• Breaking News

    Saturday, November 16, 2019

    Factorio This new cover art is... umm... IDK

    Factorio This new cover art is... umm... IDK


    This new cover art is... umm... IDK

    Posted: 15 Nov 2019 11:10 PM PST

    My Compact 2x8 Reactor With Minimal Heat Loss And Full 2.4 GW Output

    Posted: 16 Nov 2019 04:34 AM PST

    Train! AHHHH- ...what?

    Posted: 15 Nov 2019 12:15 PM PST

    Industrial Revolution without a main bus is complete chaos. Al dente spaghetti.

    Posted: 16 Nov 2019 01:01 AM PST

    I cancelled a centrifuge without inventory space.

    Posted: 15 Nov 2019 07:05 PM PST

    I like the passive aggresive way of telling me that im an idiot!

    Posted: 15 Nov 2019 09:21 AM PST

    My current Bobs/Angels/TSM city-block map. only up to chem science at the moment. but i thought i would share that the factory is always growing....

    Posted: 15 Nov 2019 04:06 PM PST

    Deathworld Series - turned up to max!

    Posted: 16 Nov 2019 01:54 AM PST

    Not spotting the box canyon in the middle of a nest can be hazardous to your health

    Posted: 16 Nov 2019 06:36 AM PST

    Smart centralized fueling with acceleration detection

    Posted: 16 Nov 2019 07:21 AM PST

    Smart centralized fueling with acceleration detection

    Peoples first thought about train fueling usually goes along the lines: "When my train runs low on fuel, I want him to go to the fuel station and refill." Any seasoned factorio veteran can tell you that this is impossible ... or is it?

    TLDR: A centralized train fueling system. Have your trains drive to one central fuel station once they run low on fuel.

    Features

    • all vanilla, no mods
    • only one fuel station
    • easily upgrade your fuel
    • small footprint for both detector and fuel pickup
    • alarms for fuel shortages
    • ups efficient design (circuits sleep ~99% of the time) [correct me if I'm wrong]

    Shortcomings

    • only works with at least 2 Locomotives per train
    • trains run with lower acceleration for a short time before getting refilled

    How it works:

    The whole system only works with at least 2 locomotives! This is the fuel pickup station:

    Example of two fuel pickup stations

    As you can see, the fuel pickup uses two different fuel types for the first locomotive of each train, a dummy fuel (wood) and the actual fuel (coal). The first locomotive is filled up like this:

    Wagon fuel inventory directly after fill up (here solid fuel instead of coal)

    The one dummy fuel (here wood) blocks one of the fuel slots, which means this locomotive has less fuel than the other locomotives of the train. The train will now leave the station and will eventually head to your unloader. Behind every unloader is the DetectorV1.0:

    Example Unloader station

    The Detector measures the trains acceleration, once the train leaves the unloader station. This is done by measuring the time it takes the train to clear the Measurement Signal between the stations. This time is then compared to the time of the previous train. If the train is faster or equal to the previous result, the detector station, which is also named "FuelStation" like the fuel pickup, is enabled and the train is allowed to access this station. If the train is slower than the previous result, the detector station is disabled and the train is forced to drive to the actual fuel pickup station. The time is of course also saved for the next train.

    Back to our example, once the first locomotive runs out of fuel, it's acceleration drops and the train is sent to refuel by the Detector.

    How to use it:

    Place the DetectorV1.0 at every unloader station. The first station in the blueprint is your unloader station, the only requirement is that 'read stopped train [T]' is enabled on the unloader. There is a second version DetectorV1.0NoStation, use this if you don't want to overwrite your current Station settings. Make sure to connect the one green wire and enable the 'read stopped train[T]' is enabled, like in the normal blueprint.

    Set your trains up like this:

    Example schedule of an iron train

    You can of course use your own conditions for the unloader and loader stations.

    Place the FuelLoaderV2.0 anywhere and supply it with fuel. One box contains the actual fuel the other one needs the dummy fuel. In the blueprint, the dummy box has a wood filter inserter in front of it, but you can use any fuel as dummy fuel. Just make sure, that the dummy fuel is never the same as the normal fuel or you will run into issues. You should be able to change the fuel and dummy fuel without interrupting the system. Changing the fuel does lead to some strange behaviour until the old fuel is used up.

    I made this testmap for the system, feel free to download it if you want to see it running. It uses my ETS for the train stations.

    !blueprint https://factorioprints.com/view/-Ltoj0XZeKXSeVzYwEm7

    submitted by /u/Kano96
    [link] [comments]

    I should try to put less things on the main bus I think... [lazy bastard map run]

    Posted: 16 Nov 2019 07:07 AM PST

    How do I....?

    Posted: 16 Nov 2019 04:44 AM PST

    Hey,guys. I've been playing this game for about a year, and I love it. That being said, I still don't understand some of the more advanced/intricate concepts, so I was hoping you could help me out.

    1. Trains. For the life of me, I can't get my train to automate unless I make the track a loop, which just takes up so much room. Is there something I can do to make it so I can just have one line of track?

    2. Circuits. I have never been able to figure out why I would need a circuit network/how the circuit items work. ELI5?

    3. Logistics network. I don't even know where to begin with those things.

    Everything else I pretty much have a handle on, although I do find myself hand carrying resources sometimes. Any help you guys could offer would be appreciated!

    submitted by /u/MadaCheebs-2nd-acct
    [link] [comments]

    What's the simplest nuclear reactor setup? I want to set up nuclear reactors but want to optimize them myself.

    Posted: 16 Nov 2019 04:25 AM PST

    Thanks

    submitted by /u/JoeyB001
    [link] [comments]

    Defending far away bases?

    Posted: 16 Nov 2019 03:05 AM PST

    I suck ay base building and would like to carry all the output from current base to a brand new one, should I use trains? And how do I defend the old base? If it keeps polluting it will keep being attacked, turrets will run out of ammo sooner or later, The bigger I make my base, the more I spend running from one side to the other fixing things, feels like i cannot make it self sufficient with biters on

    submitted by /u/marcspc
    [link] [comments]

    Version 0.17.78

    Posted: 15 Nov 2019 09:43 AM PST

    Bugfixes

    • Fixed a desync related to biter pathfinding. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
    [link] [comments]

    Think it's time i prune my logistics network?

    Posted: 15 Nov 2019 11:03 AM PST

    I had a nightmare last night

    Posted: 15 Nov 2019 07:09 PM PST

    Factorio but with irl conveyor physics

    Ie stuff won't stop moving at the end of a conveyor but instead drop off the end into a huge pile

    Sort of want to see it turned into a mod but pycoal is complicated enough as is

    submitted by /u/CONE-MacFlounder
    [link] [comments]

    Just come back to factorio after a year of not playing. No more anime girl in purple science orbs?

    Posted: 16 Nov 2019 07:37 AM PST

    Game is literally unplayable!

    On a serious note, holy fuck this game is looking better!

    What have I missed? Can I mass select my belts now without having to delete them 1 by 1?

    submitted by /u/steakyfask
    [link] [comments]

    Kovorex renovation of my nuclear generator area. Feedback welcome!

    Posted: 15 Nov 2019 09:16 PM PST

    Any assembler mods?

    Posted: 16 Nov 2019 06:40 AM PST

    I was wondering if there was any mods that make an assembler just require the raw ingredients of the recipe (iron, etc) instead of ingredients that you'll need to use another assembler for (Piercing mags for example). Is there any mod like this?

    submitted by /u/Xyrmy
    [link] [comments]

    1.0 is coming and fluid mixing prevention unimplemented

    Posted: 16 Nov 2019 12:27 AM PST

    SUGGESTION: Missile Launcher Turrets / Rocket Silos

    Posted: 16 Nov 2019 06:11 AM PST

    I would love an offensive turret/attack rocket silo to fill a void between laser/flamethrower turrets and artillery. Something that would take advantage of the rockets for the handheld launcher.

    A missile launcher turret would be a nice addition, and a missile silo for long range attacks (similar to artillery but with a MUCH lower fire rate, but larger blast radius) would be pretty cool. Having to clear biter nests manually with a tank/beefy power armour setup is tedious in the mid-late game. (With expansion on)

    submitted by /u/valinhart
    [link] [comments]

    No comments:

    Post a Comment