chest 1 output chest Inserter If you want one assembling machine per Inserter-type (without the burner-inserter and the plain inserter) you need 52 electronic-circuits, 52 gears, 14 iron and 2 advanced-circuits per 0.5 time units. Input bottom left: 11 electronic-curcuits bottom right: 41 electronic circuits side bottom: 14 iron-plates and 12 iron-gears side middle: 30 iron-gears side top: 2 advanced-circuits Output 1 long handed inserter 1 fast inserter 1 filter inserter 1 stack inserter 1 filter stack inserter Input and output per 0.5 time units Theoretically you need 13 of my electronic-circuit-layouts and 26 iron-gear-assembling-machines to match the requirements. Building To build this layout you need: 60 belts 53 fast inserters 22 tunnels 14 assembling-machines 9 chests 5 output chests 3 long handed inserters 1 splitter Science Packs 1-4 Sushi Belt This layout is not made by me. I like it because it embraces the chaos you rarely find in factorio. Source This setup puts all 4 science packs on one belt, making it easier to grab the science packs from the belt to the labs and looking pretty chaotic and cool! You can see the setup for science pack 1, simply add this for every science pack to make sure you have all 4 science packs an your sushi belt. Connect the inserter (it doesn't matter what type it is) with at least 2 belts. inserter: Science Pack = 0 Belts: Mode: Read belt contents Content Read Mode: Hold The inserter now always puts science packs on the belt if there are no science packs 1 on the sushi belt. Science Packs Science Pack 1 You use 2 iron-plates and 1 copper plate per assembling machine for the science-pack-1 per 5.5 ingame time units. The layout would be too simple to waste thoughts on it. Science Pack 2 And again a layout that should not work in theory. The transport-belt to inserter ratio should theoretically be 1:2 but it works better with a 1:3 ratio. There are 3 inputs on my layout. Iron-Gear-Wheels (4 per 0.5) on the left, Copper (3 per 0.5) in the middle and Iron-Plates (6 per 0.5) on the right. Note: You only see 4 assembling-machines for science-packs. I use up to 24 (!) assembling machines with this layout to use all the inserters and transport-belts that are produced. Simply add the assembling-machines at the end/top of my layout. Science Pack 3 The problem with layouts that would theoretically work perfect is, that they get pretty huge sometimes. This layout is one of those. I recommend building a chain of assembling machines for the filter inserter. Ratio: 2 gear, 1 inserter, 1 fast inserter, 1 filter inserter. You will need electronic circuits and iron the get this row working. This Chain produces enough inserters for up to 10 chemical plants which produce batteries. For this 10 chemical plants you will need 1 sulfuric acid chemical plant and for that you need 3 sulfur chemical plants. You will need iron, copper, water and petroleum to get this chain working. Note: The ratios here are not perfect. You will produce too much sulfur and sulfur and the acid chemical plant is not a 100% occupied. add steel and advanced circuits and you have your science pack 3 machine going. Alien Science Pack (Science Pack 4) ... Intelligent Train Loading Ever had the problem of effectively filling your trains? This design calculates the average of all the content in the chests. It then sends a signal to the inserter if the content of the connected chest is under the average. Note: This Design is NOT made by me. I found it as MadZuri's Smart Train Loading Station:Source Wiring: Connect all the chests to each other and to the input of the arithmetic combinator. [Wire color red] Connect all inserters to each other and to the ouptout of the combinator. [Wire color red] Connect each inserter to the chest it fills. [Wire color green] Inserter setting: Ressource < 1 Combinator setting: Input: Ressource / negative # of connected chests Output: Ressource Supply Train A friend introduced me to this supply train setup. I think he didn't made it by himself, but I couldn't find the source. I am searching... If you are tired of replacing turrets and walls of your outposts by yourself this supply train is the right thing four you! The supply train brings turrets, walls, constructions robots and repair packs to your outposts. If your roboports cover all your defences the construction robots repair and replace everything that gets damaged or destroyed. As you can see the setup is realy simple. I'll explain step by step how to settings work: Station Setting Set the filter inserter unloading the train to set filters > read hand contents > hold Connect the filter inserter to the first Constant Combinator and to the input of the Decider Combinator Connect the first to the second Constant Combinator Settings second Constant Combinator: Fill in every item you want your supply train to bring and adjust the amount. I reccommend 50 Walls, 100 Repair Packs, 10 Laser Turrets and 50 Construction Robots. Connect the second Constant Combinator to the output of the Arithemtic Combinator Settings Arithmetic Combinator: input: Each * -1 output: Each Connect the input of the Arithmetic Combinator to the roboport and the Storage Chest. Settings Storage Chest: Read Contents Settings Roboport: Read Robot Statistics > Total Construction Robots: Item Construction Robot (see picture) Settings Filter Inserter filling roboport: set filter to: Repair Pack and Construction Robot Settings Decider Combinator: Parameters: Everything < 0 output: Signal G (1) Connect Decider Combinator with train stop Train Setting For each station set the waiting setting for the train like you see in the picture on the right. Assign places the cargo waggon of the train. This makes sure that you don't end up with a supply train carrying just one item arround. You can do this with the middle mouse button (scrolling wheel). Don't forget to limit the items in your train. The train only needs to carry arround a few items. On my last map the train had 50 laser turrets, 100 walls, 100 construction robots and 200 repair packs for over 20 train stops/outposts. Loading the train: If you are using requester chests make sure to use one chest per item type. If you have more than one item per chest it may be possible that the inserter doesn't load both items into the train because it can't load the item it holds because the train is already full. Main Base I recommend supply belts in one direction with all your factories extending away from the supply belts. Imagine a tree with the supply line as the trunk and the factories as branches. It has the advantage that you can extend your base in one direction without problems. Also it's very tidily. Disadvantage is that the base can get very long and robots use a long time to deliver items and build things. If you build your factories modular (like you see in the picture) you can easily move them aside if you want more supply belts or another order of factories. What goes on the supply belt? I normaly use these items: Iron-Plates Copper-Plates Steel-Plates Electronic Circuits Advanced Circuits For the other items i use logistic robots. If you don't like tranportation belts through your base you can replace most of the supply line with underground belts. It may even help improving your framerate. Sushi Belt WORK IN PROGRESS The Idea Ideal for every process that requires more than 2 items to assemble and do need a long time to be produced. You can safe place (transport belts) and complicated layouts by using one belt for every product required. Calculating the consumption you can use the circuit-network to define how many items you need on the transport-belt-circle arround your assembling machines. You only put items on the belt that are used to ensure that the belt never gets (over-)filled. The Layout A Sushi Belt layout to produce solar panels, substations and accumulators Wiring Wire every inserter with one colour of wire. Connect the same colour to the input of a arithmetic combinator. Connect the output of the arithmetic combinator with the input with the same colour. Set the arithmetic combinator to each * 1 and the output to each Connect the same colour of wire to the output of an arithmetic combinator. Wire everything that puts something on the belt with a different colour to the input of this arithmetic combinator. Set the combinator to each * -2 and output each []