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    Friday, December 27, 2019

    Factorio are there plans to update the sprite for satellites?

    Factorio are there plans to update the sprite for satellites?


    are there plans to update the sprite for satellites?

    Posted: 27 Dec 2019 12:54 AM PST

    When your daughter wants to do arts and crafts...

    Posted: 26 Dec 2019 01:46 PM PST

    Things just get weird on the map view later in the game

    Posted: 27 Dec 2019 07:26 AM PST

    Bi-directional Logistics Network Balancer

    Posted: 27 Dec 2019 01:07 AM PST

    Bi-directional Logistics Network Balancer

    Hello everybody, I have built something quite cool in my opinion, and I thought I would share it with all of you. Its about to get somewhat technical, so please bear with me...

    I have created what I would consider a generalized logistics network item balancer.

    What is it?

    Basically, it connects two separate logistics networks such that they can share items, but keeps the advantages of having separate networks (lowered robot response time, less energy usage, shorter trips, robots stay inside logistics areas, etc.

    What exactly does it do?

    Essentially, it uses requester chests to allow two networks to try to split the resources they contain 50/50. You could modify it to allow other ratios, like 60/40 or 90/10.

    Why would you want this?

    Well, many players use many small logistics networks instead of one or a few large ones. Having one giant logistics network often leads to issues such as robots trying to cross over undefended territories, robots taking a very long time to cross the entire base, robots backtracking to recharge leading to wasted energy etc. The major disadvantage to this is that each logistics network must be fed resources individualy, often with a design such as this:

    Cell border from Draloric's Grey Goo V 0.1

    On the left, requests are made for specific items, and then moved by inserter across the 1 tile gap between logistics networks and then placed in a provider on the right. A major issue with this design is that this only works in one-direction. If at any time you make a loop with the networks, the passive providers and requesters start to queue useless orders; moving the items in a big circle instead of wherever they're supposed to go. Some minor issues include: You need 1 chest (1 tile) per item, or it may become clogged. You are restricted to the throughput of the inserter for each item (you can increase by duplicating items), the east logistics network will just continually pull items until all of its chests are full, even if that might leave the west logistics network in a deficit.

    My design eliminates a few of the issues: Items now move in both directions, Throughput is now restricted to the number of chests in total, not each item. No logistics network will "hoard" materials, and you can move every item in the game across just a few chests, or split between hundreds of them.

    Cell Border from Draloric's Grey Goo V0.2

    How does it work?

    First, we need to know the difference in item counts between logistics networks. Using roboports hooked up to the circuit network, we input that data from the green cables going to the left and right of the screen.

    Second, we need to calculate the difference. To do this, we split the signal from left and right to top and bottom. The whole build is rotationally symmetric, so the top combinator on the right is equivalent to the bottom on the left. The "right" turn for the signal multiplies EACH by -1. This ouputs the inverse of the logistic network contents. This is then added to the opposite side top/bottom which was multiplied by 1 in the opposite combinator (this is to prevent back-propagation of signals). The result is that the top green line is the difference in materials from left to right and the bottom green line is the difference in materials from right to left.

    Next, we divide EACH number by 2. This is so that the networks balance properly, moving over enough to equalize, and not overshoot.

    Next, we subtract EACH by 15. This is to offset the fact that stack insterters move 12 items across, and just adds some degree of error, so that we aren't trying to balance down to the single iron plate.

    Finally, we output the amount of resources to SEND along the red lines going up/down. This is used to set the request for the requester chest. If you have multiple requester chests, you will need to divide the red line by the number of chests before this.

    The end result is that if either network has at least 15 MORE items than a neightboring network, it will send some items across the border to help its neighbor out.

    Above, but with ALT.

    Blueprints?

    I don't have one yet, I will make one when I have a completed design, above is just the prototype.

    More

    This is part of a much larger project of mine, the Grey Goo Project. I'm going to be trying to livestream on twitch, but for now if you'd like to see updates come to my discord server.

    submitted by /u/Dralorica
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    1k Spm, 2-6 train, belt based, city block base

    Posted: 27 Dec 2019 06:16 AM PST

    The War Room - Going after biters has never been so easy

    Posted: 27 Dec 2019 04:01 AM PST

    The War Room - Going after biters has never been so easy

    I created a ready-up area for going after biters and I call it "The War Room."

    The War Room

    The War Room provides the following items:

    • Firearm Magazine
    • Piercing Rounds Magazine
    • Uranium Rounds Magazine
    • Grenade
    • Explosive Cannon Shell
    • Explosive Uranium cannon Shell
    • Artillery Shell
    • Car
    • Tank
    • Solid Fuel
    • Coal

    The War Room requires the following inputs:

    • Crude Oil
    • Water
    • Coal
    • Copper Plates
    • Iron Plates
    • Steel Plates
    • Uranium-238

    Blueprint Overview

    The War Room Night View

    Factorio Prints Blueprint link:

    https://factorioprints.com/view/-Lx6DneDHSf_WDGtaUIQ

    submitted by /u/Bobpoblo
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    An logistic bot comes to pick up his package (w/o color)

    Posted: 27 Dec 2019 06:23 AM PST

    The Snek Must Grow..

    Posted: 26 Dec 2019 05:09 PM PST

    TIL theres fishes in the game, and that inserters grab fishes when it swims under them

    Posted: 26 Dec 2019 09:59 AM PST

    If you burn wood you get 150 coal? Is this a bug? (im new to the game)

    Posted: 27 Dec 2019 03:31 AM PST

    Spaghetti

    Posted: 27 Dec 2019 04:40 AM PST

    No ICBMs?

    Posted: 27 Dec 2019 04:01 AM PST

    I have been wondering for the longest time now. There are nuclear rockets for your rocket launcher in the game, and that is an excellent tool for cleaning out trees biter nests. There is a mod for artillery to be able to shoot nuclear ammo, which is a good upgrade to that of a vanilla arty, which is a tad weak imo. However, it still is limited by it's range and the fact that it's limited by rails doesn't help much. I've been looking on the mod forum for some time, but didn't find anything that would allow players to build something akin to an ICBM system. Any thoughts on the concept?

    Edit: I mean the kind of weapon system which can fire automatically, and not has to be triggered manually, like LOIC, for instance

    submitted by /u/Maxwell_10MeV
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    How to make a speaker play a sound once when a train arrives.

    Posted: 27 Dec 2019 02:39 AM PST

    Hi all, I can't seem to find an answer to this question so here goes:

    I want a speaker to play a sound (and accompanying notification) once when a train arrives at a station, but I can only get it to play the whole time the train is at the station.

    What do?

    submitted by /u/melig1991
    [link] [comments]

    My first attempt at mass producing green circuits. I tried making it as compact as possible without using beacons or a lot of modules. More details in the comments

    Posted: 27 Dec 2019 06:04 AM PST

    My Tileable Ratioed Solar Array (blueprint, including unlit and radar variants, in comments)

    Posted: 26 Dec 2019 11:44 AM PST

    The Biters are actually really the (less) bad guys

    Posted: 26 Dec 2019 04:32 PM PST

    Consider this: We see no other lifeforms on Nauvis except fish and plantlife. The only thing around on the planet (or moon?) are craptons of Biters, in incredibly packed and dense nests that seem to span the entire planet, so thick they are effectively one giant colony.

    So, what if... the Biters killed everything else off?

    When you have plants and fish and stuff, without doubt there's going to be an incentive to move onto land and develop into terrestrial species. The only reason I can think of for there not being anything but Biters around is that the Biters were so effective at cooperation and reproduction that they just flat out exterminated everything else on the planet and completely supplanted the entire terrestrial ecosystem with their own biomass.

    Of course, one might think that it is possible that Biters are actually the natural descendants of the fish that came onto land, but if the presence of crude oil is anything to go by, there were actually other animals around in the ancient past (Ancient dead animals like dinosaurs turned into oil here on Earth, not sure if bugs can turn into oil also. Please someone with more knowledge on this chime in?). Which points to Biter-enacted extermination.

    If all of this is true, the Biters are themselves the "big scary apex invader" that wants to use your resources and kill you for being on them. In that case, the good-ol' Engineer we play as is giving their entire race a big dose of Karma, showing the bugs who the real invasive mechanical monster is and avenging the animals of their planet. Of course, we still aren't the good guy, as we're still polluting Mother Nauvis into oily shit.

    Maybe this will all make us feel better about wiping them off the face of the(ir) planet.

    submitted by /u/Epictauk
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    Is there a simpler way to make this kind of splitter setup?

    Posted: 27 Dec 2019 08:05 AM PST

    Why did I buy this game?

    Posted: 27 Dec 2019 07:27 AM PST

    Goodbye social life... well whatever one I actually had. Amen for this community and seeing the designs for automation. My brain gets so worked up with the planning that I never get anything done! The biters are getting closer and I just got guns up! But honestly this game is insanely addictive, reminds me of the first time I played Tekkit mod.

    submitted by /u/lettawyrda
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    Just increased my artillery range, and made a few hundred biters mad...

    Posted: 26 Dec 2019 10:15 AM PST

    About 50 SPM starter base with everything producing, now what to do to go towards megabase status? Give me goals please!

    Posted: 27 Dec 2019 06:26 AM PST

    Huge GUI Lag when Playing on headless (3ms Ping)

    Posted: 27 Dec 2019 06:15 AM PST

    I set up a headless server on windows which seems to work fine apart from lag: Although server Ping is at 3ms, any in-game gui button takes about 2 SECONDS to respond? How is that possible? I tried everything from removing all mods, reinstalling factorio from steam AND directly from wube, loading a new save. Any further ideas?

    submitted by /u/Tuetenk0pp
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    Green is chain, red is normal (Responding to user having trouble with signals)

    Posted: 26 Dec 2019 02:09 PM PST

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