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    Saturday, December 7, 2019

    Factorio Introducing Cursor Upgrade Carousel: quickly access an entity's upgrades/downgrades by shift+scrolling!

    Factorio Introducing Cursor Upgrade Carousel: quickly access an entity's upgrades/downgrades by shift+scrolling!


    Introducing Cursor Upgrade Carousel: quickly access an entity's upgrades/downgrades by shift+scrolling!

    Posted: 06 Dec 2019 01:54 PM PST

    I asked 60k construction and logistics bots to move 1800 storage chests 30 tiles to the right.

    Posted: 06 Dec 2019 08:55 AM PST

    Is anyone else building bases like this? Storage-Botnet-Based Base.

    Posted: 07 Dec 2019 04:47 AM PST

    Is anyone else building bases like this? Storage-Botnet-Based Base.

    Hello,

    i played over 1.500 hours of factorio yet. And somehow my bases end up always the same way, ofc with some improvements compared to the last base.

    But then im also watching a lot of bases of other people and i have literally never seen anyone building bases that are even slightly similar to mine. So I wonder if maybe my base is super stupid, because otherwise atleast some people would have similar bases.

    Base from above

    Little explanation:

    The entire base is build around what i call "the hive", "the Kraken" (Because it looks a bit like an octopus) or "the heart". This means a big storage with tens of thousands of red provider chests, a large amount of blue belts and also some lights and robot ports. The whole thing gets feed by 1-16 train unloading stations like this:

    unloading station (amored)

    This is what the inserter of the storage look like:

    Awww yis, feed me daddy.

    https://reddit.com/link/e7dxfi/video/d53qzmu0j7341/player

    The amount of each item (iron/copper plates, plastic and steal) going in is limited by signal cables:

    https://preview.redd.it/x0ta8dkpe7341.jpg?width=1920&format=pjpg&auto=webp&s=7a815d28555d7eb4547fddca3f38764fab83f57a

    Then i place the factories that need a lot of this basic items (for example copper plates) next to this storage:

    (The idea behind it is that the drones don't have to fly long ways)

    The rest of the base is basicly small factories which also have a (small) storage for the produced goods:

    https://preview.redd.it/bfpwpbpff7341.jpg?width=1920&format=pjpg&auto=webp&s=111634e6c7a8c8b81dc9a5154d114cf986fbd384

    So why am I doing this? Well i think its nice to have like a couple of million iron/copper/steal/plastic in store. So if something happens you always got this stored supplies. For example if you are busy building stuff and you have no time to increase the total amound of items produces. So the production will not stand still. Also you see a shortage of a specific item you see it long before the storage is actually empty.

    The big, big downside of this kind of base is that at a specific point (around 250k blue belts and circa 100k total drones) the fps drop signifcantly. And you need a lot of blue belts for it.

    What do you think about this kind of storage-base? And did you also build such bases at any kind of your factorio career?

    Grettings and i wish you all a nice weekend.

    Joey the Cat

    Little Bonus for my Bot-Storage friends

    https://preview.redd.it/cbi6ymjpi7341.jpg?width=1920&format=pjpg&auto=webp&s=f51b90368077ab9a8bc13bec9b7e69fcf453132f

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

    Finally finished this drawing, hope you guys like it.

    Posted: 06 Dec 2019 11:52 AM PST

    Space Exploration Multiplayer (Today)

    Posted: 07 Dec 2019 12:25 AM PST

    Hello everyone!
    Today we (explosive gaming) are starting another event! this week it will be w/ the Space exploration mod! We will start at 14:00 UTC! (So just look for s7 explosive gaming)
    For more info & questions you can check out the mod page: https://mods.factorio.com/mod/space-exploration and ask below

    Hope to see you there!

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

    After 350 hours into Factorio, I'm finally getting my feet wet.

    Posted: 06 Dec 2019 06:34 PM PST

    Welp, there goes about 21 hours of my life.

    Posted: 06 Dec 2019 06:59 PM PST

    Ideas for 1x1 Armor Mods

    Posted: 06 Dec 2019 10:56 PM PST

    First of all, please let me state in all sincereness that the icon for the Belt Immunity module needs to be a pair of rollerskates. Srsly.

    That off my chest, the Belt Immunity module is a great addition to the game, especially during the middle-era when you've got modular armor simply for the extra inventory slots, but can just spare enough solar panels and batteries to power it. You get a neat 'quality-of-life' bonus for taking the time to research something fairly trivial.

    However, that leaves us with a fairly serious problem. Depending on how you ultimately slot out your power armor, you're left with one or more extra 1x1 holes in your grid and no real reason to plug them with solar panels.

    This creates the opportunity for modders and game devs both to create 1x1 modules for the grid.

    I should first mention that there exists a mod that converts all armor modules to 1x1. I personally think that's excessive.

    Here are my suggestions for new 1x1 modules (and my apologies in advance if I missed any mod that actually has already added these in)

    • 'Locomotive Detection System' - In the spirit of the many 'Anti-Train-Death' mods, the player will get a warning, or even have their character lock up while a train crosses in front of them.
    • 'Stealth Module' - The character benefits from a somewhat reduced aggro radius in both PVE and PVP settings.
    • 'Mobile Power Connector' - The player can quickly recharge their armor's batteries from a nearby power pole, siphoning off bulk-produced electricity. (Like solar panels, this one would see limited usage after researching the 'Mister Fusion' upgrade. I want to know who the BTTF fan at Wube is. Aside from the Portable Fusion Generator, there's 1.21 GW in a nuclear rocket fuel cell. Jiggawatts!)
    • IR Scanner - This would offer an alternative or augmentation to the 'Night Vision Goggles', highlighting both warm enemies and equipment in 'False Color'. I could see something like this being used as a counter to land-mines in PVP.
    • AR Projector - When worn by the character, this would offer pop-up details of whatever the entity currently being moused over such as 'Enemy: Large Biter; HP: 12' or 'Heavy Oil Tank; Quantity: 13,404 units; Status: Filling' Information provided should be either a 'quick glance' version or an alternate version of information already in the right-hand information bar. Seeing wether or not a tank is filling or emptying, despite being rounded to '13.4k' would be extremely useful to me.
    • 'Laser Range Finder' - Would provide the player with the distance between their character and the mouse-pointer, even if used on the map screen in 'tiles' or 'linear meters' if you must.
    • 'Artillery Interface' - Converts the Artillery Targeter item into a UI element that can sit in the action tray rather than an item in inventory. Click and then click your map for 'Dear Grid Coordinates' action.

    Modders and/or Devs, please feel free to lift, discard, or modify any of the above! Also, please feel free to post your own ideas for 1x1 modules.

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

    Help, cat temporarily took control of factory

    Posted: 06 Dec 2019 08:53 PM PST

    Help, cat temporarily took control of factory

    Got new cats today, one seemed interested in Factorio, however, they have done something that I don't know how to do... My question: What is this (the grid) and what is the button to toggle it?

    https://preview.redd.it/m55i5w1965341.jpg?width=1920&format=pjpg&auto=webp&s=73c63fc1f986eda8001337f51c0bdb42ae68a7fe

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

    The ending of this big Biter Battles multiplayer match fits well with this song.

    Posted: 07 Dec 2019 04:56 AM PST

    Evolutionary Algorithms, Lua, and more.

    Posted: 06 Dec 2019 11:52 AM PST

    Hi all,

    I recently started working at MSU in Michigan, after completing my PhD in Scotland. My PhD was in the field of evolutionary algorithms and operational research (specifically employee scheduling but I've read a lot regarding vehicle routing, bin packing, and other general uses of OR / EA).

    As I'm no longer a student and have a little more freedom in my research, I jumped at the opportunity to work with some fellow EA specialists here utilising EAs in Factorio.

    This is very much a side project that I effectively do for fun in the evenings as it's not related to my funding. Anyway, onto the meat of it:

    I've read a few posts here in the past speculating about the use of genetic algorithms (GAs) on Factorio. What I've been wanting to start is basically a number of Mods built in Lua which each optimise different aspects of design in the game. Starting with optimising:

    • Electrical production
    • Electric infrastructure
    • Basic material gathering
    • Roboport placement
    • Train track placement
    • Logistic network chest placements

    Then moving onto the more complex tasks including production of more complex materials.

    The basic idea is that these various tasks are often competing (we all know the pain of fixing your defenses to find you're running low on power, so you fix that only to find you don't have enough ammunition production, etc). So I think it would be interesting to create various "agent" Mods that optimise their own little pieces, then making a hyperheuristic mod of sorts which chooses which agents to activate to solve arising problems. Divide and conquer.

    This is a complex problem, and I don't expect to have much in the way of progress for months if not years. Especially as its a side project.

    I wanted to post and hear thoughts from you guys, potential issues, any recommended resources, etc.

    Thanks for reading!

    Edit: formatting

    submitted by /u/KenReid
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    Saving UPS using the deconstruction planner?

    Posted: 07 Dec 2019 03:25 AM PST

    Crazy thought...since marking things for deconstruction appears to disable entities entirely, could one cut their Entity Update time by marking old parts of their mega base for deconstruction, but not actually have any construction bots to deconstruct anything? Then when you want that part of your base working again, you just unmarked for deconstruction. I imagine it'll queue a bunch into the construction manager, but I'd assume without any bots to issue commands to, that it wouldn't add any appreciable time to updating a tick...

    Kind of a version of the idea of cutting power to parts of your base to disable it to save UPS, except this actually works to save UPS?

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

    how is this possible

    Posted: 07 Dec 2019 06:24 AM PST

    I wrote a shitty matlab script to calculate the ratio of accumulators per solar panels on different planets / moons (Space Exploration)

    Posted: 06 Dec 2019 01:29 PM PST

    10 hour test complete with success! Now on to 50 hours.

    Posted: 06 Dec 2019 03:47 PM PST

    And there goes 10K glass! If anybody wonders its Darkstar Utilities!

    Posted: 07 Dec 2019 03:00 AM PST

    Bot population control?

    Posted: 06 Dec 2019 04:52 PM PST

    Ive got a large base going, where some boys like to fly into the path of biters and get eaten. What I would like to do is automatically replenish those bots.

    Is there a way to read the total number of bots in the network, to use that number in logic to feed more bots back into the network?

    submitted by /u/NerdIsACompliment
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    I just got factorio, and what should I expect? Also, any tips would be appreciated...

    Posted: 07 Dec 2019 12:56 AM PST

    This is my first 2x4 Nuclear Reactor, 1.1GW max throughput. Any ideas of how can I improve it?

    Posted: 06 Dec 2019 09:50 AM PST

    I wanted to transfer the iron to the main factory and I decided to use trains for that (I have never used them before). Probably a failure because only the smelting will be half the total railway...

    Posted: 06 Dec 2019 12:27 PM PST

    Rate my lab setup

    Posted: 06 Dec 2019 03:17 PM PST

    Halp

    Posted: 06 Dec 2019 06:59 PM PST

    How do you charge personal batteries? I don't have very many hours on the game, and nothing on the wiki seems to help.

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

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