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    Saturday, April 18, 2020

    Factorio Tried to learn circuits in Factorio yesterday; ended up making this belt system that generates the Sierpinski triangle fractal (blueprint+explanation in the comments)

    Factorio Tried to learn circuits in Factorio yesterday; ended up making this belt system that generates the Sierpinski triangle fractal (blueprint+explanation in the comments)


    Tried to learn circuits in Factorio yesterday; ended up making this belt system that generates the Sierpinski triangle fractal (blueprint+explanation in the comments)

    Posted: 18 Apr 2020 03:13 AM PDT

    For 14 reactors/2GW you only need ~0.5 ore per second, so I integrated my uranium processing into it

    Posted: 17 Apr 2020 07:16 PM PDT

    Found the Amazon Warehouse..

    Posted: 17 Apr 2020 08:54 AM PDT

    45 minute train

    Posted: 17 Apr 2020 11:19 PM PDT

    Upgrades People, Upgrades! (left is old, right is new)

    Posted: 18 Apr 2020 12:32 AM PDT

    Can't figure out condenser turbines - Space exploration

    Posted: 17 Apr 2020 05:02 PM PDT

    Just started playing factorio small setup probably bad but fun game! :D

    Posted: 17 Apr 2020 12:41 PM PDT

    made a MW counter

    Posted: 17 Apr 2020 02:30 PM PDT

    Scaling up the war effort!

    Posted: 17 Apr 2020 08:30 AM PDT

    I waited until the right time.

    Posted: 18 Apr 2020 04:34 AM PDT

    [LTN] Addition to my post from yesterday: I fixed my troughput issues (More information in the comments)

    Posted: 18 Apr 2020 01:42 AM PDT

    What’s your favorite mods?

    Posted: 18 Apr 2020 05:54 AM PDT

    Game breaking, cheat mode, complete overhaul, whatever. What's your favorites?

    submitted by /u/MadaCheebs-2nd-acct
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    Can someone please explain why the B signal isn't output?

    Posted: 17 Apr 2020 05:41 PM PDT

    Another Circuit Network Question

    Posted: 17 Apr 2020 11:13 PM PDT

    Can anyone suggest a way to reduce the sensitivity of a train gate next to a train stop.

    Posted: 18 Apr 2020 03:25 AM PDT

    I have a contactless level crossing directly next to it and it triggers when I walk towards to the gate.

    submitted by /u/jordanf234
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    Wrong belt-physics?

    Posted: 18 Apr 2020 06:30 AM PDT

    Wrong belt-physics?

    I did not find anything similar but somehow it I had to post it.

    Warning: If you did not already know it: cannot be unseen and may hurt your OCD ;)

    In a circular belt the inner lane runs faster, than the outer lane.

    If you think of a street, and moving cars, that would be correct. Because the car on the inner lane, has a shorter distance to travel.
    But if we assume, Factorio uses a similar belt-system like the luggage-ones on airports, the inner lane will not travel "faster". The individual segments, move at the same speed - both at the start and the end of the segment. At the outer lane they are just spread more widely in a curve.

    The consequence should be: in a curve, the items on the outer lane should get a slight speed-boost. the items on the inner lane barely move and just turn around the corner.

    https://preview.redd.it/ii97krxqukt41.png?width=625&format=png&auto=webp&s=14d226f8910d04af0c18374f499dd57547fc976c

    https://reddit.com/link/g3nj0x/video/9o8dalnmtkt41/player

    submitted by /u/WulfieWolf
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    (31 Hours In) Roast my Science Production

    Posted: 18 Apr 2020 08:23 AM PDT

    Need help making second factory

    Posted: 18 Apr 2020 04:24 AM PDT

    I moved all of my starter base on to a train and took it to where there were more resources as I was running out and need to expand , any tips for making a better second factory , I have construction bots on a solar grid so I can do mid scale stuff

    submitted by /u/Untitled_Redditor12
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    Will biters eventually stop attacking?

    Posted: 18 Apr 2020 07:57 AM PDT

    Hi all so ive recently launched a rocket but completely neglected my defences to the point where i have big biters and spiters and no perimeter/turrets set up.

    I cut off electric to my whole base except some wall turret assemblers is there anything else i can do to stop them attacking for 5 mins?

    submitted by /u/ISquidly
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    Generic Minimum Signal Isolator- Sometimes??

    Posted: 18 Apr 2020 04:04 AM PDT

    I had a fun idea to use a single unloading train station with active providers for my science, and check the contents of the waiting trains with waiting stations. The idea was to compare the contents with whatever science pack I'm lowest on and if the train contains the correct pack, it's given the go-ahead signal at the station, completing its stop, and it proceeds from the waiter to the unloader, before returning to pickup.

    First I googled, and found a post of my own with the same problem, from 2+ years ago that didn't get an answer. Then I started to build a circuit which compared just science pack counts and found an easy way to figure out the minimum science pack. Each < (pack count) -> 1 on C, if C is zero then that pack has the fewest available and can be signaled for. But it wasn't generic and I didn't want to build a different one for every situation. I figured it was time to build a proper min/max circuit.

    After an interminable period of time, I have one. But it's not perfect. It works... sometimes. And other times it doesn't work quite right.

    !Blueprint https://pastebin.com/n2U6P0Mp

    So when it works, it takes any number of input signals and masks those that are greater than the minimum. I haven't tested this, but I assume this same circuit would work for maximum as well by flipping one combinator from < to > because of how it operates. I dropped the blueprint so at least there's a (semi) operational form to play with but I never could understand other people's circuits so I'll try to explain what I did so hopefully somebody else can take the idea and build a proper circuit which works every time. For mine, if it does work, it should look like this.. If it doesn't work properly and leaves some random item, shutting the combinator off and turning it back on again may fix it. If not, turning it off and resetting the memory that I highlighted in the last image by removing and replacing it's out-in green wire will at least give the system a chance to go for it again.

    What numbers are there may have an effect on the circuit's success because of the method used. The problem is most likely the CO-F decider, far left of the 2nd from bottom row. I think sometimes that if it goes from one number over average, to one number over average, it doesn't process that something has changed. It has to see multiple things change? But C>0 does NOT work and I don't understand why.

    SO yeah what is even going on in the circuit: The core idea was, since we're trying to isolate the minimum value anyhow, the best method was to suppress any signal which is NOT the minimum. There's more than one way to go about selecting some signal or signals not the minimum but I chose to find the average of all the signals and select all those signals greater than the average for suppression, because that seemed like an easy way to cut the number of signals down rapidly.

    The rest is really just bookkeeping. There's delay combinators, because for some strange reason without the three delays in a row, the circuit enters a race condition. Most of this circuit had to do with timing and turning a constant signal into a single pulse to the main memory cell in the bottom right.

    Then there's the other problem, which is that this system also has to operate with the numbers fluctuating over time, up and down. I don't like my solution for it in principle, and it doesn't work in practice. The entire bottom row and 2/3rds of the 2nd from bottom deals with that, poorly, by use of a timed SR latch to give the reset function time to process and just set all the stored values back to zero. It'll send a Flip signal which just empties the memory cell. Which isn't always successful? I almost like the concept, "if any values aren't what's in storage, just start over," but it seems excessive. Unfortunately if one value changes then others may be the new minimum value and so cannot be suppressed at all, basically if one value changes you have to re-run the entire min() function.

    Long story short, the problem is likely occurring because the circuit which is tripped when it's detected that a signal can be suppressed, isn't being tripped when it should be. That's the CO-F decider and friends. When it fails, the signal which could be suppressed is sitting where it's supposed to be.

    The suppression is why I had to store the known value. When a value is known to be above minimum it's stored and suppressed by inverting it, each * -1 = each, wired right up to the main power pole.

    Anyone have ideas for wtf is causing a partial failure? The blueprint as-is should have the numbers which work but if not it seems that 420k, 100k, 50k, 15, 10, 1, 1 is successful. I don't expect the circuit to select one signal at random from those remaining and the rest of my setup can handle multiple signals as long as they're the smallest, and it manages to suppress everything but the two 1 signals.

    What other options do I have for trigger conditions for re-calculating min? One recalculation needs to reset old values (when values change) while the other needs to specifically not reset old values (When a value(s) is detected to be above current average). The not-reset one is so the average can propagate down, average of all the signals, then average of everything but 420k, then suppress 100k and just see 50k, etc., if it resets it just keeps processing 420k. But if any values change the reset is necessary because, as mentioned, a stored value may now be the new min. I think, unfortunately, wiring the suppression output to the input is a requirement for the whole thing to work and the average change to propagate properly.

    It's been like 2 years since I played factorio so if someone better at circuits than I wants to just redo it, that might be best lol. Otherwise I'd greatly appreciate ideas on why it's only partially successful and/or how to improve it.

    submitted by /u/ichaleynbin
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    First factory after Campaign + a couple Nilaus videos. Some spaghetti to work out, but safe to say I'm fully addicted.

    Posted: 17 Apr 2020 12:38 PM PDT

    Add option to save electrical connections in blueprints

    Posted: 17 Apr 2020 07:06 PM PDT

    There are often cases which need separate electric grids very clise to each other, such as poles with a switch between them, shared accumulators and so on. You can't make them into proper blueprints because as soon as it's placed all the wires connect automatically and ruin everything. I can't imagine this being hard to implement, seeing how circuit wires already preserve connections.

    Disconnecting wires manually needs you to have a piece of copper wire on you and is tedious. Please let us have our complex electric systems.

    submitted by /u/MediocreMeat
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