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    Saturday, February 1, 2020

    Factorio My cat vs construction bots

    Factorio My cat vs construction bots


    My cat vs construction bots

    Posted: 31 Jan 2020 06:39 PM PST

    Why the new sounds are so weird atm. Small comparison video. (Turn on sound!)

    Posted: 01 Feb 2020 04:55 AM PST

    Some milestones are not so great... like this power usage!

    Posted: 01 Feb 2020 02:50 AM PST

    Spaghetti Mall

    Posted: 31 Jan 2020 11:56 PM PST

    Most of my mods, including Blueprint Extensions and Rail Tools, now work on 0.18

    Posted: 31 Jan 2020 11:19 PM PST

    I've spent a giant chunk of today updating my quality-of-life mods to work on Factorio 0.18, as well as some general maintenance fixes. Here's a quick summary with abridged changelogs for everything:

    Blueprint Extensions:
    "Blueprint Extensions adds a few useful utilities for blueprint placement and management:"

    • Released version 0.4.6 which fixes several possible crash issues with auto-landfill, for Factorio 0.17.
    • Released version 0.5.0 which supports Factorio 0.18

    RailTools:
    "Railtools [helps with building rails] by calculating distances between signals, highlighting possible problem areas, and adding tools to create safe-sized areas at the end of a railway junction (by means of placing properly positioned rail signal ghosts)"

    • Released version 0.1.3 which overhauls how text is generated, using capabilities that were added back in Factorio 0.17.0.
    • Released version 0.2.0 for Factorio 0.18

    QuickItemSwap:
    "Quick Item Swap [...] enables you to quickly change between related items." (For instance, Y will cycle between having belts, splitters and underground belts selected, Shift-Y cycles between belt speeds)

    • Released version 0.3.3 for Factorio 0.18

    SensibleStationNames:
    "SensibleStationNames [...] attempts to provide reasonable default names for newly-placed train stops based on their surroundings."

    • Released version 0.1.2 for Factorio 0.18

    TimeControl:
    "Adds bindings for adjusting game speed."

    • Released version 0.1.6 for Factorio 0.18

    ModDeveloperTools:
    "This is a set of rudimentary tools for mod developers, which may be expanded in the future." (A big chunk of this has been superceded by the built-in debugging options, but the mod is not entirely obsolete.)

    • Released version 0.1.5 which has a speculative crash fix and adds a German translation, for Factorio 0.17.
    • Released version 0.2.0 which supports Factorio 0.18

    TODO:

    BatteriesNotIncluded (an Electric Trains mod) and GhostBuster (Cancel deconstruction when placing a ghost of an entity on top of the same entity when that entity is marked for deconstruction) are not yet updated. No ETA on either yet. If you're a heavy user of either mod, let me know and I may adjust my priorities accordingly.

    submitted by /u/dewiniaid
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    A Smaller Idiot-Proof Smart Reactor

    Posted: 31 Jan 2020 10:33 AM PST

    I was about to suggest this feature, then i found it was already in the game!

    Posted: 01 Feb 2020 04:51 AM PST

    After 130h, I finally send of my first rocket.

    Posted: 01 Feb 2020 07:20 AM PST

    TIL; Automatically populate requester chests

    Posted: 01 Feb 2020 03:46 AM PST

    After over 2000 hours in this game I discovered today that you can Shift+Right click on a assembler then Shift+Left Click on a requester chest to automatically request the materials needed. God I love this game

    submitted by /u/DarkKronos79
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    So I don't know much about signaling but I made this Roundabout Intersection and I'm really proud of it

    Posted: 31 Jan 2020 09:05 PM PST

    Self Contained Nuclear Power Plant

    Posted: 31 Jan 2020 11:11 PM PST

    Self Contained Nuclear Power Plant

    https://preview.redd.it/0o56nwhhh9e41.png?width=1680&format=png&auto=webp&s=afc011a2d55bff0ce69cad1f167572eebec145e4

    https://factorioprints.com/view/-LzzYa_1vJI0zfp2c1XP

    A self contained nuclear power generation facility that can produce a massive 72 MW of power. Yes, you read that right, 72 whole megawatts. Uses roughly 140 Uranium Ore and 70 Coal per minute.

    Needs to be primed with some heavy oil and Uranium-235 (for Kovarex enrichment).

    Now you too can provide nuclear-based power for your factory in the most inefficient way possible.

    submitted by /u/kalzekdor
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    Compiling HDL to blueprint strings

    Posted: 31 Jan 2020 09:17 PM PST

    I've been thinking about translating VHDL or Verilog into Factorio circuits. This would have the amazing advantage of having more than one letter variable names, unlimited comments, and version control. Not to mention a lot of existing tools and libraries. However, I have never done anything like this, I think normal compilers are magic, and hardware compilers are black magic. So I thought I'd ask here before spending a huge amount of time doing the wrong thing.

    So first things first, which of the many projects to use? My current working theory is nextpnr, and specifically, that I have to implement this C++ API here to map the in-game components into the internal concepts used by this compiler.

    I think I even figured out how to map some of these concepts:

    • A wire is not a factorio wire. It's more like the fact that something is connected to a wire.
    • A PIP (programmable interconnect point) is the factorio wire. (Except that it is also an adder. And you can connect multiple outputs to it without releasing smoke. You could even look at it as a register with a fixed 60 Hz clock. Yeah, not entirely clear on this part...)
    • A BEL (basic element) would be a combinator with a certain setup. (Or in certain cases maybe a wire?)
    • I can use the getConflictingWire and similar functions to make sure it separates the two wire colors nicely, and not leaking signals everywhere.

    Now I have done some FPGA programming a while ago, and I can see a few problems with this.

    First, on a real FPGA, you have a fixed set of stuff you can use in fixed locations. Here, I can just place arbitrary amounts of whatever I feel like. I think it might be possible to limit the design size to e.g. 32x32 tiles, have every possible combinator in every setup made available as BELs, and then just use the checkBelAvail function to make sure it's not putting them on top of each other. I am however concerned that this is way too many possibilities, and I'll need a computer bigger than the observable universe to actually compile anything.

    Second, no LUTs. (Lookup table, basically an arbitrary binary function. They are awesome.) It's like the default way to do anything, if there is no specific components (adders or whatever) available for it, that part of your design will go into LUTs. I can probably make them by hand, and make them available as BELs but they would be a huge constant combinator + multiplexer array, which would look ugly, and consume a lot of power.

    Third, is this all? If I correctly implement the API, will I be immediately able to compile an existing RISC-V processor design and use it in game? It seems to me like there is not enough information there. How will the compiler know where it should put things, or which components to use? All I can tell it is what's possible.

    submitted by /u/VV_Putyin
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    Kovarex without circuits

    Posted: 01 Feb 2020 12:20 AM PST

    Mod request old patch recipes

    Posted: 01 Feb 2020 05:25 AM PST

    Basically a mod that you could choose which recipes based on versions so you could update but still play some of your old saves.

    submitted by /u/Freese989
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    My first solar block.

    Posted: 01 Feb 2020 02:55 AM PST

    What's your perfect map generator parameters for a long term game?

    Posted: 01 Feb 2020 05:17 AM PST

    I have just over 100 hours in the game, and 70 of those have been on one map. However I've started to realize that map generator parameters I chose weren't so ideal.

    Here is my map exchange string: https://pastebin.com/raw/Ce2a3LvJ

    I'm finding it very hard to explore what's out there, not because of biters but because of water. Also, whilst ore is dense it still runs out quickly and the aforementioned water stops me finding new patches.

    So please share your ideal map and why you like it so much!

    submitted by /u/All_i_want_is_karma_
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    Can I ask for a refund via Steam if I play less than 2h of Factorio?

    Posted: 01 Feb 2020 02:15 AM PST

    update: Fuck it, the game is good I'm keeping it :)

    submitted by /u/Chamallow81
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    Midgame automated bot construction blueprint

    Posted: 01 Feb 2020 07:57 AM PST

    Celebrating MIRV mod update to 0.18 with launching them to sky!

    Posted: 31 Jan 2020 09:37 PM PST

    After this i will focus on upgrading my train network and launch some more MIRV for our beloved biter :)

    10 MIRV Launch per hour :)

    submitted by /u/BiterSavior
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    Factorio is locked to a max of 60hz, but what about higher hz monitor use?

    Posted: 01 Feb 2020 07:15 AM PST

    I have a 100hz monitor and I swear I can tell an improvement from my cheaper 60hz laptop monitor, including the smoothness of viewing the belts and other linear actions on the screen... yet apparently the game's framerate goes no faster than 60hz for some reason?

    submitted by /u/Lordberek
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    Expansive base on a vanilla map

    Posted: 31 Jan 2020 11:33 PM PST

    Artillery Island WIP

    Posted: 31 Jan 2020 12:10 PM PST

    Should I drop a roboport or legs in favor of more solar cells? I'm always running out of power

    Posted: 31 Jan 2020 08:29 AM PST

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