• Breaking News

    Wednesday, October 21, 2020

    Factorio New base coming together pretty nicely...

    Factorio New base coming together pretty nicely...


    New base coming together pretty nicely...

    Posted: 20 Oct 2020 03:45 PM PDT

    If Minecraft is the analogy of "digital Lego" then Factorio is the analogy of "digital Lego Technic"

    Posted: 20 Oct 2020 10:59 PM PDT

    In the sense that Factorio has a ton of "moving parts" and is much more complicated in comparison to Minecraft

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

    Me: Trains are my favorite thing about Factorio! Also me: I hate these stupid trains...

    Posted: 21 Oct 2020 07:00 AM PDT

    did some art hope you like

    Posted: 21 Oct 2020 02:32 AM PDT

    Island with a single oil well. Pretty proud of myself, tho I was 12 minutes later than my first 10h run.

    Posted: 21 Oct 2020 06:42 AM PDT

    Rate my lab design.

    Posted: 21 Oct 2020 01:16 AM PDT

    After Nearly 80 Hours of Trial and Error, Tinkering and Planning, I've Finally Made Significant Progress On My Unique Take on a Cargo Plane City Block Factory. Design Philosophy, Details and Thoughts In The Post

    Posted: 21 Oct 2020 06:13 AM PDT

    After Nearly 80 Hours of Trial and Error, Tinkering and Planning, I've Finally Made Significant Progress On My Unique Take on a Cargo Plane City Block Factory. Design Philosophy, Details and Thoughts In The Post

    Long post ahead. TLDR at the bottom.

    Designing and tinkering has been one of my favorite pastimes whenever I play Factorio alongside browsing Reddit. However, I was slowly getting bored of making the factory grow. However, I found a spark of inspiration while browsing through the Factorio Reddit a week or two ago.

    I saw someone post a cargo plane powered supply line with several other mods. I loved the idea of having supply planes coming into an "airport", dropping the resources off and going back to the dig site to bring back more resources. I'm also terrible with train signals and can't figure them out for the life of me and I wanted an alternative to it. So I got to work on testing things out

    I first created a small test site in my main Krastorio2 + Space Exploration playthrough where I would mess around with an AAI Cargo Plane and supply depot for a couple hours to figure out how to properly control and direct it to do what I wanted it to do(I hate watching video tutorials and would rather learn how to do it myself). It took me roughly 4 hours to figure out a basic understanding of the AAI system that I had to work with. And then it hit me.

    I realized I could take it to the next level… "why not have the entire factory supplied by nothing but cargo planes?". No trains… Just cargo planes.

    I thought about it more and whether it would be worth it or not. Some advantages I figured the new factory would have are:

    • Excellent expandability because of the nature of cityblock designs where you just need to copy and paste a block to expand production
    • Vastly improved throughput compared to a standard train based factory because cargo planes have a number of advantages that include having no collision meaning they can fly over buildings and cliffs, fast travelling speeds, large carrying capacities equal to 2 and 1/2 cargo wagons, and instant pickup and dropping off of resources. Any lack of throughput is also easily fixed by throwing in another cargo plane to bring more resources to where it is needed
    • Quicker and easier deployment due to how you only need to set up waypoints and signals for a cargo plane to do its job as opposed to how a train needs you to lay down tracks to and from a destination.

    The idea was super exciting and could actually work in theory, so I started work on designing the new factory, starting with the heart of the factory: the central airport

    The initial design of one storage depot in the central airport was just a single AAI supply depot building connected to two Krastorio 2 warehouses with circuit loaders. My initial idea was to have resources be both pushed and pulled from the same depot with a somewhat reliable buffer to supply it with enough resources, in case the plane was still en route to the depot and demand exceeds supply at the moment

    Initial Depot Design

    The singular AAI depot was supposed to both pull materials from incoming delivery planes and push resources to outgoing delivery planes that requested the resource. That however, did not work because planes would drop-off resources, but then immediately pick them back up again. After several hours of trying to make it work, I figured that I might need to use AAI Programmable Structures to change the signals of the plane mid-flight as it is about to request or drop-off resources. However, the issue was that I had to create a "central command" that would take up a lot of space and UPS with how many planes I'm likely going to need to deploy across the galaxy. You had to figure out how to properly wire each and every plane. It would also be a pain to expand as you needed a new "brain" for each new plane you deploy. So after a bit more tinkering, I created a more simplified design that separates pushing and pulling of resources to two different depots, removing the need for a central command.

    Final Airport Design

    The new simplified design worked like a charm after several hours of figuring out how to do the logic circuits and setting up the filters for the KR 2 Loaders. The new design would have the receiving depot push a set amount of resources to the outgoing depot (up to a set limit if the OG depot supplies more than one type of resource), push a set amount of excess resources to the warehouses and pull those resources in case the OG depot starts to get low.

    After I finalized the airport design, I ran into a small hiccup: Fluid handling. I knew I had to use barrels and calculated that each plane has the capacity to carry 60,000 units of fluid each. I got to work on a design derived from the airport design I made. I retooled it to become a barreling/unbarreling facility that empties out the barrels of a cargo plane and feeds the empty barrels back into the plane after a brief waiting period. It also has a small buffer in place to keep extra barrels in case there are too many planes requesting fluids.

    Barreling Facility Initial Design

    It worked great at the level of production I had, however, using a liquid " liquid bus" was more efficient at the moment so I just used the design for receiving oil and mineral water from remote pumpjacks. I will eventually use the barreling facility blueprint more often once production becomes too much for the liquid bus to handle. The design does have it's limitations like how excess barrels are handled though, but I'll get over that bridge once I have to deal with it.

    With everything else in place, I started working on the block design.

    Basic version

    Self Building version

    It's a pretty simple design that can hold all the assemblers I need for my playthrough. The depot in the center tells me where the middle of the block is so it will be easier to place the blueprints. Each block would have two planes assigned to it. One to bring in raw material, and one to deliver completed products to the central airport. The entire factory would also have a highway in between blocks that would allow planes to get to and from their assigned block without intersecting unassigned blocks and dropping off resources where they shouldn't. Once the block design was finalized, I got to working on the blueprints for everything else.

    Standardized Assembler Array

    The initial and final design for most blueprints was a depot in between assemblers, chemical plants, or smelters of a specific product alongside minor materials like copper wire and stone tablets to the top and bottom of the depot. One for green circuits, one for red, etc. Each blueprint was designed to be a self contained mini factory that receives the resources it needs to manufacture one specific product. It may have been the easiest part of the design process, but it was certainly the longest at around 20-30 hours of time to design, and troubleshoot all the blueprints I made

    I was god awful at ratios though, and some of the designs needed adjustment after I laid them down. But overall, they worked great and I adjusted them when needed.

    Finally once all the blueprints were made, I started putting down all the blueprints I needed for the factory to start functioning. I did make a lot of mistakes while doing it though. One of which is the horribly centered block I call the "Never Design at 2am Block."

    https://preview.redd.it/a7zjs3233gu51.jpg?width=1920&format=pjpg&auto=webp&s=951cdcd16c71c2d47f3516f12ebac0c23551422e

    Overall it was a ton of fun creating a functionally similar yet different factory based around a different method of transporting goods between locations. For those curious, heres a quick video of the airport in action during the early stages before the entire place was swarming with aircraft.

    Airport in Action

    It's still a work in progress though... after all... the factory must grow

    TLDR: Nearly 80 hours of planning, tinkering and troubleshooting paid off and now I have an awesome new type of Factory to enjoy

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

    Very simple train chest loading balancer (no space needed)

    Posted: 21 Oct 2020 08:01 AM PDT

    One centrifuge to rule them all

    Posted: 20 Oct 2020 05:20 PM PDT

    This problem really grinds my gears

    Posted: 20 Oct 2020 01:08 PM PDT

    What does Reddit think of my Unloading Station ?

    Posted: 21 Oct 2020 02:37 AM PDT

    43 Hours of being stuck on this Planet, and I can't even load myself and escape, immersion breaking literally unplayable.

    Posted: 20 Oct 2020 11:53 PM PDT

    It's basic, but I finally got me independent steel plate factory

    Posted: 21 Oct 2020 03:38 AM PDT

    New base, nuclear is coming.

    Posted: 21 Oct 2020 03:42 AM PDT

    Hey guys, it´s me again. My friend told me about the right belt/inserter green science ratio and helped me out with some belt-balancing. Now headin' towards blue science packs...

    Posted: 21 Oct 2020 02:23 AM PDT

    Finally launched my first rocket

    Posted: 20 Oct 2020 11:02 AM PDT

    Now I only need to fill the belts! What do you guys think?

    Posted: 20 Oct 2020 04:21 PM PDT

    Why am I not generating steam?

    Posted: 21 Oct 2020 05:11 AM PDT

    Why am I not generating steam?

    I clearly have pipes above the minimum 500 degree temperature and a full water tank, but none of my heat exchangers are consistently making steam, sometimes they start working, and sometimes they stop.

    https://preview.redd.it/nnn369ayvfu51.png?width=980&format=png&auto=webp&s=989f8e3ae6ee8071467eef3f4542fe8fda66cd5f

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

    Perfectly balanced, small 24x11, tileable early science preparation design

    Posted: 21 Oct 2020 05:07 AM PDT

    Perfectly balanced, small 24x11, tileable early science preparation design

    This early game little cluster prepares enough source materials to assembly 120 red and green science packs a minute.

    Took sometime to get balance just right, turned out that when material amount is just about right, order of assemblies makes huge impact. It is surprising how much imbalance can be fixed by a backpressure, here it run smoothly even if nothing clogs up down the line. There is also small amount of buffering between each stage, so I expect it continue to run smoother than direct insertion designs when supply is not entirely smooth.

    When building it, I had to consider looks: no heavy belts twisting, assembiles should be aligned on a grid.

    I didn't even get to blue science pack in the game, so I am not sure if ability to stack/tile these designs is important later in the game, but I set myself a goal so that it should be easy to ramp up production should I need to.

    Plan

    Smooth production

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

    Help with LTN poluted requester station

    Posted: 21 Oct 2020 08:13 AM PDT

    Help with LTN poluted requester station

    Hello!

    I'm pulling hairs with my LTN requester stations that get polluted with other items.

    Here's the station(s)

    Processing img 6acf15rgpgu51...

    And the combinator signals:

    Processing img cjq7ncwfqgu51...

    What happens is sometimes I get two different types of items on the chests. This is now my third design in trying to make this work.

    I started first with the design from Nilaus's tutorial, then followed on to the requester on the Guide for a Low-Effort LTN User post. This was still no good. Finally I settled on the design "Requester v2 for LTN 1.10.13" on the official forums.

    I don't understand how to properly configure the station to only allow for the requested item. The filter inserters don't filter anything! They just work as on/off based on the train contents amount (regardless of item type).

    I also don't fully understand how the circuit part works and since this mod as no proper manual I try to implement these designs as best as I can. Sometimes I get warnings saying that trains didn't fully unload but they are very brief and don't appear on the console or on the LTN's manager alerts window so very difficult to debug. Still, I could live with leftover stuff on trains if only the filter inserters filtered!

    What can I do to debug this? BTW, if these designs are wrong I'll gladly redo the stations.

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

    Infinite ores mod?

    Posted: 21 Oct 2020 04:14 AM PDT

    Im trying to find a mod that will make the ores on the ground infinite without changing anything else but all of the ones ive found have been altering other parts of the game and i wanted to know if there is a reccomended mod for that?

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

    Confusion around research costs

    Posted: 21 Oct 2020 07:38 AM PDT

    When trying to work out exact science required for early game research, im getting a tad confused about the time/amount.

    Military Science research requires Red and Green, 15 seconds, 30 times.

    Most other research required Red and Green, 30 seconds, x times.

    Does the second value matter? What significance does it have.

    If research required 15 seconds x 30, and research packs typically last 30 seconds, does this mean I only actually require 15 R and G?

    Thanks

    submitted by /u/coreyhh90
    [link] [comments]

    No comments:

    Post a Comment