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    Sunday, June 21, 2020

    Factorio Mini new design mining drill

    Factorio Mini new design mining drill


    Mini new design mining drill

    Posted: 20 Jun 2020 11:00 PM PDT

    Ridge Racer Saturday (it's a bit out of town)

    Posted: 20 Jun 2020 06:26 PM PDT

    Chess

    Posted: 20 Jun 2020 08:52 PM PDT

    I finally managed to make a circuit network that allows me to turn on/off machines such as this electric mining drill in the picture

    Posted: 20 Jun 2020 11:49 PM PDT

    My First factory working without problems, what do you think?

    Posted: 21 Jun 2020 04:23 AM PDT

    Our base after ~13h of playtime. We (3 people) are all relatively new players, what could we improve?

    Posted: 21 Jun 2020 04:35 AM PDT

    One way to synchronize events in Factorio

    Posted: 21 Jun 2020 07:19 AM PDT

    One way to synchronize events in Factorio

    There are a number of ways to make things happen at almost exactly the same time in Factorio. One approach that works less well is to get your construction robots to place specific items "at the same time." Because you can't control the parameters of your robots' flight, this approach almost works sometimes, but at other times is pretty far from synchronous. Sure, you can paste the ghosted items with one click, but the robots may take different amounts of time to deliver and construct them. (Granted, if you have personal robots (which you cannot have in sandbox mode), robots that fly from your personal roboport carrying items from your personal inventory will be almost synchronized.)

    But here's an approach that gets much closer. I came across it as I wrote up my lengthy post yesterday, when I wanted a way to get all the inserters in a screenshot to appear in a stable configuration, making the screenshot (I hoped) easier to understand.

    All inserters are in \"rest position\" (Suzuki violin reference) because they're all disabled.

    Inserters are easy to connect to the logistics network.

    When you click on an inserter, you get this dialog:

    Settings box for a stack inserter

    If you click on the "Logistic network" button, you get this:

    Connecting an inserter to the Logistic network

    And when you check the "Connect" checkbox you get this:

    Setting an enabled condition on an inserter

    What does it mean? This setting says that this inserter will be enabled when the condition at the bottom of the dialog is true with respect to whatever Logistic network covers this inserter, and will be disabled otherwise.

    Here's the setting I used to disable the inserters in the top screen shot:

    This inserter will only operate (be \"Enabled\") when the Logistic network contains more than one (1) explosive.

    Settings like this are as easy to copy-and-paste as settings on a requester chest or factory:

    1. Shift Right-click on the item that has the settings you want to copy.
    2. Shift Left-click on one or more items to which you want to apply that setting.

    In my sandbox world I knew I had no explosives in the network, but you might want to use some less-common item, such as a programmable speaker.

    To make the inserters start working, drop two or more of that item (explosives, in my case) into any nearby red (passive provider), yellow (storage) or green (buffer) chest. (A purple (active provider) chest would work, too, but you would quickly lose control of your item.)

    To disable the inserters, remove the items from the chest.

    This morning I had a hankering to see all seventeen rockets launch at the same time. I knew from experience that using construction robots to place the silos would not be close enough to synchronicity. So I copied the above-mentioned setting onto each inserter controlling the insertion of satellites into each rocket. And when all seventeen rockets were ready to go, I dropped two explosives into a nearby buffer chest.

    Hey Elon, you want to put /how many/ satellites into orbit?

    submitted by /u/jdashton
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    a simple belt based offsite iron smelting for a 2k SPM megabase

    Posted: 20 Jun 2020 11:28 PM PDT

    Biterfighting (Like bullfighting, but with biters and lots of fish)

    Posted: 20 Jun 2020 03:14 PM PDT

    Krastorio 2 Extended Endgame: 150 hours. Great Mod!

    Posted: 21 Jun 2020 05:35 AM PDT

    How do you transition your factory when you get to oil ?

    Posted: 21 Jun 2020 07:04 AM PDT

    Despite hundreds of hours, I have launched only a couple of rockets, and that's because most of my games end up like this :

    1. Start a new freeplay
    2. Get red/green science packs automated and saturated
    3. Get all possible researches with red/green science packs
    4. Research oil processing
    5. Sudden and ridiculously massive increase in complexity required to setup blue science leading to massive headache and indecisions
    6. ???
    7. Profit Give up on the game for a few months

    Every single time. It's like I freeze and stop everything when I reach oil processing, and my brain shuts down.

    How do you manage that transition ?

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

    First base of a new player

    Posted: 20 Jun 2020 04:44 PM PDT

    Fluid Mixing Oil Refinery Exploration

    Posted: 21 Jun 2020 04:20 AM PDT

    Fluid Mixing Oil Refinery Exploration

    I know density and compactness is not a concern for most because of the vast amount of space you have. But trying to min/max around size and compactness is something that interests me and hopefully a few others. So here I experiment with fluid mixing for oil refining in order to maximize production density. I've included the build process for insight into how this was designed along with explaining a few properties of the fluid network.

    Index i. Result ii. Build Process iii. Conclusion 

    I. Result

    Mixed Fluid Design

    Link to video of it working.

    Design Production density (k Petroleum/m2)
    Mixed Fluid Design 40.4
    Conventional Beacon Rows 53.3
    Conventional Beaconed Fully 48.7

    II. Build Process

    1. Pump Priming Properties

    https://preview.redd.it/flasoocrm8651.png?width=1476&format=png&auto=webp&s=52e025d1cfbcedc38523f3ef67e6ba3d12bfe173

    Before delving into the build process, it's important to establish one important behavior of the fluid network. Fluid flows based on the difference between two entities. Ever run into the situation where a pump has a fluid that you don't desire? You can use this behavior to 'prime' pumps with the desired fluid. By maintaining a level of fluid after the pump, you can keep the pump itself filled with the desired fluid by creating 'back pressure'. In the picture above we can see that by maintaining a minimum of 11k fluid using the output pump, the input pump will still be primed with crude oil despite there being a pipe full of water next to it. 11k is the minimum but I recommend 15k for safety.

    https://preview.redd.it/7sdz5u4sm8651.png?width=1720&format=png&auto=webp&s=ea5a7c223c6a87d71333f5f66907cfd855ad4b03

    Flow rate decreases with distance. With a lower flow rate, a lower amount of fluid and lower back pressure is required to keep the pumps primed. The picture above shows that 5k is enough to keep the pumps primed with oil and the system uncontaminated with water.

    https://preview.redd.it/oyg2epbsm8651.png?width=1420&format=png&auto=webp&s=189dc891d29daa8f793ab189c849618a70ab895e

    But if the pump is sufficiently enough away and not enough fluid maintained, there isn't enough back pressure to keep the pump primed and the system is contaminated.

    1. Fluid Sorting Device

    https://preview.redd.it/wb6s9fvsm8651.png?width=993&format=png&auto=webp&s=101d54dd7994eb08e683de6afc5d3fab8997021a

    With the pump priming property established, we can create a fluid sorter. The above shows a fluid sorting machine in the bottom left that can sort three fluids. The white area is a temporary auxiliary refinery system that is used to prime the system with the proper fluids (petroleum, light, heavy). The system above is built first keeping the refinery un-designated so that we can connect the system without fluid mixing errors. Run the auxiliary refinery to fill the tanks with all three fluids. First turn on one pump in the fluid sorter using circuitry and then turn on the pump for the desired fluid in the auxiliary system. Turn the auxiliary pump off and then the sorting pump off. Then turn on the second fluid sorter pump and repeat the process. Or you can do all this with the editor and replace the temporary system with an infinity pipe.

    https://preview.redd.it/3xg4u96tm8651.png?width=304&format=png&auto=webp&s=1938a7f9e9177e010d678361de115d1b64e8bf01

    With the process repeated successfully, you should have three fluids in one network with three pumps primed with the desired fluid ready for fluid sorting.

    1. Input Single Pipe

    https://preview.redd.it/jx8olcrtm8651.png?width=1347&format=png&auto=webp&s=f74dd10b105a521adead9ffceb62724f6e4be82f

    Now onto designing the fluid mixing system. Obviously the best way to condense two pipes is to make it one pipe. Here we create a system that pumps oil and water into one pipe. Infinity pipes to destroy the output and the input fluid will be used temporarily until later. The pumps work on a 60 tick cycle where it rests for 10 ticks, then oil pumps for 20 ticks, rests for 10, water for 20 and repeat. We will optimize the clock later. In the system above, we can see that last two are having problems with the input.

    https://preview.redd.it/t9yyh44um8651.png?width=2006&format=png&auto=webp&s=7f2de2b0e4bfa72514f24426e70366e23335661a

    This was easy enough to fix with the addition of pumps helping the fluid along. One important thing to note here is the exact pump location. If the pump shares a pipe with refinery, the pump can interfere and cause problems. So that one pipe buffer is necessary for smooth operation.

    1. Output Single Pipe

    https://preview.redd.it/90icumgum8651.png?width=1899&format=png&auto=webp&s=754af5101f385a42e9f4489f89ed2995827a3033

    The next obvious step is to condense the outputs into one pipe. But there is one important thing to note. As can be seen in the picture above, the refinery on the far left has output blocked. Heavy oil is produced in the lowest quantities and with it in the corner, it has trouble flowing in the desired direction.

    https://preview.redd.it/j550ei9vm8651.png?width=1929&format=png&auto=webp&s=d0a037a0594ca601d1cdd869717457b623307281

    Therefore, it is required that the output is pumped in the direction of petroleum to heavy. Petroleum has enough quantity to flow and coalesce with the outputs from the other refineries as can be seen in the picture above.

    1. Beacon and Moduling

    https://preview.redd.it/6i774lovm8651.png?width=1395&format=png&auto=webp&s=243595b3256e25bfb7c3a7ee47b26d4902067a41

    Next, we add beacons and modules to maximize production. A simple enough step. We can however see that the system is losing some efficiency as the outputs are blocked temporarily. The efficiency loss will be calculated later.

    1. Quick Input Length Test

    https://preview.redd.it/17h1ycxvm8651.png?width=1890&format=png&auto=webp&s=f1171da5ea948a41ce084ff16416017e039a20a2

    Now we do a quick test to see how far the input system can handle. The last two barely function. The third from last stop intermittently. We can also see the 5th one having stopped temporarily. We will reduce to 10 for now as its limit and hopefully optimize the system in the next step.

    1. Input Cycling Optimization

    https://preview.redd.it/hy95neftu8651.png?width=711&format=png&auto=webp&s=033bf1b4cc42e9992e120b45be61e4b54efbd1f1

    Cycle and cooldown are in ticks while the values in the middle is the production of petroleum. The cooldown is necessary to prevent the system is clogging. We can see that even with the cooldown, the system doesn't lose performance until it reaches a point where the system fails and stops working. We can see that the 120 cycle has the best performance. A cooldown helps prevent the system from clogging. So we'll choose a cycle of 120 ticks and cooldown of 5 ticks from here on out.

    1. Input sorter and Input Bias Testing

    https://preview.redd.it/z24cwo4wm8651.png?width=1614&format=png&auto=webp&s=8170dd7a302fcb86255ea737a4faebe03ae02489

    We've been using an infinity pipe temporary to destroy the fluid but that's a waste. So we now implement the fluid sorter mentioned before, and sort our fluid input to pump back into the system. It takes up a lot of space but we'll optimize that later. Note, we actually improve performance significantly in this step from 40k Petroleum per second to 50k petroleum per second. The infinity pipe drained the system too quickly robbing the refineries of resources. The slower input sorter actually helps performance.

    Also, with the input system mostly completed, we test if a bias for more oil or water has any effect. But with a small 10 tick bias for more oil, it actually stops the system as it starves the system of water. The system is best set at equal amounts of oil and water.

    1. Output Length Test

    https://preview.redd.it/i0lyjfkwm8651.png?width=1684&format=png&auto=webp&s=3e38bdc42fa7351a9d5ff65d4be61da3b22fdd81

    Now we bring back our one pipe fluid output and see how many refineries it can handle. With 5 refineries group, performance drops from 50k petroleum to 32k. A complete failure. With 4 refinery groups, performance dropped from 50k to 46k. Unfortunately, our system will be heavily limited by the output pipe to four refineries in one row.

    1. Output Fluid Sorter

    https://preview.redd.it/ofw2anqwm8651.png?width=980&format=png&auto=webp&s=48cc48a03d3996c82398907a2134959a7e9186d2

    Like I showed in the example in the beginning, we implement the fluid sorter to our system. The input sorter is not as fast as the infinity pipe as clearing the system and we take a performance hit to 40k petroleum from 46k. This fluid sorter also takes up a lot of space and limits refineries to four in one row. The input system can handle 8 so we can have 2 rows of 4. We make this in the next step.

    1. Doubling Rows and Compressing Design

    https://preview.redd.it/w8flwbywm8651.png?width=1555&format=png&auto=webp&s=ac000628ee868229aad35f6bb994aaa010882c20

    Might have been a big step. But function wise everything is mostly the same. The refineries was flipped so that it outputs to the right. Two rows were created so that both output fluid sorters can be put on the right. The bottom fluid sorter feeds to the top fluid sorter so that the unmixed output fluids have a unified output. The input system first feeds the top row and then routes to the bottom row and returns to the left which conveniently condenses the input system design. Condensing design unfortunately increases the distance between the output sorter and the refineries and can create 0.0 fluid problems. The contraption added to the left of the output fluid sorter fixes this. It creates two paths for the fluids to flow just in case one path is blocked by 0.0 fluid. The blocked path will flow again once the same type fluid is met again. The small grid of pipes allows the same type fluids to condense helping flow and basically works like puzzle bubble.

    In the end we came up with a design that takes up 43*23= 989m2 and produces 40k petroleum per second. We saved space by condensing the pipes but the control overhead ended up using more space. In comparison to the conventional beaconed row design this is 13% less production density. Refineries in the mixed oil design use 20% less power which reflects the loss in production and the fact that it's not running at full capacity.

    III. Conclusion?

    It sucks. Setting it up is absolute cancer, it's impossible to blueprint, it has too much logistical overhead, and it doesn't make logical sense to mix and unmix refined oil products. But I spent too much time on it so I'm posting anyway.

    I first made this 2 years ago back in 0.15 hoping to come up with a really compact oil design. I had a rough idea even back then that the design would be a failure. But there was no new editor back then so testing and experimenting was much more difficult and 0.16? removed fluid mixing so I didn't venture much farther and i went on with making a 1kspm base. With 0.18.32, it reintroduced fluid mixing along with having the new editor so it was much easier to test and experiment. I got false hope that perhaps now I could go back with the means to optimize it even more but halfway through I knew it was gonna fail but I kept going because I already spent too much time on it.

    Condensing all the inputs and outputs to one pipe saves space. But it's throughput limitations limit the potential space savings and the additional overhead required for managing the system completely negates whatever space you saved. The condensed output's throughput limit to 4 refineries requires two fluid splitters which not only adds to size but severely limits space savings through scale. I've been a big proponent of fluid mixing in the past because of the potential to come up with a compact oil design. Now that I've thoroughly tested it, I think I'm done with it for now.

    submitted by /u/Blandbl
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    Solo wave defense: 107 days level 7 flame turret

    Posted: 21 Jun 2020 07:23 AM PDT

    First real attempt at "there is no spoon" without planning. Room for improvement i guess... The spaghetti was strong

    Posted: 21 Jun 2020 02:03 AM PDT

    After five restarts, I've finally managed to build green science without making a complete mess! Looking for feedback/advice on how to improve it

    Posted: 21 Jun 2020 03:06 AM PDT

    I finally gon dun did it - I launched me a rockit! Take a look at my factory.

    Posted: 20 Jun 2020 05:18 PM PDT

    I finally gon dun did it - I launched me a rockit! Take a look at my factory.

    I launched my first rocket this factory. Or should I say, my first 6 - all at once.

    Dem Rockets

    Not my first rocket ever, though.

    It took a little while.

    Now, my goal is to continue streamlining and get it set up to a continuous SPM...

    All the stations

    With the size of this factory, I imagine I could support at least 700 SPM or so 1600 SPM, it turns out.

    Close-up of a busy area

    I had a blast designing and tweaking this factory.

    Construction Yard

    Though it seems to be the 'normal' thing to have a "mall" for stopping at and picking up construction materials, I instead designed a "Construction Yard".

    If I need components to build an area, I'll call a train from the yard that has the appropriate items. Each train is for a separate category, and some of them are legacy raw-resource trains from when I hand-crafted newly-unlocked items.

    The factory is hungry

    This factory uses a lot of resources. It's been mostly idle waiting for rockets to finish, but it still uses an absurd amount of resources. Having 7 trains delivering parts to the rocket silos barely made a dent on resource usage, comparatively.

    While taking screenshots for this post, 2 more sets of 6 launched! 🧡

    Trying for a 1k SPM factory straight from the get-go might be tough... but... those rockets wanna rock it...

    It's a cool factory, and I learned a lot of little things that I'm aching to incorporate into my next.

    For those that are curious, this factory:

    • Has belts only for mines and Koverex
    • Is powered by 60 nuclear reactors (~40 more sitting idle for when needed)
    • Transports resources via around 400 1-3-1-3 trains at this point
    • ~3k train stations (Enabling on the map hits me for 10 UPS)
    • Logistics bots are used only in specialized situations: delivering satellites to silos, fuel for trains at the depots, nuclear fuel to reactors, and science for the labs
    • So far is 450 hours, with 0 idle time
    • Each "layer" of the factory is 1-way, so the only backups I've ever had was too many trains trying for the same area and ended up queuing in front of the exit [oops] which is easily solved by building another area for the same item
    • Runs between 30-45 UPS/FPS for me on my i7-6800 with memory chosen for the processors rated speed (read: slow). It's a bit annoying sometimes, but it's playable
    • Has not had any blueprints used in this factory except some belt balancer blueprints. Everything else was designed by myself on this map, or a design I recreated on this map from a previous playthrough.
    • Lacks spaghetti and this makes me terribly sad

    I do plan on trying to do a factory tour video at some point, and share the save, but I want to get it humming at a steady SPM before that point.

    Let me know what y'all think.

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

    I did a thing!

    Posted: 20 Jun 2020 08:20 PM PDT

    One way to move 1MSPH around your factory

    Posted: 20 Jun 2020 01:52 PM PDT

    One way to move 1MSPH around your factory

    Loading 1 million space science packs per hour into one cargo wagon

    Off the right side of this picture I have 17 (actually 18, for some experimental headroom) rocket silos, producing in excess of 16⅔k white science every minute. On the left I have 634 labs, which together are able to sink a similar quantity of science packs.

    Logistics robots are able to move enough of the seven type of science packs that we actually sink one million of each type of science each hour.

    The goal of 1MSPH is met if these numbers stay above 16⅔k/m. (Come on, Factorio devs, would it kill you to make the color bars match the science pack colors?)

    And it takes fewer than 5,000 logistics robots working or recharging to meet this goal.

    But it seems like that number would go down somewhat if each robot had a shorter distance to fly. So I set out to distribute the science packs to eight stations surrounding the 634 labs.

    I set up a railroad around the perimeter, with eight stations. At each station, one color of science pack is loaded, and the other six colors are unloaded as needed. (The eighth station just unloads all colors.)

    Stations for loading gray and green science packs, respectively, using loaders and infinity chests to support this experiment.

    Then I hit a roadblock: the maximum number of stack inserters that can reach a single cargo wagon is twelve. That's a maximum of 332.28 items/second, meaning that loading a cargo wagon from empty to full (or equivalent, since white science stacks hold more than the other science pack stacks) takes 23.84 seconds. If we wait the same amount of time at each of the eight stations, the total standing time will be 190.72 seconds, and that doesn't include travel time. (I need a formula term to usefully represent travel time. And nuclear fuel reduces travel time, but not enough to solve this problem.) (I actually set the "cargo full condition" for each type of science pack to 7,920, instead of a full 8k, because that's an even multiple of 144 (12 inserters * 12 items per stack inserted), and should keep the inserters synchronized, avoiding an extra partial cycle.)

    Under this scenario we get close to, but not quite close enough to, the goal of 1MSPH. (This is based on empirical measurement; I need a formula to express the theoretical rate more usefully.)

    I can run eight or nine, or maybe ten trains on this loop. But at some point between nine and ten trains we start to lose too much time in waiting for the next station to clear. I considered using longer trains, setting up a second track, et cetera.

    The enabling realization is that we're sitting at one of those eight stations, and one-eighth of the science packs being produced for this station don't need to be loaded into the cargo wagon.

    Therefore, one solution that works is to pull off one-eighth (⅛) of the production and store it locally in passive provider chests. The remaining seven-eighths (⅞) can be loaded from chests into one cargo wagon in the available time.

    The remaining problem is that loading a cargo wagon from belts is not fast enough. Best possible speed from belts to chests is 16 items/second, for a total of 192 items/second over twelve inserters. We need a chest or chest-like object to serve as a buffer so that we can continue unloading belts even while the cargo wagon is not in position for loading.

    Actual chests are too small for the number of inserters needed. Even in the below configuration, we're limited to 240 items/second for 12 chests.

    To reach 240 items/second for 12 chests in this configuration, you would have to add underground belts going left or right under the claws of each inserter.

    Cars and tanks solve this problem because they have a much larger hitbox. Each tank can have four inserters on each side, and three on each end. In addition, along their sides tanks can be reached by inserters in two columns, as if each inserter has the option of being long-handed.

    Both columns of inserters on the right are able to reach the tank.

    That means we can use a left hook on each belt at alternating column positions, as needed for the theoretical max throughput of 16 items/second for each inserter.

    Seventeen silos (with four production 3 mods and surrounded by twenty beacons with two speed 3 mods in each) together produce on average 278.8 items/second. To unload that many items from belts we need eighteen inserters. However, we only need to load ⅞ of those items into the cargo wagon, so we need only sixteen inserters in that part of the system. The other two inserters should be loading passive provider chests that can be accessed by logistics robots local to this station.

    Sixteen inserters can be divided neatly over the four tanks. Problem solved.

    Frustratingly, though, the buffers won't fill at this ratio. In order to fill the buffer tanks as fast as or faster than they can be emptied (assuming infinitely short travel time between cargo wagons), we need eleven belt-to-tank inserters for each six tank-to-cargo-wagon inserters.

    Twelve in, six out

    Eleven is unbalanced, so I went with twelve.

    So that explains why we need

    • An 8-to-8 splitter (top right) and a 1-to-8 splitter (effectively) (bottom right), to peel off ⅛ of the production run
    • An 8-to-8 splitter to balance the 7 belts coming out of the top splitter together with the one ⅞ -full belt from the bottom-right splitter
    • Two 4-to-5 splitters, one on each side, to apportion and balance the four incoming belts across ten single-lane output belts serving twelve splitters
    • Ten belt-to-single-lane splitters, five on each side

    I've been thinking about this too long. It's time to apply in a real, non-sandbox world.

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

    Happy Father's Day: Augeamur in Fabrica!!

    Posted: 21 Jun 2020 05:25 AM PDT

    Anyone good with Latin? I Google Translated The Factory Must Grow and Augeamur in Fabrica is what came out.

    Happy Father's Day!

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

    Any tips for a new player?

    Posted: 21 Jun 2020 01:18 AM PDT

    Hey! I got this game due to some recent letsplayers covering it and so far have been seriously digging the game, anyone got any general tip posts or guides they can link on this sub or youtube/steam forum? I kinda figured out how to automate already but cant seem to build anything that doesent look like a jumbled mess, anyway thanks for reading and I appreciate any help you can send!

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

    Returning to report I've launched my 3000 and 3001 rockets! From 2000 to 3000 in only a few hours play time thanks to the advice of all of you!

    Posted: 20 Jun 2020 10:12 AM PDT

    Reviews peak on November every year? Anybody know the reason?

    Posted: 21 Jun 2020 07:38 AM PDT

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