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Steam Mover Error Level 4카테고리 없음 2020. 1. 24. 19:48
Plenty.Lets start with the new feature. With the introduction of fluid energy source, Bobpower has added oil boilers. Remembering that a Heat Exchanger is worth 2 of it's tier of Boiler (2x B3 = HE1, 2X B4 = HE2 etc), the Oil (powered) Boiler is worth 1.5 of it's tier of Boiler. It's also set right between Boiler and Heat Exchanger on the tree, so.
1.5x B2 = OB1, 1.5x B3 = OB2 etc. Code: Thorium processing same as Uranium processing. 10 ore for 10 seconds - 1 T23219 T232 + 1 U235 + 10 iron plates for 10 seconds - 10x thorium-fuel-cell (maybe instead of iron make it lead. Same for base game fuel)used-up-thorium-fuel-cell for 10 seconds - 1x U233U233 can then be used, possibly with U238 to make more fuel cells.100 water - Chemical plant(Or I could add pipes to the centrifuge and use that) - 99.5 Pure water + 0.5 Semi-heavy water.
I'm familiar with Steam Mover from having my Steam Install on my SSD that also had the OS on it. When I finished the game, I used SM to move it to my HDD to free up SSD space. In some cases I moved games back to the SSD from the HDD if I wanted to play them months later. This worked dozens of times without issue.
(which is a generous ratio towards the heavy water, but that's still an excessively small value. You'll be pressed for what to do with all that pure water)You already know what to do with pure water.Semi-heavy water - Electrolysis - Oxygen + hydrogen-deuteride (in theory it will actually be a mix of Hydrogen, hydrogen-deuteride and Deuterium, values same as pure water electrolysis values)hydrogen-deuteride (+ Possibly some other intermediate, like sulfuric acid) - Chemical plant - Hydrogen + Deuterium.Deuterium + Oxygen - Chemical furnace? (Only 1 fluid input, Maybe Chemical plant) - Heavy waterHeavy water - Electrolysis - Oxygen + Deuterium (Reverse process of the above)I haven't decided what the Deuterium or heavy water should be for yet, but I've wanted to do the cycle for a long time.Thorium plan also seems incomplete. Tue Jan 15, 2019 11:20 amTransport belts have also seen a buff from 13.33 Items per second per tier to 15 in the base game, so my belt speed overhaul to set things to 10 per tier with an extra tier doesn't make much sense, so I set the 'IPS per tier' to be configurable, default value will be 12.5, but you can set it to what you like.
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10 or 15 are both good numbers, depending if you want the old nostalgia of the current versions overhaul, or follow the current base game steps.Wait. I thought the modded belts would go:Gray: 15Yellow: 30Red: 45Blue: 60Green: 75Violet: 90. Tue Jan 15, 2019 11:20 amTransport belts have also seen a buff from 13.33 Items per second per tier to 15 in the base game, so my belt speed overhaul to set things to 10 per tier with an extra tier doesn't make much sense, so I set the 'IPS per tier' to be configurable, default value will be 12.5, but you can set it to what you like. 10 or 15 are both good numbers, depending if you want the old nostalgia of the current versions overhaul, or follow the current base game steps.Wait. I thought the modded belts would go:Gray: 15Yellow: 30Red: 45Blue: 60Green: 75Violet: 90Soon have to start labeling violet as mach 1. I can't imagine it being safe having items fly that fast on a belt.Those numbers are also what I expected as well.
Although, I couldn't imagine many people using green/violet belts unless you love to go heavy with modules and beacons. Those that do would absolutely love it. Tue Jan 15, 2019 11:20 amTransport belts have also seen a buff from 13.33 Items per second per tier to 15 in the base game, so my belt speed overhaul to set things to 10 per tier with an extra tier doesn't make much sense, so I set the 'IPS per tier' to be configurable, default value will be 12.5, but you can set it to what you like.
10 or 15 are both good numbers, depending if you want the old nostalgia of the current versions overhaul, or follow the current base game steps.Wait. I thought the modded belts would go:Gray: 15Yellow: 30Red: 45Blue: 60Green: 75Violet: 90Soon have to start labeling violet as mach 1.
I can't imagine it being safe having items fly that fast on a belt.Those numbers are also what I expected as well. Although, I couldn't imagine many people using green/violet belts unless you love to go heavy with modules and beacons. Those that do would absolutely love it.Fastest tiers are for main bus - inserters start to have problems grabbing from those. You build a bus from violet ones and then split out to red/blue. I'm not going to reply to anyone specific here, just a general response.by default belt speeds will go from grey, yellow, red, blue, purple, green. 7.5, 15, 30, 45, 60, 75.if you enable the speed overhaul they will go 12.5, 25, 37.5, 50, 62.5, 75, but you also have a 'Belt speed per tier' option set to 12.5.if you change that to 15, then the belt speeds will go 15, 30, 45, 60, 75, 90.Keep in mind that a speed of 75 in 0.17 still physically moves on the belt at the same speed as a 66.66 speed belt in 0.16, which is what green belts move at if you don't turn on the speed overhaul, and only 60 if you do.
This is because items are 1 pixel closer together in 0.17, and why I chose the numbers that I did.To note, setting insane speeds doesn't crash the game, I accentually did a multiply by 32 instead of divide by 32 and ended up with an express belt speed 40960ips, which when you step on it instantly teleports you 160 tiles away.As for inserters, even with these faster values, an ultimate inserter should be able to grab items off an ultimate belt. How do I know this? Back during the overhauls, I did experiments to see just what inserters could grab items from what belts, my findings was that basically, an inserter can grab from a belt of the next tier up, so a fast inserter could grab items of an express belt with no issues.Science overhaul, there is one, but it's not exactly balanced in it's current state, and after removing the flying robot frame from utility science, I'm a bit stuck as to what to replace it with that's high-tech enough to make sense. Hey Bob!I like the idea of the oil boilers, we always make dirty energyWhat's up with compressor and Pump? Their box is 2x2 but the model looks like a 2x1What is the rate for the different MK boilers-steam engines? 1:20:40 (offshore-boiler-steam engine) is looks like working for MK1 and 2.What's your plan with pickaxe removal?
Will we get the upgraded mining speeds (like cobalt) after researching the tech?Do you plan to add some kind of Trash can? (a container which deletes the items placed in)Do you plan to add some kind of loaders? (Like Deadlock's compact ones)Do you plan to add new ores? (0.17 and beyond).
Mon Jan 28, 2019 7:11 pmThese are my thoughts so far. What do you think?This sounds like a remarkable pain in the ass, while also conflicting with pretty much every mod that uses many packs per lab.Having multiple lab areas to handle a few select techs sounds like a chore and not worth building towards, especially with the base labs comprising the majority of all base game and non-Bob mod techs. Assuming there are good techs to be obtained, you'd create a temporary lab setup for the research then instantly tear it down once it's done, only to never be used again. That's rather counterproductive and time wasting compared to a proper lab setup that's useful and can be upgraded over the entire course of the game.Multiple pack tiers also seem redundant and can even soft-lock you by preventing you from researching ahead for better recipes. Even though you may lack the materials to create the structures, the recipes from a tech could help you better prepare for advanced materials in the near future. Tier packs undermine that by forcing you to halt advancement until you get that material first, when a recipe further down the tree could have been very useful but now has come too late.I could be off the mark on how you're viewing the process, but I simply dread the idea of having to constantly fuss around with such a core gameplay element just to get something simple done. Mon Jan 28, 2019 7:11 pmThese are my thoughts so far.
What do you think?This sounds like a remarkable pain in the ass, while also conflicting with pretty much every mod that uses many packs per lab.Having multiple lab areas to handle a few select techs sounds like a chore and not worth building towards, especially with the base labs comprising the majority of all base game and non-Bob mod techs. Assuming there are good techs to be obtained, you'd create a temporary lab setup for the research then instantly tear it down once it's done, only to never be used again. That's rather counterproductive and time wasting compared to a proper lab setup that's useful and can be upgraded over the entire course of the game.Multiple pack tiers also seem redundant and can even soft-lock you by preventing you from researching ahead for better recipes. Even though you may lack the materials to create the structures, the recipes from a tech could help you better prepare for advanced materials in the near future. Tier packs undermine that by forcing you to halt advancement until you get that material first, when a recipe further down the tree could have been very useful but now has come too late.I could be off the mark on how you're viewing the process, but I simply dread the idea of having to constantly fuss around with such a core gameplay element just to get something simple done.there is not much to add to this.except i hate increasing science pack count in general, unless it adds some unique technology branch (like alien packs for ammo). And tiering science packs in each respective category, particulary because you might want to progress at different pace in different branches.
Fri Feb 01, 2019 8:28 amI don't see any discussion here yet of the assembler complexity limit being dropped. I know I saw some discussion on that in the other thread. Are there any plans solidified yet as far as whether you'll be keeping the item limits?I have already stated somewhere in the 0.16 general discussion thread that I have already removed all ingredient count limits from all machines in my mod.
I currently have no plans to add any back in, but it has been suggested that I make it an option in the settings.
Story walkthroughThe main story consists of 4 elements, and each starts with a point-and-click adventure page followed by 4 character pages. Each character page contains 4 match levels followed by a small hidden picture puzzle.While the match level layout is not random, the actual layout of the tiles is random (or mostly random) so no specific solution can be given, but tips will be offered.MISSABLE ACHIEVEMENT ALERT: Remember not to use a hint on any of the puzzles or you will have to reset the game to unlock an achievement.AirStart by locating all of the pieces hidden in the scene. Shovel: On the ground left of the rock; below the crank; left side on the altar. Axe: Bottom left of the cave entrance; on top of the altar. Gear: Right of the altar; right of the cave entrance; behind the base of the tree. Crystals: Behind a rock to the lower-left of the altar; in the grass at the bottom of the screen; at the top of the tree trunkYou should have the shovel complete and all of the other parts need only one piece. Use the shovel to dig the sand at the cave entrance to reveal the last piece of the axe.
Use the axe to chop the roots covering the crank. Pick up the last gear piece and use it on the crank.This opens a puzzle.
Complete the chain of gears: Large, small, large, small, small, and large. This raises the bucket with the last crystal. Pick up the crystal and put them on the altar.Now you have to repeat three sequences of music notes. The note sequences are always the same, but there are two different patterns for each round.
If you make a mistake, you are given the other pattern to try next. Labeling the crystals left to right (where ‘2’ is the short one in front and ‘3’ is the tall one behind it), the note sequences are: 5-4-1 / 6-3-5; 6-3-5-4 / 1-2-7-3; 7-4-3-3-2 / 6-3-5-4-3.Level 1: The first two levels are tutorial levels. You really can’t fail them. However, they are also ideal levels to earn two achievements on.
However, to do that, you have to break out of the tutorial mode. To do that, make a match in the center of the screen before the tutorial kicks in to tell you about matching squares. (If you see the fairy giving you the lesson, just restart the level, as the tutorial will require you to make a 4 tile chain.)Now, work on clearing this level, making only chains of 3 tiles. You only have to clear a small gap in the middle and a slightly longer gap of 5 tiles at the end. Level 3: This level introduces the spade power-up. This fills up by matching green tiles and when full lets you eliminate any single square of dirt. It doesn’t work on frozen squares and doesn’t eliminate the tile on that square.
If the square has multiple layers of dirt, it only removes a single layer.Shortly into the level, you’ll get to an area where you have to use the spade to clear a block and to the left and right are two large areas of blocks. This is a good opportunity to try for the speed achievements.
You have to get 20 matches in 30 seconds or less. Make matches as fast as you can, starting from the top of the screen (so that the match doesn’t disturb the locations of other matches) and don’t wait for the tiles to finish falling. Match long chains 3 at a time (to get multiple matches instead of just one).
If you’re quick enough, you should unlock. If you don’t unlock it here, there are plenty of other changes to do it.
You can also disable the timer (enable ‘Relaxation mode’ in the settings charm) to give yourself more time to work with.Level 4: This level introduces the pipeline puzzle. These are usually straightforward, but time consuming.
If your pipe gets stuck, it usually means you turned left when you should have turned right (or vice versa) but most of the time, there is only one way for the pipe to continue.This image shows the completed path. They won’t all be that easy. A ship’s brake: The anchor on the ship in the upper right. A trap for flies: The spider web in the upper left.
Born of a tree: The leaf below the ship on the right. For steering a horse: The reigns worn by the Pegasus.Level 5: This level introduces ice squares. They don’t collapse when tiles below them are eliminated.
Using an ice tile in a chain just thaws it but doesn’t destroy the tile or the dirt under it. This is where long chains help as an ice square in a chain that is also hit by the explosion will remove both the ice and the dirt. You cannot use the shovel on frozen squares.Level 6: This level introduces magical arrows. They activate when the ooze reaches them and fire off for a predetermined distance, destroying items in their path (and can activate other arrows).The pipeline puzzle is solved like this. Level 7: The magic fire power is unlocked now which is powered by red tiles. This will clear all frozen squares and destroy tiles for 2 squares in all directions from the tile you activate. However, it will not clear dirt to allow ooze to flow.Level 8: Level 8 introduces squares with multiple layers of dirt.
Anything that clears dirt (making a chain, using the shovel, or explosions) only remove one layer, but a tile that is part of a chain that also explodes will get two layers removed (one for the chain and one for the explosion).Fairy: This is a spot the difference puzzle. Click (in either picture) on the four differences between the two images. In the Fairy picture, the differences are. Stump over the fairy’s head. Door on the left side.
Flower on lily pad in lower left. Ladybug on red flower in lower rightLevel 9: This level introduces the locked gate. In addition to making a path to the gate, you also have to make a path to the blue and green beacons that unlock the gate.Level 10: This level introduces the rings. They come in two forms: ones that form a cross (like the first one you see) and ones that form a path (either straight or curved). Usually there is only one correct orientation for the rings, but occasionally you can use the curved path to form a path between both entrances or both exits making the rest of the level very difficult or impossible to clear.Even where you get a choice, once you have the rings lined up for a particular, valid exit, you can’t change them.When you get to the fork, you can choose whether to take the left or right path based on how you configure the rings. The right path is narrower, which makes chains harder to form, but is only a single level deep. I think going left is easier, but both routes are still very easy and there is no time pressure yet.This is the solution to the pipeline puzzle.
Level 11: The swap power-up is unlocked here which is powered by yellow tiles. It lets you swap any two tiles on the board. You cannot swap stone blocks or frozen tiles.
This can help you make chains in tight places or join shorter chains to make longer chains.Level 12: This level introduces the sliding block puzzle. You have to slide the blocks around to make a path for the ooze to get through. Most of them are very simple, but some can be tricky, especially with the time constraint. There are two sliding block puzzles on this level.
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These diagrams show how to solve each puzzle. Three pearls: On her shoulder, left of the eagle’s feet, in the arch over the castle’s door. Balloon: Left of the castle.
Compass: Around the eagle’s neck. Dry Tree: Halfway up the path, below the castle. Eyepiece: Worn by the eagle. Flower: Bottom of her gown. Mirror: On the steps, left of the eagle. Origami Crane: In her lap near her hand.
Ribbon: Hanging off the steps, left of the eagle. Small Bird: Flying in the upper rightLevel 13: There are three sliding block puzzles on this level. The pendant around the Ifrit’s neck. The rightmost gem in the Ifrit’s hat.
The beak on the right bird head. The arches below the Ifrit.Level 29: At the very start try to match one of the blocks at the bottom of the screen to let the ooze flow to the arrows. You have to do this while the screen is in motion as they will move off screen. If you can do this, it makes the very end of the level much easier (as the arrows will destroy the multiple layers of dirt and ice around the goal).There is a pipeline puzzle here. 3 Emeralds: Ring in the far upper left; at the tip of the upper wing; on the claw above his head.
Arrow: At the very bottom right. Axe: Struck into the shield on the right. Chain: Tied to the rocks in the upper right. Fern: On the dragon’s wing just above his head.
Flask: On the dragon’s wing just above his head. Key: On the ground on the bottom left. Lute: On the right, above the dragon’s head. Sword: Below the banner on the left.
Tassel: Hanging from the banner on the leftEarthStart the Earth puzzle by finding the loose items. (You might remember this scene as being down the well from the Air puzzle.). More interestingly, at the very start of the level are two magic arrows in the lower corners that eliminate some blocks just before the goal.
Going the same direction as an arrow you activated helps a little. (You can still activate those arrows at the end of the level if you went the “wrong” way or didn’t activate either arrow.)There is a rotating pipeline at the bottom.
Be sure you set it the wrong way – you can set it to the side that you’re ooze is not on and lock yourself out. You’d have to melt and dig the ice block to finish the level if you do that.Level 36: There is a sliding block puzzle here. Level 38: When you get to the fork in the middle, the left fork is much shorter than the right fork.
Near the end of the level is a sign suggesting that magical fire would be helpful. While true, the next area is much harder to clear and could benefit from the fire more and you probably won’t have a chance to recharge your fire power-up before then. Try to get through the thin wall of stone and ice without using the fire power-up there.Level 39: Near the end there is a ring path. Be sure not to join the two inputs or you’ll have to go through the narrow path around the ring instead.Level 40: There is a sliding block puzzle here.
Armored Seeds: Pine cone in the lower right. House for Squirrels: Hole in tree in the upper left. Musical Instrument: Horn in the druid’s belt.
Poison Parasol: Mushroom at the base of the tree on the leftLevel 41: There is an area with a locked gate and its portals surrounded by ice. Just clear a path to the magic arrow in the middle (make a chain of 6 tiles ending just below the arrow to burst the rocks around it and then a chain of 3 tiles to clear an opening). The arrows will clear paths to the portals and the gate.The left and right forks after this lead to the same place. These are followed by a sliding block puzzle. Lever: Very lower right; on the right end of the fence left of the bridge; in the tree in the upper left. Shears: Left of the pedestal; left of the stream bed; right of the bridge on the path;.
Pick: In the dry stream bed at the bottom; under the arch of the bridge; on the fence in front of the path on the right; above the blue mechanism on the right. Wand: In the rocks over the left end of the fence on the rightYou should have the pick finished and need one piece for the lever and shears and two pieces for the wand.Use the pick on the rocks below the bridge to reveal a piece of the shears.
Use the shears to cut away the vines from the altar to reveal a piece of the lever. Use the lever on the mechanism on the right (with the large blue gem). This opens a puzzle.Click on the branch to clear it out of the gears.
Slide all of the pins in, rotate the piece on the outside of the pins all the way counterclockwise and then slide the pins back out. Push the red button. This allows the river to flow again. There is a piece of the wand in the river at the bottom of the screen and another in the blooming flower on the altar.Give the completed wand to the Air fairy.Level 49: You want to take the down fork as it skips one area present in the upper fork. There is a sliding block puzzle here.
Three coins: On the captain’s right sleeve; in the rope on the dock post on the right (below the helmet); in the crack of the crate below the captain’s foot. Anchor: On the tavern sign. Boathook: Along the very right edge of the scene (very hard to see).
Cannon: Between the captain’s legs. Helmet: On top of the dock post left of the captain. Knife: In the rope of the basket at the lower left. Lamp: On the basket to the right of the captain. Pencil: In the captain’s ear.
Spyglass: On the crate below the captain’s foot. Wheel: Left of the dock postsLevel 58: There is a pipeline puzzle here. Level 59: At the start of the level is a portal that unlocks the gate at the very end of the level. Unlock it if you can. As you proceed around the perimeter of the level, there are many opportunities to activate arrows or mines that make the inner part of the level much easier. Note that you only have to do this on one side since when you get to the end of the perimeter, you get to choose whether to go left or right.Level 60: Near the end is a row of rocks above a steel wall with a single frozen tile leading to arrow.
Don’t bother trying to break through that opening since when you get to the left end of that area, a magic arrow will destroy the steel wall anyway. After this is a pipeline puzzle. Iron Watchman: Padlock just left of the lobster below the mermaid.
Marine Steed: Seahorse right of the harp. Royal Cap: Crown at the base of the harp. Undersea Jewels: String of pearls around the mermaid’s neckLevel 61: Early on there is a row of frozen tiles with some stones above them. When you enter this area, a magic arrow is activated that eventually leads to an arrow that destroys the ice. Try to make as much progress across this area before the ice is destroyed as the stone will interfere with your progress.There is a second area just like the first right after this. This is followed by a sliding block puzzle. Level 63: The start of the level is tricky.
As you are working your way down the middle, near the bottom is a small area that the ooze flows through with magic arrows to the side. You don’t have to break any dirt to let the ooze by, but you’ll want to break through the sides to activate the arrows. This will activate other arrows which will destroy the rows of frozen blocks. At the very bottom of the middle is a long row of dirt which is always filled with the same color tile.
The magic arrows will destroy most, but not all, of the dirt but will replace the tiles with random tiles so you need to match that column of tiles before the magic arrows destroy it.When you get to the bottom, you need to keep the ooze flowing on both sides. However, if you get too far ahead on one side, the screen will scroll up and you’ll lose access to the tiles required to unblock the ooze on the other side.
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This might require saving a match on one side that will clear the area and using it right after you have unlocked the other side.Level 64: This final level is really long. Keep referring to the map to see which direction you’re supposed to advance: left across the tail, down and around the root, left around the bottom edge of the ball and then up through the middle of the ball, right and then down into the hand, then up and right into the body; up to the head and down and left towards the goal.In the tail section, the dirt is already dug in long, vertical columns and will zigzag its way across. However, this takes a long time so you’ll want to break as many of the vertical columns as you can to speed the progress of the ooze.When you enter the bottom of the ball and reach the wall of ice, look to the right and break the dirt to the magic arrow. That will tunnel all the way through the ice.When you reach the hand, again there is a path for the ooze around the outside edge of the hand, but you’ll want to try and save time by breaking across the wrist.There is a sliding block puzzle here.
Now start a new game. You have to play through the entire game again. The only difference now is that you have all four power ups from the start, but that’s the only difference. If you missed out the achievements for solving a level with only short or long chains, you should do that now as the first few Pegasus levels are the only reasonable spot to do it in.During this replay is a good time to focus on two other achievements that require you to make a chain of 20 chips. The best way to do this is to find a level with a large open area, especially one where there are large chains handed to you and build a chain of 20. It’s best to turn off the timer (turn on Relaxation mode in the Settings charm) and use the swap power-up to connect long chains.
Levels 32, 53 and 64 seem particularly suited for this. When you have a chain of 20 chips or more, you’ll unlock.