Number of clicks required to set combinator/logistics requests seems unnecessary. GUI suggestion for improvement Posted: 27 Jun 2020 06:15 PM PDT |
I love this game. Posted: 28 Jun 2020 02:59 AM PDT |
Project: Factorio Item Browser - Relaunch Posted: 28 Jun 2020 05:47 AM PDT Today I want to announce the relaunch of the Factorio Item Browser, a project I started a long time ago, and now got ready for Factorio 0.18 and thus eventually 1.0. The Factorio Item Browser (or short FIB) is a website to browse all the items and recipes of Factorio, with one of the main features to be able to set the mods you are currently playing with. It is pretty much the same as ingame mods like "FNEI" and "What is it really used for?", with the difference that it runs in your web browser. Features: - Web-based: Browse all the items and recipes in your web browser. No need to actually have the game installed.
- Fully automated data exports: You can set the combination of mods you are playing with by selecting your savegame, and the FIB will fully automatically export the required data from the game in the background withing around 10 minutes (depending on the load of the server).
- Multiple settings: Playing several mod-packs at the same time? No problem, add all of them to the website and switch between them with few clicks.
- API driven: The website is using an API in the background to get hold of all the data. This API can be used by other tools as well. If you are interested, message me on the Discord server.
- No ads, no tracking: The website does not have any ads, or any tracking at all. So no need for stupid layers popping right in your face when entering the website.
Planned Features: - Mining and pump recipes: The FIB currently does not know about recipes of the miners and pumps. Rocket launch rewards are another thing which may get added as well.
- Technologies: The FIB does not know about technologies to unlock the recipes as well. This is on the todo list for a long time now, and will eventually get added to the browser.
- Shareable links: Currently any link to the website only works, if the other person already has the same combination of mods configured. Otherwise the link may result in an error. I want to add the combination of mods to the URLs, so sharing a link will automatically add the new setting for you.
- Auto-update of mods: Currently the data of mods is not updated after it has been exported once, unless I trigger it manually. Fully automated updated of mods is one of the features I want to add.
Thank you for your time. If you have any feedback, encounter any problems or want to know some details about the background work, feel free to post it here or join the discord server. Have a nice day! (And look after your iron, its running low.) submitted by /u/blue-psyduck [link] [comments] |
I am about to be quarantined for 14 days in China in a hotel room. Factorio will definitely help ease the pain. Posted: 28 Jun 2020 07:27 AM PDT I apologize if this is a low effort post. I have been downloading films and animes to my laptop so that I have something to do alone in a room. But I forgot that there is Factorio. Another great thing is Factorio doesn't require a constant internet connection so the Chinese great firewall won't affect my QoL much. submitted by /u/BCAD12 [link] [comments] |
In a sea of solar panels Posted: 28 Jun 2020 05:27 AM PDT |
How is a fast inserter part of my logistic network? Posted: 27 Jun 2020 01:58 PM PDT |
Marathon red circuits, 179.2/s Posted: 27 Jun 2020 09:42 AM PDT |
I introduced my 56 year old dad to Factorio. 4 hours later, he invented this automatic smelter; it's infinitely extensible and designed so that you only need level 1 tech! Posted: 27 Jun 2020 05:45 PM PDT |
Sunday Funday hosted by All Weekend Factorio! Posted: 28 Jun 2020 04:48 AM PDT All,The All Weekend Factorio (AwF) community will be hosting it's first Sunday Funday event! Our discord can be found via https://awf.yt Today we will be playing BiterBattles, a game style by the Comfy community (Thanks guys!). For info and rules, please join our discord. We will be starting at 9am EDT (1pm UTC) today. All player levels welcome. Come have some fun with Sunday Funday! - BulletToothJake submitted by /u/BulletToothJake [link] [comments] |
Does anyone know how to fix this? I have to have a train cross the track to get from the stacker to the train stop. If I put a signal before the loader then the top train just sits in the middle of the 2 tracks and blocks the other trains even harder. Posted: 27 Jun 2020 10:57 PM PDT |
My direct-insertion factory was an experiment, and it failed. But it was worth trying it. Here's what we can learn from it. "Mega" factory save included. Posted: 27 Jun 2020 12:43 PM PDT | Here's the goals for my Factory: - Everything would be direct-inserted to/from trains to chests or assemblers when possible
- As few Logistics robots as possible
- 1-way intersections to prevent intersections
- The stations would not turn on/off causing trains to skip stops in some situations
- Common materials like ore and plates would be placed in common, high-throughput storage areas for centralized pickup locations
- Centralized train refueling
This is where it ends You can see from the screenshot, the factory got quite large. But why did it fail? Much of it worked beautifully, but at this scale, every small thing makes a big difference, and several small things came together that would take far too much effort to fix. Here's the breakdown: - Everything would be direct-inserted to/from trains to chests or assemblers when possible
- The pros
- Adding lines of assemblers - aside from adding the cars to deal with that extra gap due to placement limitations on tracks - was extremely easy and effective. Trains could be called to bring the correct ratio of ingredients and let it run.
- The cons
- The only belts in the entire factory were for getting mined ore to train stations, and a few for Kovarex. This simultaneously was a blessing and a curse. It requires making sure resources taken from each train car is balanced, so 1 assembler doesn't run out of resources first, causing it's train car not to fill up as quick and delay the loading train.
Production Line - In this image, you can imagine how if the supply train had a shortage of an ingredient for some reason, or a beacon was missed causing a speed imbalance, or the player took a stack of ingredients (or output material) from just one train car/output chest, it would throw the whole line into disarray.
Fluids in recipes- the fix - The other
- This was an issue especially with recipes that required liquids. I originally had a main line of pipes with branches off to each line of assemblers. I found this failed miserable when modules were in use- the pipes just couldn't keep up.
- The image above shows the new solution(bottom) replacing the old solution(top). The trains unload to tanks, and each tank pumps straight up to each assembler vertically. I was initially against this because I had been so intent on trying to keep each set of assemblers separated, but it actually works better this way as if one assembler near the top was starved for fluid, they ALL were vs the first 3 in a line being short and messing up the balance
- As few Logistics robots as possible
- I used Logistics robots only for the following items:
- Nuclear fuel to reactors/return spent fuel [Avoid belts]
- Nuclear fuel to trains at the fuel depot [Avoid belts]
- Science to heavily beaconed labs [Allow more beacons per lab]
- Satellites to silos [To maintain ratios]
- The pros/cons/others
- There's not really a arguable reason for doing this this way, aside from preference.
- 1-way intersections to prevent intersections [5 lanes]
- The pros
- Because of this train setup, I had only 1 jam with an older style entrance/exit. Anything else would clear itself once the trains began re-calculating pathway penalties to go to a different location.
Each \"layer\" is left-only or right-only - The cons
- This does require trains to take a much longer route, often times.
- The other
- I learned a lot about signaling, and realized there were many instances where I should have used double-signals or needed another rail signals before the next chain, etc for optimal efficiency. Fixing this now would be 10+ hours worth of running around with signals.
- The stations would not turn on/off causing trains to skip stops in some situations
- This worked out wonderfully. I utilized rail signals manually turned red based on the amount of supply available or ingredients on hand. There really isn't a situation where I wished I had done otherwise, though 20 signals (20,000 train segment penalty) was a bit excessive, even for a factory of this size. It is about 5k rail segments to get from the extreme top-left to extreme bottom right of my rail system.
- Common materials like ore and plates would be placed in common, high-throughput storage areas for centralized pickup locations
- The pros
- It's very easy to tell when materials are starting to run low, and more trains/supply lines can be added
- It offers a larger reservoir of material so it provides a buffer through periods of unusually high production or when production is not keeping up with demand
Copper/iron/steel plate bank - The cons
- I ended up removing these from the train schedules, as it was causing too much congestion. The trains ended up going right to the smelters and picking up there.
- The other
- The congestion was actually a symptom of something else, and under the right conditions, [multiple] supply depots like this actually work quite well.
- This design is one I tried - just to see if it worked, and aside from trains sometimes having to wait a long time to exit, it still gets more trains through faster than a traditional single-entrance-single-exit setup.
- Centralized train refueling
- The pros
- It's easy to make sure the fuel depots stay stocked with fuel
- Switching fuel types - coal->solid fuel->rocket fuel->nuclear fuel - is quite easy
- The cons
- The fuel depots experience the highest traffic congestion
- The depot may be out of the way of the train's other stops
The third iteration of my train fuel depot - on in the center, one on the far right So what went wrong? Why do I consider this factory a failure? The biggest reasons come down to these two things: - Train congestion
- Train composition
I build the large squares in a long, narrow way to try to spread everything out to avoid train congestion. But then, like a dope, I filled up those large squares with production and even added beacons. Now, even without the ore/plate banks causing congestion, there's just trains EVERYWHERE and they are much slower than they should be. I should have made the squares smaller to spread the production around much more. As for the composition, I tried Engine-3x wagon-Engine-3x wagon. This worked great for acceleration, but where it really fell apart in 2 areas: - With 6 wagons and trying to have each train pick up a number of ingredients divisible by the recipe.... times 6. "Ok, I need 1700... times 6.... argh... um... carry the 2..." and that's how mistakes are made. I should have had a simpler number to multiply by - like 10.
- Now that there is an engine right in the middle of my wagons, I have an awkward gap. It ended up working out for my rocket silos.... but I wasted a LOT of resources on beacons and modules because they don't reach far enough to cover the 3rd and 4th wagons due to that dopey engine. Next time I might try engine-10x wagon-2x engine or something similar.
And finally, here's the link to the factory save. Note that I saw posts about disabling pollution to help with UPS, so I did that. It gave me about 3 UPS back. On my old computer, this factory runs at 30-45 FPS/UPS on my i7 6800 with DDR4-2400. Please let me know, for comparison, how it runs on your machine and what your specs are. submitted by /u/RubeusEsclair [link] [comments] | |
Towards 1k spm, purple science done, only yellow to do Posted: 27 Jun 2020 02:59 PM PDT |
I finally finished my Kilo-Base Posted: 27 Jun 2020 01:55 PM PDT |
Get rid of the "train braking force" technology Posted: 27 Jun 2020 08:01 PM PDT Ok engineers, I've got a proposal: Get rid of "braking force" as a chain of technologies. Waaaaay back, in FFF-266, the devs talked about cleaning up the game mechanics. I'll quote them so you don't have to take my word for it: But now, when we are finishing the game, it is the time for cleanup. Time to identify which mechanics are just adding barriers to understanding the game while not adding much to the game-design aspect. Many complexities have already been discarded, things like the pickaxe, furnace warmup periods, individual gun infinite damage techs, and basic oil no longer has multiple output products. I'm here to tell you all that Braking Force should either be one single tech, or shouldn't exist at all. But let's back up, so we don't fall into a slippery slope fallacy. What makes a good game mechanic? If you're interested in game design, I strongly recommend reading Mark Rosewater's article "10 things every game needs". It's written with a focus on Magic, but is applicable to all games, whether they be card, board, or video. Mark leaves us with a list of ten things every game needs, which I'll summarize here: - Goal
- Rules
- Interaction
- Catch-Up Feature
- Inertia
- Surprise
- Strategy
- Fun
- Flavor
- Hook
If you ponder all the game mechanics, you'll find they apply to several categories. Nearly everything in the game shares a consistent Flavor, the science progression is the goal and the strategy, biters are surprise, inertia, and interaction, all rolled into one. Trains, broadly speaking, serve as a strategy, a catch-up feature (they allow you to get ahead in resource handling, if you were previously running behind), and they have rules. Let's go over these rules, and decide what they bring to the player experience: - The simplest train has the simplest rules: A two-way train on a single track. It shuttles back and forth between two stations, and might not need signals at all. The rules are simple: Train, train station, train schedule.
- With the addition of intersection or additional trains, now we need signals. The rules are more complex, and as the number of trains get larger, there is significant strategy in signal placement. A well designed intersection has higher throughput and doesn't clog. Satisfying the rules well is fun and strategic.
- Fuel has it's own rules: it has different energy, different stack sizes, and different acceleration. Setting up more complex production lines rewards the player with faster trains.
- Braking force has none of these benefits. Braking is slow at first, but this is hardly a problem - I usually ignore this technology until very late in the game. The change in braking speed has no strategic or surprise impact, no interaction, it's not suddenly more fun. There is no design that's possible with braking force and not possible without it. An inexperienced player might not even notice the difference, if they weren't riding in a train themselves. It also suffers from the pickaxe problem: A player is going to research it once and forget about it, thus providing no ongoing value.
Futhermore: Braking force, as a technology that spans 7 levels and three different tiers of science packs, is a mental drain. The player feels exhausted just by having to go back and click on it seven different times, each time with more resource requirements than the last. All of this mental and gameplay overhead for a technology that hardly does anything! Conclusion: Braking force serves no purpose and is a waste of resources, and the technology should be removed. Trains should have max braking force at all times. Thanks for reading. ~~~ ____ |~~~~~~~~~~~~~| |~~~~~~~~~~~~~| Y_,___|[]| | The factory | | must grow | {|_|_|_|[]|_,_|_____________|_,_|_____________| //oo---OO=OO OOO OOO OOO OOO submitted by /u/Gh0stP1rate [link] [comments] |
Why people use solar panels? Posted: 28 Jun 2020 07:27 AM PDT Honestly i think that using steam turbines and steam engines is way more efficient than using solar panels, plus solar panels take way more space than steam engines/steam turbines and i can't see reason to you use solar panels. submitted by /u/Right-Monolith [link] [comments] |
Is there any way to count the amount of a specific building present on a network? Posted: 28 Jun 2020 02:36 AM PDT I'm just starting to play with logistics and I can't find a way to count the amount of accumulators, for example. Is there a way? submitted by /u/xamaxin [link] [comments] |
Bob's Mods - What the heck is a "module case" Posted: 28 Jun 2020 05:44 AM PDT |
Is there any better way to split off one time from a double belt? Posted: 27 Jun 2020 07:15 PM PDT |
help with why my simple circuit isnt working? Posted: 27 Jun 2020 09:00 PM PDT |
I finally got my new blue circuit online! Posted: 27 Jun 2020 06:08 PM PDT |
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