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!
- I asked 60k construction and logistics bots to move 1800 storage chests 30 tiles to the right.
- Is anyone else building bases like this? Storage-Botnet-Based Base.
- Finally finished this drawing, hope you guys like it.
- Space Exploration Multiplayer (Today)
- After 350 hours into Factorio, I'm finally getting my feet wet.
- Welp, there goes about 21 hours of my life.
- Ideas for 1x1 Armor Mods
- Help, cat temporarily took control of factory
- The ending of this big Biter Battles multiplayer match fits well with this song.
- Evolutionary Algorithms, Lua, and more.
- Saving UPS using the deconstruction planner?
- how is this possible
- I wrote a shitty matlab script to calculate the ratio of accumulators per solar panels on different planets / moons (Space Exploration)
- 10 hour test complete with success! Now on to 50 hours.
- And there goes 10K glass! If anybody wonders its Darkstar Utilities!
- Bot population control?
- I just got factorio, and what should I expect? Also, any tips would be appreciated...
- This is my first 2x4 Nuclear Reactor, 1.1GW max throughput. Any ideas of how can I improve it?
- 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...
- Rate my lab setup
- Halp
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
| ||
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! Hope to see you there! [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
| ||
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)
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. [link] [comments] | ||
Help, cat temporarily took control of factory Posted: 06 Dec 2019 08:53 PM PST
| ||
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:
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 [link] [comments] | ||
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? [link] [comments] | ||
Posted: 07 Dec 2019 06:24 AM PST
| ||
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
| ||
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? [link] [comments] | ||
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
| ||
Posted: 06 Dec 2019 12:27 PM PST
| ||
Posted: 06 Dec 2019 03:17 PM PST | ||
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. [link] [comments] |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment