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    Friday, September 4, 2020

    Factorio Alt-F4 #3 - Tronparty

    Factorio Alt-F4 #3 - Tronparty


    Alt-F4 #3 - Tronparty

    Posted: 04 Sep 2020 04:40 AM PDT

    Some belt stitch patterns for more compact transport

    Posted: 04 Sep 2020 07:01 AM PDT

    Playing with jumptions 2!

    Posted: 03 Sep 2020 11:56 AM PDT

    It would be suboptimal to waste the time I spend showering doing nothing

    Posted: 03 Sep 2020 03:13 PM PDT

    You know that feeling. Right?

    Posted: 04 Sep 2020 07:17 AM PDT

    Is Factorio the perfect introduction to programming for children?

    Posted: 04 Sep 2020 06:54 AM PDT

    As a computer science student I can't help but see the clear analogies in Factorio's gameplay to everything that is coding. Everything from the gameplay loop at the lowest level (spaghetti, non-scalable, buggy, bottleneck performance issues, refactoring inefficient setups, etc.) as a beginner to the highest level (building large, modular, standardized megabases, multiple developers on a single factory, importing and integrating public blueprints, etc.) as an advanced player. The biters are analogous to deadlines for each new launch of a feature (science packs, military upgrades) that needs to be in place in order to launch the rocket and win the game (finish the product). This helps train the mind for the trade-off every programmer has, optimization versus completion: When should I keep optimizing my current factory versus moving on and starting production for the next science pack?

    One of the few aspects I don't quite see an equivalence to is the constant necessity to secure new resource patches as the previous runs out (maybe it could be seen as old servers being shut down or running out of GB space on a cloud, but unclear), and it happens to be my probably biggest gripe with the game. There are probably more of them, but the core gameplay... aligns perfectly!

    I have many times suggested to friends that Factorio could and perhaps should be introduced to kids say around 10-14 years of age, either as an alternative to less useful games (e.g. Fortnite) or as an introduction to programming.

    EDIT: I think a critical aspect of Factorio is that in no way does it seem or feel like a engineering/programming game. This is why I think it can appeal even to kids who would never ever consider trying engineering/programming otherwise.

    What do you guys thing?

    submitted by /u/cykasenpai
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    Powering a single Inserter

    Posted: 04 Sep 2020 05:00 AM PDT

    I need to deliver power to a single inserter that is sitting among other stuff, the inserter is normally powered down and receives power only when it needs to work, I need to deliver the power only this combinator without powering up what's around it so a regular pole wouldn't work n this case, is there a way to do this? I don't want to have to use a pole and increase the distance of everything around it.

    submitted by /u/nolander_78
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    Two trains share one track at the Main Station, no train shall ever wait at the junction, can this be solved?

    Posted: 04 Sep 2020 07:10 AM PDT

    Does anyone else feel like this should explode? I feel like this should explode or at least get really hot and damage the player.

    Posted: 03 Sep 2020 07:03 PM PDT

    Help using the right logistics chest

    Posted: 04 Sep 2020 03:37 AM PDT

    So I obviously have a mall/build everything place where I use Passive provider chests. However I have a load of stuff that I 'trash' that ends up in the logistics network that I want to be returned to the 'mall', how am I best doing this? If I use requester chests the only fill to the point where I cap off to box, but I might end up having more than the box allows, can I override this? Am I making any sense? help!

    submitted by /u/Zabix
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    After multiple hours of tinkering and restructuring, I finally got my first blue science lab array up and running!

    Posted: 03 Sep 2020 08:43 PM PDT

    Creative/Sandbox: Loader not loading into infinity chest

    Posted: 04 Sep 2020 07:27 AM PDT

    Solved: you need to face the loader(arrow) into the direction the production is coming from.

    If you look closely, there is a tiny piece of belt attached to the creative-loader.

    Then turn the direction with R.

    Hi.

    I'm trying to test blue circuits blueprints and I'm in sandbox mode.

    I managed to fill the belts with the infinity chests and loaders, but not void the production.

    I got the same kind of loader at the end of the belt. No filter. Then an infinity chest and the checkbox set for "void unfiltered items". No filter set.

    I must be doing something wrong. Most likely something simple and stupid to miss.

    But i can't figure it out.

    Hope someone can give me a hint and thank you for your time.

    And yes, i tried setting filters, unchecked and checked all the checkboxes : )

    submitted by /u/1hate2choose4nick
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    Question about oil.

    Posted: 04 Sep 2020 05:41 AM PDT

    Is it better to connect various pumpjacks to one refinery and then to chemical plants? Or pumpjacks to seperate refineries and to seperate chemical plants? What would be the best way of taking advantage of the yield and making use of the oil? Thanks!

    submitted by /u/HotButteryCopPorn420
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    Power line capacity

    Posted: 04 Sep 2020 06:10 AM PDT

    Different power poles should have different max capacity- The fact that you can run gigawatts of power through a single wire is unrealistic. Wires should melt once they have a given amount of power running through them, creating a need for doubling up on power lines early-game, and building more expensive power poles late game.

    submitted by /u/Spacexfan100
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    How do I remove items from this to start fresh? Thanks

    Posted: 04 Sep 2020 07:14 AM PDT

    How to build pump without any power

    Posted: 03 Sep 2020 10:56 PM PDT

    I just started my second map. Trying to plan out my own spaghetti mess. Took out a small bitter base early on. Moved up the research someone. Started working on the military science.....Then bitters came back. Lucky for them I was about a million miles away. The took out my lone pump for my steam boilers. No big deal, I'll just make a new one. Oh wait...not they need steel and engine parts. All while my base is out of power.

    I thought about just cheating an engine in and playing on. Just don't want to do that.

    How can I build an engine in a base with out any power?
    Guess I should have researched solar energy sooner.

    submitted by /u/chucky5150
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    Patterns

    Posted: 03 Sep 2020 04:37 PM PDT

    My Second Blue Circuit Build. I may have overcooked the spaghetti.

    Posted: 03 Sep 2020 08:29 AM PDT

    Slightly Smarter Vanilla Train Loading

    Posted: 03 Sep 2020 07:50 PM PDT

    Slightly Smarter Vanilla Train Loading

    https://preview.redd.it/5p9l0yn1h1l51.png?width=1006&format=png&auto=webp&s=e3697c8db953520317039af40e423235107914e5

    Blueprint

    Features

    1. Station disables and stops requesting for more trains based on number of trains in stacker and current amount of ore. (green box)
    2. Station temporary enables and disables when train stops so that train can start loading while preventing more unnecessary trains from coming. (blue box)
    3. Train Lock system to prevent trains from pathing to another stop of the same name (red box)

    Setup

    1. Connect Left arth combinator in green box to all chests with ores
    2. Connect center substation to rail signals in stacker.
    3. Adjust arth combinator in green box to ore per train based on number of wagons.

    Background

    For a long time, I just had a simple outpost setup where if "ore>set amount" the station disables. That did most of the job with a few limitations including... a lot of trains can queue to it when other stations are enabled and lots of trains repath when disabled even when it gets renabled and its right in front of it. This is my first version of smarter train loading that fixes these problems with a few limitations.

    Feature 1(Green box)

    This module takes number of trains, amount of ore, and number of trains in stacker as input. It calculates how many trains it can fill based on the current ore and disables the station when the number of train exceeds that so no further trains are requested. Station also disables when stacker is full and there are no available slots.

    Limitation of this module is at values such as 8.1k ore for 4 wagon trains. It'll take 2 trains. This could probably be fixed with a rs latch or a counter that I have yet to implement. It's also implemented suboptimally using a rs latch. Could be implemented better with AND operator but left it as for now in consideration of previous limitation.

    Feature 2 (Blue box)

    Station gets disabled from previous feature which prevents trains in stacker from loading. Simply enabling the station when train is in station allows more unnecessary trains to path to it. So this module temporary enables the station when the train stops at station and stops once train starts loading. This allows feature 1 to function without interfering with normal loading operations.

    It works by reading the first rail signal when train enters station and reading train contents from train stop. When it reads a train is in the station, the station gets enabled. When it reads the train has started properly loading, station gets disabled.

    Limitation is I had one case where train continued to want to path to another stop of the same name while stopped at the station(which was enabled) and didn't start loading. This happened early on in development and I haven't encountered the issue since. I don't know if I fixed it.

    Feature 3 (Red box)

    This feature works in conjunction with feature 2 and fixes a problem from feature 1. When a train has passed through the station (past the right most signal), this module closes the middle signal which is located right after the train stop. This forces the train to stop at the signal. When a train stops at the middle signal, it triggers the left signal which enables the middle signal. This module prevents trains from pathing to another outpost of the same name when the station gets disabled from feature 1. This also helps train properly stop to load for feature 2. This module also doesn't interfere with other train stops on the same line such as steam loading as seen in the picture.

    Limitation is it very very slightly reduces train speed for auxiliary trains for example steam train on same line. Honestly, leaving as is will have almost zero impact on throughput. However, left signal could be placed further left to trigger faster to maintain higher speed for trains stopping at steam train stop for example but too far will break function.

    Conclusion

    This setup significantly reduces train congestion while maintaining full outpost throughput. A benefit I've noticed is that it reduced the need for large train stackers. For a full stack inserter 4 wagon 16 ore belt outpost, only 2 trains maxed have filled the stacker without the chests filling up.

    The limitation in feature one I need to fix in the future but it has worked for now. It isn't a problem for newer/larger outposts that have sufficient throughput to mine ores. But it might be a more apparent problem as the outposts dries out and trains are waiting longer. There's more features I could implement or problems that I have yet to come across that'll Ill need to fix too.

    submitted by /u/Blandbl
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    Is there a way to read the fuel of a train using combinators?

    Posted: 03 Sep 2020 06:46 PM PDT

    Currently on a multiplayer world and we are trying to figure out how to keep fuel in our trains other than manually fed or putting staged fuel at all stops to be fed in. I suggested adding a stop that reads the fuel in the engine using a combinator and fills it if below a certain threshold, reducing downtime, but I am not sure if it is possible to read the fuel in a train,. Does anyone know if/how this can be done?

    submitted by /u/FunguyDM
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    Want to try a B+A run for first time, anyone got a complete mod list to install?

    Posted: 04 Sep 2020 08:22 AM PDT

    Hi, started playing factorio awhile back and completed some vanilla runs and a krastorio 2 run and want to try the Bobs + Angels mod that i heard about.

    Problem is there seem to be like alot of them and I dont know which ones i should install.

    Some help with an install list would be much appreciated.

    submitted by /u/Varmkorven
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    How do you avoid blueprints and actually make your own factories?

    Posted: 03 Sep 2020 08:26 PM PDT

    Hey, I've been playing Factorio for a while now, and I feel as though I've lost my drive to really create new things. I just started up a world the other day, and now I'm just progressing into making a main bus and throwing blueprint after blueprint of hyper-optimal builds, and it feels as though I'm just coloring in the lines.

    I downloaded helmod but I feel as though it's "backwards" - I don't know how many items I want to end up with, I only know how many raw resources I have. I know if I just continue using blueprints for everything, my bases will look exactly the same each time.

    Edit: I appreciate the responses, all. I like the idea of a modpack that has a fair few new recipies. Seems like a good way of shaking up the experience while also "forcing" me to return to my semi-clueless state of learning (which I think is as fun as this game gets). Cheers all

    submitted by /u/OfficialMaxBox
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    Kr2 + SpaceEx + AAI: Did I need to do anything to make this work? Seeing some strange recipes.

    Posted: 04 Sep 2020 07:48 AM PDT

    I'm about 60 hours in to a very slow game of this (Not even close to launching a rocket, been too busy checking out and balancing the new technologies).

    I first thought it was weird that I had two electronic circuit recipes. One with wood and one with a stone tablet.

    Next was Oil. As I seem to have recipes from both and neither of them are balanced well with each other (in terms of final petroleum out).

    Same with Rocket Fuel. I have various recipes for it but one seems to trump the others. Especially the one that's just made form Vulcanite blocks (which seem really easy to get from the core miner?)

    I also had a few researches that give nothing. One was "Rocket Fuel from Water" which says it would give a recipe from electrolysis and water. It had nothing under the affects block and I don't see any recipe for Rocket Fuel in FNEI that matches.

    There were a few other things here and there but with the three mods its very hard to remember/tell what should have done what (what with the extra components from both, like motors and electronic parts, etc) but overall I'm feeling some imbalances (things being cheaper than I expect others being more expensive, etc).

    The fuel processor seems weird too. Both mods have changed how fuel works. One expects you to make an item called "Fuel", the other can turn any burnable resource in to a type of Fuel. Again, I can't tell what I'm -meant- to use. In most cases where there is two competing solutions, one always seems to be cheaper AND better yield.

    submitted by /u/JustAnEnglishBloke
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