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    Wednesday, October 28, 2020

    Factorio FYI: You can draw or write with artillery to truly assert dominance

    Factorio FYI: You can draw or write with artillery to truly assert dominance


    FYI: You can draw or write with artillery to truly assert dominance

    Posted: 28 Oct 2020 04:30 AM PDT

    My take on Kovarex: Circle nuketrain violently swinging from centrifuge to centrifuge as needed, so they share the same cargo wagon. Spins rapidly when not in use for faster response time.

    Posted: 27 Oct 2020 09:41 AM PDT

    A friend of mine that I met while streaming is helping develop a red/green colorblind friendly version! Now, I know the difference between electric and advanced circuits!

    Posted: 28 Oct 2020 05:23 AM PDT

    3d turret model!

    Posted: 28 Oct 2020 05:57 AM PDT

    You should be able to see coverage from all turrets when building a new one

    Posted: 28 Oct 2020 06:32 AM PDT

    First world - Someone told me they'd never seen someone get so far with so little planning

    Posted: 28 Oct 2020 05:29 AM PDT

    How do you think locomotives work?

    Posted: 28 Oct 2020 04:32 AM PDT

    This is not a practical question. I'm just wondering how do you think locomotives work on the inside.

    Here's my theory: Since the undercarriages are rotatable, I'm assuming the axles are driven by an electric motor. Which means the locomotive needs to have a generator inside.

    It can use any solid fuel, which implies it uses external combustion. Their design seems to be vaguely inspired by steam locos, so that supports my theory.

    The huge grille on the front looks like a cooling device of sorts. That makes me think the locomotive uses either the Stirling engine as a powerplant or a steam cycle with a condenser, such as a Rankine turbine cycle.

    What are your theories?

    submitted by /u/Atlas421
    [link] [comments]

    You can still vote for Factorio as the Best Indie Game in the Golden Joystick Awards 2020 ��

    Posted: 28 Oct 2020 07:25 AM PDT

    A meme.

    Posted: 28 Oct 2020 07:08 AM PDT

    Perfect Lane Balancers

    Posted: 28 Oct 2020 12:40 AM PDT

    Perfect Lane Balancers

    I've poked around and I've not really seen any good lane balancers (remember, two lanes per belt). I've been using the following lane balancers for years in my own factories and I though I'd put together a halfway decent blueprint book containing a variety of precise lane balancers. Hence I joined reddit (or rather, I rejoined having allowed my reddit account lapse years ago).

    What is a lane balancer?

    It is a belt configuration that evenly consumes items from each lane of each input belt. Consumed items are distributed evenly onto output belts as lane slots become available. All of the lane balancers I'm sharing here will not stall on either input or output assuming input and output belt speeds are correctly sized.

    Here are some images to get things started:

    Lane Splitter (Left)

    The "Lane Splitter [L]" perfectly distributes the two (or four) lanes of an input belt (or belts) to the left-hand lanes of each output belt. Items are consumed evenly from all lanes of input belt(s). Items are fed to lanes on alternating output belts as lane slots become available. Match Lane Splitter with Fast transport belts to merge two Transport belts without stalls (or 2 Fast belts to 2 Express belts)

    Lane Splitter (top) & Lane Balancer (bottom)

    Perfect and even distribution of the input belt lanes to an output belt. Items are consumed evenly from both lanes on fully loaded input belts. Items are fed to alternate lanes on output belt as lane slots become available. Two input belts can be evenly distributed onto a single output belt. For maximum flow in the two input belt configuration use a higher speed belt.

    Transport to Fast Transport Lane Balancer

    The GIF doesn't do this justice. The Fast transport belts look like they're travelling backward (an artifact of having only 20 frames per second for animated GIFs sampled from a 60 FPS monitor). Anyway, the "Lane Balancer" constructed with Fast Transport belts fully consumes both input belts onto a single fast output belt (which are then merged back onto the two input Transport belts).

    Lane Merger

    The "Lane Merger" merges two different items onto one or two belts, one item type per input belt. Perfect distribution of two input belts to the same-sided lane of each output belt (e.g., left input belt loads the left-hand lanes of both output belts, ditto for right input belt to right-hand lanes). Items are consumed evenly from all lanes on two, three or four input belts (i.e., two per side). Items are fed to lanes on alternating output belts as slots are available. Use the next tier belt speed to feed two input belts per side to the balancer (e.g., upgrade the merger to Fast transport belts to consume four input Transport belts).

    2-Belt Lane Balancer

    You can also insert a "2-Belt Lane Balancer" to balance the lanes across two belts.

    This is a slight modification of the "2-Belt Lane Merger" that simply balances four (4) lanes on two input belts onto four (4) lanes on two output belts. This does for two belts what the "1-Belt Lane Balancer" does for one. It is not quite obvious but you can see that the left output lane of the balancer (feeding the "Lane Splitter") is being consumed at half the rate as the right output belt. But this has no impact to how quickly the right belt is getting filled.

    Thanks for reading this, and I hope you're excited about these perfect lane balancers. The T-shaped core of the lane balancer is the same across all of these balancer and it is easy to learn and quite compact for what it does.

    Included in the blueprint book are several other lane balancers including a 4-to-2 belt balancer, a 2-to-3 belt lane balancer and a 4-to-4 belt lane balancer.

    As a side note, creating any size lane balancer can be done using the excellent Yellow Belt Balancer Book as a reference guide and replacing the belt splitter in each of the blueprints with a "2-Belt Lane Balancer".

    Copied from Factorio 1.0.0

    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Z/1Ia7Cvv3aXlTdDITR+qoJ1Ybxyepg1h8/dTs8Uy223SupRZ80D6vJvh/5HnoZfyPM54iWRuLG/cT9pOxPKeAU+zd81WMq4Nhexbz43lNbJppFANGNccpjeZuQxbC4aFRdKo/BSXzI7ptULalAuCiTuisq4x4H4kwhg5afMXyeE0fxMY1U/bTq2QPVAgYWqxtqG6DpP9DCesGRFKLumx9RFz+xCSc8ztQ6mPIUCCYPUGJLXZWrQxQ9zIkCBOA/xSvRLd/O1hIqGcqVraTlpLW5Ql6jTTli+kDlmskHQkLCKh5wXhtijPX1RbWGREcfVnzOxgXGHdFUVlhYF8O2GFCOBAUVxFCzN7STcro82BcLG1B4Jw15J9yIFwsX3IgXBB2mRknDpcNVXQG9s8HEYX2/Sa05xQ+qMm+30P1bfpj7BqVpdSdYFMOE9FJjsV4+tkc2LITsDcnBgyxk7OCYWKAOfELFeOyFiRRw1lzhk3T4mjeDb4r+upTG+ohFCHdUIIlyuPZKP5CxZxQF+QXyXyyzGamjKToAxKDuiL1eARAX3t2Aq2bp7qTHoqkvd5tY9x2uvlKhE5Sj9aKHLqouUqEmFo3lbuONB2wanlqhw5qtIiKGezXAUlZ7nicpZpkeDccuWaXCKscQCkrTgqPGuTBeG8ayGcd/bSVQkVpsUOwmTBUlDJTEVq9DBUd1JxHT2M0xWVWbVUekzi5qmeYocRvJOqvuhhJK/sGKNaQazDeUpv6Im43sHqJPPherUQ1yuhbYT43tmKOPQqqbWZp4aDngr4Vc8+YyrEV8mqD6y5zYrBy6nK4hasLB5K3EFs2tqAX1l9DGYBinDBLfWt+zCqirI0QMlQnidWRkKEBB4sEzIVCTxUu0PPiAtWS+KC1ZK4YIx4JNuc8ZJ4YLUkHljNjwd2Qox+xO1MkDi3M9X8eOC4H4MdT8YDx1KYdCKMWoQz44CHwPR2BBUsM5xDRrPFM0H34/lgwqic1Dzo+m7OqfbfNsQ4N8LASIgQnQmy3w3JdvMUG+iWNRXINVi6Z0zVfzMYJkmFnBdk1hSeTUXcyWA4+JziQP5gGq7igiis6PQ8NQW6lwF1H2NAyKTlHB1WUNSNDTrp3E7HkpnVWnJXbLDsa01d1oAca65EB5bHrKkcQWP7Oo8riZ+ACoC6ojEWEwCFYjFQyeJIU9oWFQulbQ2WO69FleLQbUIlBfYuNkNFc0HpSnKIztnhBot1mZgijoUwRB0Dwn7indvFaFliu9GIOKhrGJRjqiQyOpGUU2qwKJohSyAbKnjJpRGBn2JDmX9tNFLvgHJKwV1kObNWY5UauNpVIOecEYsteC6pCNyqXPsAlHNOXYKcC5MYoGPRrmW56NCmcSGXUcodKo4qQQMeKo7KaECJU2VYwS3KNRQADxfHaVMsZi9MOzqTp9KfI2HPgXjga6DhqAsag0XHuaQkcF4SslQNOS/CvgPJxHnhcpfAeUmoBAiDVY5NRGBvg8VZEyrTwWDR+IRKdUCJU9UXUFlTpd9Q4tzuxUL9a6qtOkpc1FcSXIJrbkdisuZSkjSUBhlxPQdQ4lTTAY3FRbkkJI0VAVlTOxPlnNqZKHGq4R0mlljUgMBIiVPpvphY4pAqlKqhu4w4pJreoWKhYGhdnI9VMWMLmHXWR7u4Kop/tcg/o7v3P6Ser4/ZL0ci4cBIv/0bkzg9CA== 
    submitted by /u/BlightBones
    [link] [comments]

    Couldn't Help But Share My New Compact 60PM Artillery Shell Design

    Posted: 27 Oct 2020 06:18 PM PDT

    TIL the most amazing shortcut 600+ hours in

    Posted: 27 Oct 2020 01:00 AM PDT

    600+ hours and I've never known you could shift+right click onto an assembly machine and shift+left click onto a requester chest and it will automatically calculate the request amount needed for 30 seconds of continuous production to that assembler; including your beacons and modules. The amount of time this has saved me is immense.

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

    Won the game with logistic embargo, but didn't research/built turret, and under 15h. Where are my others achievements?

    Posted: 28 Oct 2020 06:51 AM PDT

    It's not much and not optimized, but it's mine <3

    Posted: 28 Oct 2020 06:02 AM PDT

    Extremely Compact tileable green circuit factory

    Posted: 27 Oct 2020 04:40 PM PDT

    I got annoyed building next to roboports in city blocks, so here's something I came up with

    Posted: 27 Oct 2020 04:36 PM PDT

    Missplaced City Block relative to tracks. Easiest correction?

    Posted: 28 Oct 2020 04:16 AM PDT

    So, I did a big oopsie.

    As you can see here , I missplaced all of my city blocks one tile to the left (or to the right). I realized this when I started to build some blueprints of train stations city blocks. Because of this missalignement, A 4 lanes rail system going South-North doesn't rotate correctly to WEST-EAST.

    Thus, I will have to move all of my city blocks a tile to the right (or could be left, whatever). Aside from two City Blocks full of Solar Panels + Accus, all of the others are empty but it still looks like a lot of work and I'd like to avoid if possible to force my robots to remove all of my missplaced city blocks to put down all the correctly placed ones as most of the stone bricks will not have to move (only remove one vertical to the left and add one to the right). What is the least difficult way of doing this?

    I guess if there was a way to place down a blueprint that would order bots to erase the constructions that take the place of what I want to put down (as it does with rocks, trees...), it would be easier

    Thank you!

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

    This is what happens when you have way too much copper...

    Posted: 28 Oct 2020 07:41 AM PDT

    Multiplayer Trading?

    Posted: 28 Oct 2020 07:33 AM PDT

    So me and a friend are currently playing together on a quite big map and are on different teams with different bases with a good distance from each other.
    We now want to start trading through train stations... or better explaind: we don't really want to trade but we want to specialise on different things and ship them to each other.
    So I want to do everything that has to do with oil and weapons and he goes for extensive metal production and other stuff, so we can have coupled bases and production lines without directly working in on team and still trying to build our bases faster than the other.
    But here is the problem: One player can't access the train wagons or chest from another player when we are not on the same team. Is there a way to deactivate this? (we want to play fair so we won't go and rob or destroy each other)

    submitted by /u/Mr_Jakob99
    [link] [comments]

    [Space Exploration] Coronal Mass Ejection Protection

    Posted: 27 Oct 2020 11:56 PM PDT

    My new module factory! It produces 3 top tier modules per minute. Newest addition to my currently 120SPM, 130 rockets launched base. Used some of Nilaus designs for smelters and reds/greens. I had a great time designing it, any feedback is appreciated!

    Posted: 28 Oct 2020 08:13 AM PDT

    My take on the grid based layout. I spent a while thinking of a slightly different way to go about it. It's nowhere near finished and its already got out of hand

    Posted: 28 Oct 2020 08:12 AM PDT

    Can someone please help me with train signals?

    Posted: 28 Oct 2020 08:02 AM PDT

    YADC (Yet Another Dumb Korvex)

    Posted: 27 Oct 2020 02:50 PM PDT

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