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    Monday, October 26, 2020

    Factorio The way our map looks a bit like western Europe.

    Factorio The way our map looks a bit like western Europe.


    The way our map looks a bit like western Europe.

    Posted: 26 Oct 2020 02:49 AM PDT

    Very Simple Kovarex

    Posted: 25 Oct 2020 10:20 AM PDT

    Trying out diagonal direct insertion green circuits - going diag allows direct inserting 2 ingredients

    Posted: 25 Oct 2020 02:20 PM PDT

    There are many others like it but this design is mine.

    Posted: 25 Oct 2020 05:26 PM PDT

    Does anyone know how this happened? I'm relatively new (40+ hours) to factorio and this has been bothering me the past couple of days. This patch of resources randomly appeared and I'm 100% sure I didn't drop it here (the server is single player only also).

    Posted: 25 Oct 2020 05:49 PM PDT

    Just finished up 10k green SPM for the megabase I'm working on. Going for as much direct insertion as possible.

    Posted: 25 Oct 2020 02:16 PM PDT

    Mod update: Reactor Interface

    Posted: 26 Oct 2020 06:09 AM PDT

    Hi all, I've just finished a complete rewrite of Reactor Interface, adding a few new features in the process:

    • Interfaces (and their associated wires) can now be included in blueprints! See below for technical details of why this was such a pain to add
    • Interfaces now turn off the reactor if they receive a stop signal with a count greater than zero (they turn it back on again if the signal is removed)
    • For performance friendliness the interfaces are no longer added to every new reactor (although you can turn this back on if you want to, it's in the per-map runtime options). Instead, press Ctrl+Shift+I while mousing over the reactor to add an interface (or place a blueprint!)
    • They also look a bit prettier now, more like an integral part of the reactor than just a tinted combinator slapped on top.

    With these interfaces you can do fun things like:

    • Ensure you only load one cell at a time, if you're using a mod with multiple reactor fuels and you want to be able to change them on the fly
    • Turn off your reactors when they get close to maximum temperature, to avoid wasting fuel (use Schmitt triggers or similar if you want to avoid a stuttering effect)
    • Synchronised fuelling so that adjacency bonuses are always in effect (if you are controlling your reactors via their fuel supply)
    • Throttling multi-reactor setups by turning off individual reactors to keep temperature steady

    Technical details:
    Interfaces are modified constant combinators that have their values updated based on the reactor state each tick. As they are a separate entity, to be included in blueprints an interface cannot overlap its reactor (overlapping ghosts are removed). In addition, to ensure it is drawn in front of the reactor, the interface must be to the south (or east) of the reactor. You may notice when rotating a blueprint with an interface that it disappears for two out of the four orientations.
    This means the mod has to detect the creation of an interface ghost, check its orientation, and re-create it in the correct position and orientation if it's not already there. If there's already a ghost/interface in the correct position, it copies any circuit connections from the blueprint to the existing interface.
    I've tried to make this mod as failure-tolerant as possible - instead of trying to handle everything that can happen to a reactor, it simply removes an interface on the next update if it or the reactor is no longer valid.

    Turning off the reactor with a signal was something I'd wanted to add from the start, but back then the API call that paused the reaction also paused all heat flow, making it pointless - your overheated reactor is going to be just as overheated when you turn it back on. The API was updated some time between then and now, but nobody told me :(

    submitted by /u/GotLag2
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    50hs and i dont finish this game D:

    Posted: 25 Oct 2020 11:15 AM PDT

    Double rockets!

    Posted: 26 Oct 2020 02:58 AM PDT

    Direct insertion warehouse-based mall (Krastorio2, trigger warning)

    Posted: 25 Oct 2020 08:39 PM PDT

    Mad Machine Monday - Lubricant plant

    Posted: 26 Oct 2020 02:33 AM PDT

    Mad Machine Monday - Lubricant plant

    Ok, so I was bored and was playing with barrels. Anyhow after some tinkering around I came up with this little gem.

    https://preview.redd.it/vatuki77sev51.png?width=1464&format=png&auto=webp&s=7ed2091429fa1105be5150303b213d30ae86291d

    Barrels of water delivered, excess empties removed plus what ever lubricant has been made. Delivery Train is powered by the excess solid fuel.

    submitted by /u/MrBadDragon
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    Passive provider chest

    Posted: 26 Oct 2020 05:29 AM PDT

    I'm going for the achievement of not build the 3 chests. I have a lot of yellow storage chests. My question is, what are the red ones for and how do they fit in the system when using construction robots?

    submitted by /u/fuelstaind
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    I have seen a few DI builds on here recently - Here is my WIP Speed1 build.

    Posted: 26 Oct 2020 07:02 AM PDT

    bunch of bugs trapped on an island, is it any threat?

    Posted: 25 Oct 2020 02:36 PM PDT

    Restricted signal placement breaks in strange ways if you try to make single lane rail networks. What's happening here?

    Posted: 26 Oct 2020 12:37 AM PDT

    Best ore to smelter to factory set up?

    Posted: 26 Oct 2020 05:48 AM PDT

    Any pictures of the best way to move massive or to massive smelters to the system? I have a small system that can't keep up with production that I'm looking to expand.

    submitted by /u/fuelstaind
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    Compact early game steel smelter

    Posted: 25 Oct 2020 09:50 AM PDT

    My purely mechanical Kovarex facility, self-throttling/unjamming and includes bottling and recycling.

    Posted: 25 Oct 2020 01:50 PM PDT

    Basic question about belt speed vs. additional inputs...

    Posted: 26 Oct 2020 12:46 AM PDT

    Hello! My base is going pretty well, I have 4 red belts of copper plate feeding my main bus - generated by x4 smelting array of 48 steel furnaces spitting out the plates on to the 4 red belts.

    I am noticing now that my copper plate is down from 4 full red belts to .5 red belt on the production feeding side by the time it gets to the end (3 empty, 1/2 full belt). All my steel furnaces (48 x4 smelting array) are working full capacity to spit out the copper plates to feed the bus, which I haven't seen before - usually I'm using only 1/2 of them in each smelting setup.

    My question is - would the solution to fill the bus again be: a) change all the red belts to blue belts because all the steel furnaces are working at capacity and I just need to get more plates down the line (?) or b) add more smelting to add more plates to the red belts...

    Thanks I hope this is somehow clear? Belt issue or input issue? Thanks!

    submitted by /u/jaeone
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    Factorio Mod Suggestion – Satellite Network (and more!?)

    Posted: 25 Oct 2020 07:33 PM PDT

    This suggestion could be implemented as a feature or as a mod. As a feature it could have a straight-forward and limited implementation that need not contradict any of the default settings, but as a mod it could be expanded upon or customized in many ways. I have no programming experience so can only present my ideas in written format in the hope that a mod developer – or Factorio developer – might take them and build upon them.

    The suggestion - at its core - is for those many satellites that we (or at least those of us who leave their megabases on overnight) put into orbit to have some sort of utility in-game (in a way that doesn't contribute to UPS problems – or may even help to mitigate them!) The user interface to deploy and redeploy satellite functions should be intuitive and simple – I propose building it right into the map view.

    Satellites (at least, those that currently produce space science) require for their construction (in addition to a few radars) a lot of fuel, computers, solar panels and accumulators. This suggests that the satellite would have considerable computational capacity, mobility, and power generation – 100 solar panels with more than 81 accumulators ought to be able to produce 4.2 MW on a constant basis – or more if you consider that their efficiency might be enhanced once liberated from a planetary atmosphere. Surely some of that power would be necessary to power the radar, run the onboard computers, and occasionally fire the thrusters – but it would seem that the satellite would be producing significant surplus energy that it could direct elsewhere. Maybe the radar units themselves can be deployed to this end. Surely, couldn't that surplus energy be directed to the ground for use by the player? Furthermore, should not the satellites' radar systems be of some use to the player?

    The user interface would be simple: from map view the player would be able to manage all global functionalities, including not only satellite deployment but also artillery targeting and Spidertron management. The map function itself could be revamped, and in a way that is realistic – or at least consistent with other unrealistic aspects of the game. The engineer can already access map view regardless how far they might be from any of their structures, commanding bots and trains miles away even before a single satellite orbits above – the engineer can also craft circuits by hand and eats fish for sustenance – so why should we need to carry specific items to coordinate artillery bombardments and Spidertron movements? These functions should be built right into the engineer's suit, and so these functions can be integrated into map view, along with satellite management. There would be a panel for satellite management – the satellites would exist in-game not as physical entities moving around in space but simply as numbers, or points to be allocated according to an engineer's plan or strategy.

    The player would be able to choose how to deploy their sats from map view by left clicking to deploy available sats and right clicking to make them available for redeployment. The way I've envisioned it, a sat could be deployed to sync with an entity OR targeted on a given chunk or set of coordinates.

    If this were to be implemented as a feature, not a mod, then perhaps the developers would want to maintain a single satellite type – but I will present here several satellite types. Each satellite would yield 1,000 space science when launched and require roughly the same amount of resources* to create.

    Solar Satellite: 100 LDS, 100 CPU, 50 Fuel, 5 Radar, 100 Solar Panels*, 100 Accumulators >> Three Deployment Options

    Sentinel: Provides active vision (e.g. the blue area in the immediate vicinity of a powered radar that is always visible) of a 7x7 chunk area. Area must be previously explored, e.g. fog of war but not black.

    Groundlink: Links with a personal power receiver to provide 2.4 MW of power or an industrial power receiver to provide 3.2 MW of power. An industrial power receiver must be covered by active vision.

    Orbital Network: Deploys to power other satellites in the network (only an option if there are other types of satellites which CAN be launched... here are some ideas...)

    Laser Satellite: 100 LDS, 100 CPU, 50 Fuel, 5 Radar, 50 Laser Turrets*, 100 Accumulators >> Two Deployment Options

    Sentinel: Provides laser-cover to a single chunk covered by to active vision. Up to four lasersats can be deployed to a single chunk. Each deployed lasersat will constantly target enemies in that chunk with 40 laser damage.

    Groundlink: Enables a personal lasersat relay or lasersat tower by syncing with it. A personal lasersat relay takes up a 1x1 space in the equipment grid, consumes a constant 60kW, targets enemies within a range of 25 with 50 laser damage. Lasersat Towers can sync with up to four lasersats, consumes a constant 100kW, target up to four enemies within a range of 48 with 60 laser damage.

    Shield Satellite: 100 LDS, 100 CPU, 50 Fuel, 5 Radar, 5 Energy Shields MK2*, 100 Accumulators >> Two Deployment Options

    Sentinel: Projects a shield-wall around the edges of any chunk covered by active vision. The shield-wall has 360 HP and regenerates 24 HP/sec, but when depleted becomes inactive (and un-recallable) for 10 seconds at which point it reinitializes with 150 HP. Up to four shieldsats can be deployed to a single chunk, for a shield wall with up to 1,440 HP and 96HP/sec regeneration. Can be used to trap and delay groups of biters or to deflect worm-shells but not spitter acid.

    Groundlink: Enables a personal shield relay or shield projector by syncing with it. A personal shield relay takes up a 1x1 space in the equipment grid, consumes a constant 50kW and provides 200 HP with 20 HP/sec regeneration. A shield projector can sync with up to four shieldsats, consumes a constant 250 kW and protects every player-entity within a radius of 64 – this structure produces a single shield of 500 HP and 40 HP/sec generation without being synced, but when synced with 4 shieldsats produces a shield of 2,500 HP and 200HP/sec – when the shield is depleted it remains inactive for 7 seconds before reinitializing at 50% - only when depleted do the player-entities within its radius begin taking damage themselves (unless they have their own shields which take damage first). A shield projector must be covered by active vision.

    *All these satellites require nearly the same amount of resources to construct, the only variance coming from the specialized ingredients. This would have the effect of making the cost of space science somewhat variable, depending on the type of satellite that a player chooses to launch, but the proposed recipes have fair trade-offs.

    100 Solar Panels have a raw cost of 2,750 Copper, 4,500 Iron and 2,875 Time

    50 Laser Turrets have a raw cost of 2,100 Copper, 6,600 Iron, 12,000 Sulfuric Acid and 2,250 Time

    5 Energy Shields MK2 have a raw cost 2,750 Copper, 3,850 Iron, 725 Plastic, 125 Sulfuric Acid and 3,425 Time

    Nuclear Missile: These would technically be satellites in the sense that they would orbit the planet and be deployable by the engineer, but they would not yield space science upon launch. Up to ten nuclear missiles could be launched into orbit on a single rocket and could later deployed to target any area covered by active vision. However, because the missile could be detonated at a higher altitude above the target area than if it had been launched from an engineer's hand-held rocket launcher it will inflict considerably more damage: the blast radius will be doubled.

    The satellite system could be used as the basis for mods that add other satellite functionalities, or that use satellites in an interplanetary context. Here are some partially thought out ideas.

    Quantum Satellite: 100 LDS, 100 QPU*, 10 Nuclear Fuel, 5 Radar, 100 Quantum Crystals*, 100 Accumulators >> Two Deployments

    Quantum Mark: Enables teleportation to a set of marked coordinates covered by active vision by any entity carrying a quantum anchor. Two minutes are required to mark coordinates with a Q-sat.

    Entanglement: Enables a quantum anchor or quantum container by syncing with it. A quantum anchor is a 3x3 piece of equipment that consumes a constant 500kw to remain active, but allows the entity carrying it to be teleported to a quantum mark. A quantum container is a 3x2 structure (e.g. half a train) that serves as a container whose contents can be swapped with any other enabled quantum container – contains 120 units of cargo space, consumes 100kW when not charging, consumes 600kw when charging, requires 20GJ to be fully charged (33.33 seconds to charge fully). A quantum container can be named and programmed to swap contents with other containers of a given name under certain conditions. A quantum container does not need to be under active vision to be entangled – from the vantage-point of a quantsat a quantum container 'shines through' the fog of war.

    *These things do not yet exist in the game, but I would imagine that such a game-changing feature like the quantsat would require new products, perhaps even new materials. I would imagine that many novel substances can be derived from the high-intensity processing of presently under-utilized coal and stone, and these could be turned into quantum crystals or used to wire up quantum processing units.

    Interplanetary Transfer: As amazing as the space exploration mod is, it has always bothered me how unrealistic it has had to be in order to be playable - ignoring the fact that interplanetary travel requires so much time over such variable distances, and that interstellar travel with the kind of technology the engineer is able to muster on Nauvis would be implausible, and that the ability to manage operations on celestial bodies very often light-years apart with no time lag would also be implausible. Because I am compelled by a sentimental attachment to realism even when I think about this far-fetched game, I imagine Factorio space travel as taking place only between Nauvis and its moons. The management of operations on those bodies - only a light-second-or-so apart from one another at most - could then be rendered perfectly plausible. My imagination went in a rather specific direction here, so I will lay out my vision in all its specificity, knowing full well that there would be many, many other ways to integrate satellite functionality with interplanetary operations.

    Let us say Nauvis has four moons and, presumably, multiple lagrange points. We will only be interested in one of these lagrange points – perhaps the one between Nauvis and her largest moon – this most stable lagrange point serves as a waystation for satellites being transferred between the celestial bodies of the Nauvis system. From the map view the player can choose to view Nauvis or any moon they have accessed, and from that map view they can manage the satellites deployed to that body and transfer satellites of a given type back and forth between the orbit of that body and the lagrange point. In this way satellites launched from Nauvis could be transferred to the orbits of other bodies which engineer is exploring, introducing elements of scarce-resource-management back into the game at a stage when we risk suffering from a fun-killing over-abundance of orbital superpower. I would like for these transfers to take time, so that the choice to transfer a satellite between orbits carries some temporal opportunity cost... but I worry that too many countdown timers might become cumbersome and thereby undermine the streamlined aesthetic I have in mind.

    Those moons might have unique resources that could be brought back to Nauvis – perhaps the low-gravity environments of the moon could be taken advantage of? Instead of using expensive rockets, the engineer could use a mass-accelerator to deploy cargo containers of a given resource to the lagrange point by expending only energy. The contents of these containers would have to be limited to items that could not be damaged by the acceleration process. Then, from the map view of Nauvis or one of the moons, those cargo containers could be called down on a particular spot, or automatically requested by a pre-programmed landing pads that would unpack the contents of the container and then dissemble it a reasonable percentage of the low-density structures that went into its construction.

    How to access these moons? This could be done in any number of ways, but I imagine it would be done by assembling a landing-base in the orbit of Nauvis and then deploying it to the moon. From there an avatar of the engineer would emerge – therefore a hundred or so fish would be an essential ingredient for this landing base. The avatar would be just like the engineer we are used to controlling. In fact, the engineer we are used to controlling is just an avatar anyways – a bunch of fish brains wired into a remote controlled robot – who knows where the engineer is and how he controls the fishbot we know and love – but we don't need to get into that now. The point is, when the player switches between maps they go straight to controlling the avatar on that map – no need to travel between the worlds, or to construct the lunar bases in such a way that they are entirely bot-controlled. Just be careful not to leave the avatar standing around in the wrong place when you switch to another land. The resources needed to assemble a given landing-base might depend on the moon itself – maybe nuclear missiles would be a pre-requisite in order to clear a landing area, maybe shieldsats would be needed to protect the landing-base from atmospheric friction on its descent - presumably a few solarsats would be standard, so that we are starting out with a powered electric grid.

    In a mod scenario where the goalposts of the victory condition have been moved way, way back to necessitate the engineer's expedient exploration and exploitation of Nauvis' moons, one could imagine different applications for the various satellites. For example, one moon might have such a cold climate and thick cloud cover that energy production by solar (at 10% efficiency) and steam (import your water… or expend more energy melting ice than you would get blowing the steam through turbines) is impractical – the only way to power the factories of that moon would be by solar satellite, in combination with lasersats to keep the ice-ponds in a given chunk consistently melted so that water can be extracted and used throughout the laser-heated portions of the factory. Another moon might have burrowing biters whose approach could only be detected by orbital surveillance (cloaking and detection) and which could only be destroyed whilst underground by the deployment of shieldsats to project crushing fields into their subterranean realm. Another moon might have no biters per se, but is infested by an ever-expanding sludge which emerges from the regolith itself and can only be kept at bay by specialized structures that push the sludge back with from it with a constant diffuse laser discharge, the radius of which depends on how many lasersats are synced with it (0-8, 1-24, 2- 48, 3-80, 4-120, for example). Another moon might provide the engineer the opportunity to harvest a very powerful but unstable element from a quarry, but only at meaningful speeds once the quarrying machine is synced with a shieldsat to stabilize the ore and accelerate the mining process (0-16s, 1-8s, 2-4s, 3-2s, 4-1s, for example) Another moon – perhaps the one from which the engineer's spaceship was originally shot down – might harbour such an inhospitable environment, and such highly evolved hostile life, that the engineer would have to deploy many satellites in a strategic manner in order to defeat the ultimate enemy (and then harvest from their carcass the exotic matter needed to rebuild his warp drive!?!?!) – here quantsats would be needed to 'entangle' alien structures that would otherwise disable the engineer's artillery shells and active radar vision.

    On that last note, the implementation of all these sat-functions so greatly advantages the engineer that the natives of Nauvis would seem to be in great need of greater late-game capacities, if only to provide the player an enjoyable challenge. Here are some half-baked ideas:

    New alien unit: Boomer – spawns late game only - 90% laser resistance monstrosity with – leaps over walls and other structures at power poles, ignoring any shielding they might have and attaching to them like a throbbing, pulsing parasite – while attached to a power pole the pole's capacity to power structures in its field is nullified – the boomer saps greater and greater amounts of electricity from the grid, starting at 250kW but building to up to 2MW over 8 seconds – when it accumulates 12 MJ (9.5 seconds after attaching to the pole) it detonates, dealing 750 explosion damage in a radius of 9. This sort of attack can be defended against by having a layer of loaded gun turrets guarding the substations that power the laser turrets, or by having enough substations and enough laser turrets that the boomer still gets destroyed by lasers before it can detonate, or by having enough substations and shield projectors that the boomer can go ahead and detonate without damaging any of the engineer's structures, except for the substation/power pole itself (whose shields were bypassed in the original attack) which would presumably be rebuilt by bots.

    New alien structure: Bombarder – 3 size variants, targets structures only, has a minimum range – functions much like the engineer's artillery but does not need to reload. Can be countered automatically with shield projectors or manually by a properly positioned sentinel deployment of a shieldsat– may do less damage per second than a shield generator can regenerate but can be spawned in greater numbers until a shield generator is overwhelmed requiring active intervention by the engineer. Worm Artillery is just a big worm, would be targeted by the engineer's artillery as well.

    New alien structure: Shrouder – alluded to previously - protects biter nests in an area around it – the engineer's map of artillery coverage will show the presence of shrouders as a 'hole' in the automatic range, and attempts to manually target the area protected by the shrouder will result in the artillery shell detonating prematurely as it enters the shrouder's field – the shrouder's field is circular but all chunks covered by the field cannot be covered by active vision from a solarsat or from a ground radar so that lasersats and shieldsats cannot be used against it – the shrouder can only be approached by Spidertrons or the engineer himself. The shrouder's range would have to be greater than the radius of the explosion of an orbital nuke. However, the shrouder can be disabled by a quantsat – even though the shrouder might be obfuscated by lack of active coverage, from the vantage point of a quantsat the shrouder's presence shines through the fog of war – or even through the blackness of the map's unexplored areas. An entangled shrouder is disabled but must still be destroyed – it is easy to do this with a lasersat's sentinel deployment or by deploying a nuclear missile in orbit, or even by artillery if it is in automatic or manual targeting range. A quantsat is automatically redeployed once its entangled shrouder is destroyed. The spawning of a shrouder can be prevented if active vision covers an area it would attempt to spawn in, or if an artillery shell hits a juvenile shrouder before it activates. Thereby the player can protect an automated defense against shrouder/bombarder creep combinations by having artillery range greater than the range of the furthest-reaching bombarder (assuming that this range is not so great that the artillery shell's time to travel to the shrouder provides the shrouder sufficient time to mature and detonate the shell) or by protecting the defense with a wall of active vision provided by solar satellites.

    Thoughts?

    submitted by /u/Specific-Level-4541
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    Mall and red/green Sciences New Start

    Posted: 25 Oct 2020 04:18 PM PDT

    i have a few questions. these buildings are making my circuitry solely for rockets. how can i avoid taking too much from the belt at once while saving on space? (I'm open to using circuit networks)

    Posted: 25 Oct 2020 09:03 PM PDT

    Does LTN support trains with multiple cargo?

    Posted: 26 Oct 2020 04:09 AM PDT

    Hi, I have my trains currently so one train for my mall will drop of 4 different materials, each cargo wagon containing one type, will LTN support this?

    submitted by /u/fbaseller1
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    Ways to organize the factory other than Main Bus?

    Posted: 26 Oct 2020 07:53 AM PDT

    For my first playthrough I had spaghetti belts. For my second playthrough I used a main bus (and trains to transport resources to the main bus).

    What other ways are there to organize the factory? Is there an article somewhere on it? What's the most efficient way to organize the factory? I want to try something new.

    submitted by /u/INeedToBurn
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