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    Sunday, January 12, 2020

    Factorio Sulfer and Explosive

    Factorio Sulfer and Explosive


    Sulfer and Explosive

    Posted: 12 Jan 2020 05:05 AM PST

    When you finally upgrade that one production line

    Posted: 12 Jan 2020 05:06 AM PST

    Advanced Steam Boiler design [216mW]

    Posted: 11 Jan 2020 05:08 PM PST

    Remember my first base Alien scum? I'm back

    Posted: 11 Jan 2020 11:24 AM PST

    Making Fractions with Splitters

    Posted: 11 Jan 2020 08:10 PM PST

    Making Fractions with Splitters

    It's already been shown that all fractions can be made with splitters, by using its binary form.

    A 191/248 splitter with 191/248 = 0.110(00101)

    But this doesn't always give the system with the fewest number of splitters possible, which I was interested in. So wrote a program to calculate all fractions that can be made with at most 6 splitters, and put the results in this JSFiddle:

    https://jsfiddle.net/3Lagftxb/

    It tells you which splitters to connect to which splitters. For example, the fraction 14/17 is given by the following graph:

    https://preview.redd.it/4zid9xqfu9a41.png?width=444&format=png&auto=webp&s=2c546f1714f83e5ad271afbdf246e6298401f086

    And a possible Factorio system that this graph represents would be

    https://preview.redd.it/331tdj2iv9a41.png?width=498&format=png&auto=webp&s=ea422718d46177b764a3937666f94a1ad3f721cd

    It seems that with n splitters, you can make any fraction p/q with 0 <= p <= q <= 2^n.

    submitted by /u/Pillowfication
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    What would be the current practice of (balanced?) train unloading using bots?

    Posted: 12 Jan 2020 06:28 AM PST

    I know that bots are passe now (; but maybe some poor non-trendy souls are still using them (; I'm building the first part of my noob mega-ish-base (I'm aiming for the interesting number of 462 SPM [; ), which would be smelters. As this would be actually my first real play-through I decided to go with the seemingly easier approach of using trains + bots. So I've created an unloading station at the bottom with passive provider chests, then a line of roboports, then a standard 8x8 setup of electric furnaces and beacons (a few times), then another row of roboports and then a loading station with requester chests (set for plates). The furnaces are fed from requester chests (set for ore) and output into passive providers. Simple. I quickly noticed a problem of uneven chest levels at the unloading station - bots naturally prefer the chests which are closer to whatever target they are servicing. As the whole thing is not really symmetrical this results in "rear" chests being empty while "front" chests being almost untouched.

    I've googled around and searched this reddit a bit, which results only in having even bigger dilemma [; The answers to similar questions cover a full spectrum:

    • some people say to "do nothing", suggesting this is not really a problem,
    • others say to unload into active providers and have storage chests nearby,
    • to which others say is a waste of bot capacity as they now have to travel twice as much,
    • people suggest unloading into a 50:50 mix of passive/active providers with no storage chests in this network,
    • obviously there are also complex solutions using circuits which check how much can be unloaded from each wagon and so on,
    • ...

    As I'm using TSM mod, I could probably easily request a train only if it can be fully unloaded quickly, so maybe the opinion to just ignore this "problem" is the right one in my case?

    submitted by /u/FreddieChopin
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    Make players name their map when they create it for more organization and less accidental overwriting of a save

    Posted: 11 Jan 2020 10:26 AM PST

    Basically, what I'm saying is do something similar to Rimworld (r/rimworld plug) where sometime within the first 5 minutes of a save make players name it and remove the autosave1,autosave2,autosave3 so that it's just "[SAVE NAME]1,[SAVE NAME]2,ect.

    EDIT: I'm not saying remove autosaves, I'm saying change it to 3 autosaves per map with the name shown being [SAVE NAME]1-3.

    submitted by /u/yaboi-skinnyman
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    Are mods able to 'escape' the Factorio environment?

    Posted: 12 Jan 2020 07:08 AM PST

    For example, sending data to an external program. Or say extracting the production statistics and streaming it elsewhere, or even writing it to a file pointer.

    I assume the mods are (smartly) sandboxed in a way but I'm wondering if it's possible.

    Also, the other way? sending in commands from outside.

    submitted by /u/paimoe
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    Main Bus Question

    Posted: 12 Jan 2020 03:13 AM PST

    Main Bus Question

    This is the main bus I am planning to use for everything up to and including production science.

    I am also planning a separate area for a circuits factory that will be using resources that aren't from the main bus and then feeding the green and red circuits onto the main bus from there. This area will also be used to make level 1 and 2 modules, again not using resources from the main bus.

    Is there anything you think I am doing wrong or missing? Any lines I could use more of?

    I've gotten to utility science before (have not launched a rocket though) and know how resource intensive it is so I'm going to just give it it's own area instead of trying to do it from my main bus.

    Any help or advice will be greatly appreciated!

    https://preview.redd.it/o8xaot3szba41.png?width=1008&format=png&auto=webp&s=6f472969a41c4e7cd1d16ff196921da4d0ca656d

    submitted by /u/kaneso14
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    Modding with on_player_joined_game

    Posted: 12 Jan 2020 05:36 AM PST

    I have been working on a simple mod, and I noticed that when a game is first started, the on_player_joined_game is called for the first player joined, but on subsequent game loads it seems the event does not fire for the first player joined. Is this intentional, and if so is there an event that will fire for every player that joins?

    submitted by /u/GarenWyvern
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    Guys, I'm scared

    Posted: 11 Jan 2020 05:59 PM PST

    Mods Recommendations

    Posted: 12 Jan 2020 05:10 AM PST

    I just finished my first complete play through, what mods do you guys recommend I play now?

    submitted by /u/kelobolek
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    Use second screen for map / stats

    Posted: 11 Jan 2020 02:48 PM PST

    Hi all,

    I have two different screens, one 2560x1440 and another 1920x1080, and Factorio gives you the option to choose which screen do you want to use, so I though ... ¿why not both!?

    It would be great if I could use the smaller one for the map and stats menus while I use the bigger one for the gameplay, unobstructed by menus

    submitted by /u/NtropyKnight
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    I really like Mindustry. Will I like Factorio?

    Posted: 12 Jan 2020 01:28 AM PST

    I have always been interested in Factorio, but the 30$ price tag put me off. I bought Mindustry on a whim the other day, and love it. Makes me wonder if I'd like Factorio too. Is it much the same? How much more complex is it?

    submitted by /u/softlyhaired
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    So i saw this angelsbobs map on this reddit and he/she had around 300 hours on the map. So i decided to also show my angels bob(seablock) i have 338 hours on this stupid map and i hate it to guts but keep playing it for some reason we have produced a max of 150 blue science

    Posted: 11 Jan 2020 10:26 AM PST

    My uranium centrifuging/sorting operation

    Posted: 11 Jan 2020 06:41 PM PST

    Looking for mods to play with

    Posted: 12 Jan 2020 02:50 AM PST

    My friend and I played vanilla factorio with some qol mods and we really enjoyed it and sunk over 140 hours into it . We tried to get into sea block but the beginning was really slow and we seemed to be getting nowhere even after we spent the same time that we did to automate green science. Any suggestions for mods that expand the vanilla game without just making it extraordinary and unnecessarily boring and grindy? Also I would like the mods to not require too much afking.

    submitted by /u/Daizo77
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    Double wagon

    Posted: 11 Jan 2020 10:27 AM PST

    I really like designs that most of the things are built on site

    Posted: 12 Jan 2020 07:45 AM PST

    BobAngels Island Escape.

    Posted: 12 Jan 2020 07:29 AM PST

    BobAngels Island Escape.

    Just started a new game. I always have a tendency to make the same kind of base (bootstrap -> main bus -> train grid), and I am getting a bit bored of it. My current attempt at a full Pyanodons has got me burnt out of rail grids (I have built 30 blocks and I need to build about another 20 just to get back up to where my starter base was, and the grind of laying the same thing over and over again was too much). So I have decided to try something a little different - Islands. That should stop me from trying to make rectangular blocks everywhere.

    This time I shall be aiming for rail outposts using beautiful bridges and TSM (I have never used TSM before, I have only ever used LTN).

    Map preview (no ores shown as I am using RSO)

    As you can see from the map preview, there is only a small amount of space in the starting area, so I am going to have to spaghetti my way to trains quickly. I am not worried about running out of resources as I have the richness turned up, but I am worried about running out of space. Actually there is one resource I am worried about - trees. I have opted to not use Bobs Greenhouses, so I am going to need a lot of space for Angels arboretums (plus there are no tree seeds on the starter island)

    Currently I have got the four basic ores (Iron, Copper, Tin and Lead), as well as Steel and Basic Circuit Boards. So I can make rails, but not trains, stations or signals until I make Basic Electronics Boards.

    Current state of the starter island.

    Wish me luck. I only have a few trees left...

    submitted by /u/frugal10191
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