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    Monday, November 4, 2019

    Factorio Disco Lab Lights

    Factorio Disco Lab Lights


    Disco Lab Lights

    Posted: 04 Nov 2019 02:16 AM PST

    This is what my friend made after 20 minutes playing the game for the first time. I always find interesting watching someone new to the game. Sry for the quality it was on a stream.

    Posted: 03 Nov 2019 07:51 PM PST

    The importance of wall layout in one picture.

    Posted: 03 Nov 2019 11:50 AM PST

    Had to Build Over the Lake to Withstand Maxed Aliens Pressure Early Game (pre 0.17 nerf)

    Posted: 04 Nov 2019 06:15 AM PST

    Automaticly replace lost drones + Auto release new drones

    Posted: 04 Nov 2019 02:14 AM PST

    Automaticly replace lost drones + Auto release new drones

    Hello,

    recently i found out, that you can automaticly release new drones or replace lost ones (Due to biters etc.). So your base will never be out of drones (and you don't have to run all around the base to place 20,30,40k drones manually).

    You connect a robot hangar with a powerpole via green/red signal cable. Then you click on the hangar an choose [read robot statistics]. No you get displayed 4 things:

    x - Aviable Logistic drones (For example 5000/8000, meaning --> in total you got 8k drones, and 3k are in use, so you got 5k aviable

    y - Amount of total logistic drones --> How many logistic drones you got in total ( example: 5000/8000, that means you got 8k total)

    z - aviable construction drones (see above)

    t - total construction drones

    https://preview.redd.it/txi3wdkw9nw31.png?width=890&format=png&auto=webp&s=d557aef0f167ec75b01e4bba4e0c8cfa4a92bf05

    Now you can ask for drones in a blue request box for example, to bring 500 drones of the desired types. Then you connect the inserterter that you want to insert drones into the robot-hangar with a signal cable to the power pole mentioned earlier.

    Then you can configurate it as you want.

    For example, if you are running low on drones in total, due to attacks. You can say:

    y (total logistic drones you have) < *amount you want minimum*

    Then the inserter will be activated if you have less than the total drones you want and it will put new drones into the hangar and they are aviable for the logistic network.

    Same goes for the case that you always want a minimum number of aviable drones.

    x (amount of aviable logistic drones) < *amount you want*

    For me this was very helpful for specific setups. I hope some of you can use it to your advance.

    https://puu.sh/EAD4V/eb01da6e03.png

    Greetings

    Joey the Cat

    submitted by /u/Joey_The_Cat
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    Unwearable

    Posted: 03 Nov 2019 10:39 AM PST

    Power generation alternatives

    Posted: 04 Nov 2019 06:12 AM PST

    So far there are three ways to generate power: boilers and steam engines, solar panels and accumulators and nuclear reactors, heat exchangers and turbines. I would like to propose some more.

    Generator - a small 2x2, 2x3 or 3x3 device, which consumes burner fuel directly and produces small amount of power (less than a single steam engine and possibly at lower efficiency. Because it's easy to set up and quick to remove, it's an ideal mobile power source you can use while far away from base (f.e. when setting up a new outpost)

    Gas turbine - burner gas turbine consumes petroleum gas and produces the same amount of power as steam turbine along with some pollution. This can be useful as midgame alternative to solar panels, when steam engines aren't enough and nuclear power is too much or isn't set up yet. In ideal case the gas turbine isn't a separate building, but instead it's a steam turbine working in different mode.

    Supercritical boiler - a burner alternative to nuclear reactor, supercritical boiler can produce up to 40 MW of power and roughly 400 units of 500°C steam per second. It's able to burn a whole stack of coal in only 5 seconds, but the output steam can be used in turbines. As a result such powerplants produce the same amount of power per unit of fuel as boiler-steam engine ones, while taking a lot smaller area. The SPC boiler is a 5x5 building, but unlike the reactor doesn't benefit from it's neighbours.

    submitted by /u/Atlas421
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    Noobie help - none of my modular armour components do anything. I think it's a power thing?

    Posted: 04 Nov 2019 07:39 AM PST

    I've added 2 batteries, putting them any old place when I right click on the armour.

    My gut feel is the batteries are empty. I've also added 2 personal solar panels. But none of my modules (night sight, dont' move when on conveyer belts etc) do anything. I think I read somewhere the personal batteries are at 0%?

    I guess the question is how to I charge my personal batteries so my other modula stuff works? Any help massively appreciated?

    submitted by /u/britboy4321
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    8% UPS gain on Linux with huge pages

    Posted: 03 Nov 2019 01:31 PM PST

    Factorio is notoriously sensitive to memory latency.

    It can be made to allocate its heap memory in "huge pages", of 2 MiB or 1 GiB size, instead of the default 4 KiB. This reduces the number of TLB misses incurred by Factorio's traversal of its large working set. 2 MiB huge pages are easy to set up and free when not in use, and give ~8% UPS improvement. 1 GiB pages give 0.35% on top of that, but are a much bigger hassle and require reserving a big chunk of memory at boot time.

    The documentation:

    https://www.kernel.org/doc/Documentation/vm/transhuge.txt

    https://lwn.net/Articles/374424/

    https://sourceforge.net/p/libhugetlbfs/mailman/libhugetlbfs-devel/thread/1306430039-25480-2-git-send-email-emunson%40mgebm.net/

    man hugectl

    man madvise

    How to do it:

    1. Install libhugetlbfs. On Fedora, the package name is just that. libhugetlbfs-utils is not needed, but it does have a convenience wrapper and an admin tool that is useful for 1 GiB pages.

    2. Make sure your system is configured for synchronous allocation of huge pages when requested, or more agressive settings. This is the default on Fedora:

      $ grep . /sys/kernel/mm/transparent_hugepage/{enabled,defrag}
      /sys/kernel/mm/transparent_hugepage/enabled:always [madvise] never
      /sys/kernel/mm/transparent_hugepage/defrag:always defer defer+madvise [madvise] never

      You want enabled to be madvise or always, and defrag to be madvise, defer+madvise, or always. (Beware that always defrag seems likely to cause big latency spikes, and there are lots of people on the internet asking how to disable transparent hugepages. madvise for both should be very safe, however.)

    3. Start Factorio like this:

      LD_PRELOAD=/usr/lib64/libhugetlbfs.so HUGETLB_MORECORE=thp HUGETLB_RESTRICT_EXE=factorio /path/to/factorio

      What this does, is it overrides the normal glibc memory allocator so that it always maps memory from the kernel in 2 MiB aligned chunks, and uses the madvise() system call to request MADV_HUGEPAGE.

    The Benchmark

    condition +% detail without hugepages 0.00 smelt-speed/07-tile-bots-smallcesll250-spd12.zip: 3.374 × realtime, avg=4.940 min=4.129 max=8.381 hugectl --heap=2M 8.32 smelt-speed/07-tile-bots-smallcesll250-spd12.zip: 3.655 × realtime, avg=4.560 min=3.816 max=7.464 hugectl --heap=1G 8.74 smelt-speed/07-tile-bots-smallcesll250-spd12.zip: 3.669 × realtime, avg=4.542 min=3.785 max=7.469 hugectl --thp 8.35 smelt-speed/07-tile-bots-smallcesll250-spd12.zip: 3.656 × realtime, avg=4.559 min=3.791 max=7.457 hugectl --heap=1G --shm 8.62 smelt-speed/07-tile-bots-smallcesll250-spd12.zip: 3.665 × realtime, avg=4.547 min=3.782 max=7.442 

    All tests were best out of ten, run for 1800 ticks.

    My machine is an Intel i5-4670K. I'd be interested in hearing how this works on AMD and newer Intel CPUs.

    submitted by /u/VenditatioDelendaEst
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    friends first time playing love watching him go after the evolved aliens he calls them zombies lol.

    Posted: 03 Nov 2019 05:10 PM PST

    Finally got a mostly- expandable design for red/blue circuits in Krastorio

    Posted: 03 Nov 2019 07:50 PM PST

    Anyone else take forever trying to actually get into a new game?

    Posted: 04 Nov 2019 07:47 AM PST

    I get a ton of hours out of each map, well over 100, so I try to be super picky when starting a new game. Something about the way worlds are generated in .17 makes it super hard for me to get one that has a good balance of grass and sand terrain, with diverse ore resource patches in the preview with a healthy amount of oil nearby. I got a couple hours into a game yesterday before abandoning it, and I've had the game open for 2 days, just generating new previews every now and again trying to hit the sweet spot whenever I happen to be at the pc. I've been craving to get back into the game over the past week after being away for a couple months after putting 170 hours into a previous save and at this point I'm frustrated by my own pickiness.

    submitted by /u/Lebowskerino
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    My humble Bob's mods base after around 34 hours of playtime.

    Posted: 03 Nov 2019 11:05 AM PST

    Does boilers/steam engines produce more pollution with multiple ones vs. 1?

    Posted: 04 Nov 2019 01:11 AM PST

    Hi!

    Let's say I use so little power that one single steam engine and one boiler (which could power two) is more than enough to power my starter-base.

    I then install 20 boilers and 40 steam engines for the heck of it, but I don't change my base setup.
    Is the pollution identical? Polution and load spread on all boilers and steam engines?
    Same if I had f.ex. 40 steam engines and 40 boilers?

    Or is it a small penalty to overbuild?

    I feel it should be, but I don't think it is?

    I like to just fully build the 1x pump, 20x boilers, 40x steam engines and be done with it until I have other means of power.

    submitted by /u/DIYglenn
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    Goodbye main bus, you were much loved (Is this a good way to end a main bus?)

    Posted: 03 Nov 2019 02:53 PM PST

    I have started to leave the main bus system (top), but now I can't decide if I should for a natural train network layout (right), or a train grid (left). In any case, there's going to be some heavy demolition involved.

    Posted: 03 Nov 2019 11:07 AM PST

    Petroleum ended up in the right pipe main bus by accident, how to clean it to make it ready for transporting water?

    Posted: 03 Nov 2019 08:19 AM PST

    I'm new and this is my first singleplayer base. Thoughts and feedback?

    Posted: 03 Nov 2019 03:49 PM PST

    porn factorio. when you forget what you really wanted from the created scheme

    Posted: 03 Nov 2019 11:26 AM PST

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