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    Wednesday, November 4, 2020

    Factorio FISH DEFENSE MASS EVENT - NOV. 7 7PM CEST (GMT+1)

    Factorio FISH DEFENSE MASS EVENT - NOV. 7 7PM CEST (GMT+1)


    FISH DEFENSE MASS EVENT - NOV. 7 7PM CEST (GMT+1)

    Posted: 04 Nov 2020 03:18 AM PST

    FISH DEFENSE MASS EVENT - NOV. 7 7PM CEST (GMT+1)

    Fish Defense Example Map Overview

    COMFY Factorio and Big Community Games want to invite you to play in a Massive Multiplayer Fish Defense Game.

    COMFY (getcomfy.eu) is the largest Factorio dedicated community which emphasys on original maps and "chill" experience. Think Biter Battles, Mount Fortress & More.

    BCG (https://www.bigcommunitygames.com/) is known for breaking several records for max players in one server. They host monthly events for Factorio and ECO.

    About Fish Defense:

    Fish Defense is a Factorio Map made by COMFY Team that is shaped like a Fish. There is a Market Full of fish you need to protect from mean biters that constantly attack from the east side of the map and you need to build a wall and fight them back to contain them. While the rest of the team builds a base at speed to send the fish in a rocket back to safety.

    It allows for some players to just wack biters non stop while others can focus on base building. Fish Defense has long been one our most popular maps and we hope to set a record by having 150+ players online. We will need you there! ;-) Do It For The Fish! (™)

    See you on Saturday!!

    PS: Countdown Timer - https://www.bigcommunitygames.com/Fish-Defence/

    submitted by /u/booomhorses
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    less belts, higher satisfaction, 48 lines of copper smelting

    Posted: 04 Nov 2020 03:42 AM PST

    My rails didn't end up lining up, so I got to make this interestingly shaped intersection

    Posted: 04 Nov 2020 04:04 AM PST

    How many hours do you guys have?

    Posted: 03 Nov 2020 08:12 PM PST

    My first nuclear reactor. Can I please get some feedback?

    Posted: 04 Nov 2020 06:30 AM PST

    Rail World

    Posted: 03 Nov 2020 02:32 PM PST

    how's my base? 20 hours so far, just messing around mostly

    Posted: 04 Nov 2020 06:17 AM PST

    My semi automated (overly complicated) solar panel builder

    Posted: 03 Nov 2020 09:23 AM PST

    My Spaghetti base with alot of enemies

    Posted: 03 Nov 2020 12:06 PM PST

    Miners at high productivity, Gave up balancing belts.

    Posted: 03 Nov 2020 06:39 PM PST

    Ability to see amount of modules when copying or setting blueprint.

    Posted: 03 Nov 2020 10:59 AM PST

    I'm usually more interested in clean bus designs, rather than launching rockets. But when you go megabase, you better go big... Let me introduce "The hive" (full album in a few days, currently scaling everything up)

    Posted: 03 Nov 2020 01:37 PM PST

    new player tryna focus on not making spaghetti, ended up returning to my ways on green science but im 80% sure i got my ratios right

    Posted: 03 Nov 2020 11:53 PM PST

    Should I smelt the ores directly next to the mining area, or should I bring it to a centered smelting location?

    Posted: 04 Nov 2020 07:29 AM PST

    Programmers also play games :)

    Posted: 04 Nov 2020 01:28 AM PST

    I made a "Make Everything" Generato" for bot based malls/hubs

    Posted: 04 Nov 2020 05:04 AM PST

    Self Scaling Infinitely Extendable Nuclear Reactor

    Posted: 04 Nov 2020 01:03 AM PST

    Self Scaling Infinitely Extendable Nuclear Reactor

    Self Scaling Infinitely Extendable Nuclear Reactor

    Goal

    I wanted to design a reactor which has the following properties:

    • Easily extendable as my base grows.
    • Doesn't overproduce power to not waste nuclear fuel cells.
    • Warns when the maximum power output of the reactor is reached.
    • The reactor should not be affected by power outages. E.g. it should be robust to not enough power being available and still produce as much power as possible without shutting down.

    I got heavily inspired by the 1TW reactor (https://forums.factorio.com/viewtopic.php?t=56192) which I did like because it is a extendable design. I however completely redid the reactor control.

    Layout

    The basic components of the reactor are as follows:

    Nuclear Reactor Sections

    The nuclear reactor has a dedicated power grid which must not be connected to any other power grid.

    Nuclear Reactor Dedicated Power Grid

    Blueprint

    The blueprint book can be found here: NuclearReactorBlueprint.txt

    Initial Placement

    1. Place the "Initial Reactor" blueprint
    2. Place the "Initial Turbines Left" blueprint to the left of the reactor. Make sure the pipes connect. Connect the green cable running at the top.
    3. Place the "Initial Turbines Right" blueprint to the right of the reactor. Make sure the pipes connect. Connect the green cable running at the top.
    4. Make sure the large output power poles are connected.
    5. Use the "Reactors" blueprint to extend the reactors as much as you want. Place with one reactor overlap.
    6. Use the "Heat exchangers" blueprint to extend the reactor. Overlap the heat pipes.
    7. Use the "Turbines Left" and "Turbines Right" blueprints to extend the reactor. Make sure the pipes connect and place with one row overlap.
    8. Manually place two nuclear fuel cells in each of the 6 initial reactors.
    9. Manually place one nuclear fuel cells in all remaining reactors.

    The Warning signal will go off until reactor reached a stable power level. Don't be worried this is perfectly normal. Once the alarm goes away, make sure that every reactor is either running or is not running and has exactly one used fuel cell in its output. As this is essential for scaling the reactor up and down.

    Roboports for reactor extension can be placed on the water canal between the heat exchangers and the turbines. Just make sure to not block any of the offshore pumps.

    Roboport Placement

    Extending

    1. Use the "Reactors" blueprint to extend the reactors as much as you want. Place with one reactor overlap.
    2. Use the "Heat exchangers" blueprint to extend the reactor. Overlap the heat pipes.
    3. Use the "Turbines Left" and "Turbines Right" blueprints to extend the reactor. Make sure the pipes connect and place with one row overlap.
    4. Manually place one nuclear fuel cells in all freshly placed reactors.

    Issues

    The design has a couple of downsides I want to mention that I couldn't fix:

    • You have to ensure that the chests next to the reactors always contain at least one nuclear fuel cell. If not it is possible that the used fuel cell is removed without a new one being inserted. Shouldn't be a problem though if you setup an alarm for the case that your nuclear fuel cell production falls short.
    • There is no really nice place for roboports. When placing them on the water canal the Roboports are powered by the dedicated power grid. When extending the reactor it can happen that the Roboports don't get enough power. This means building is slower, but will finish eventually.
    • You have to place the reactor on a large lake to make it truly extensible.
    • The reactor will scale itself up very quickly, but scaling down can take a while.

    Inner workings

    The reactor uses the following circuit network signals:

    • M: Number of turbine blocks
    • N: Number of Reactor rows
    • G: Number of active turbine rows
    • L: Number of active reactor rows
    • A: Accumulator charge of the "Power Network Load Sensor"
    • Steam: Amount of stored steam in the first turbine row (top left and top right)

    Reactor control

    There are two mechanisms for controlling the reactors power output. The first uses the accumulator labeled as "Power Network Load Sensor" in the first picture of this post.

    The lamps marked with "2" show the current charge level of the accumulator. The clock marked with "1" gives of a signal every 2 seconds at which the charge level of the accumulator is checked. When this signal goes off, the difference of the last known charge level stored in the memory cell "3" is computed via "4". This gives the change in charge level since the last check. If you have a lot of accumulators in your base it is possible that you need to increase the clock time so a difference can actually happen. My base has 135 MJ of stored energy (for laser turret spikes) and it works just fine there. If the accumulator charge (Signal A) drops below 99 percent, checked in "6", and the change of the accumulator charge is negative, checked in "7", the signal to scale up on level will be set. The clock "9" is the central clock for reactor level changes. Every 4 seconds the logic in "10" will check if a change is required and forward accordingly. Scaling the reactor will reset the clock, thus the next check will happen 4 seconds later. By that time the reactor either produces enough power to have charged the accumulator back up again, or it will scale up again. If the accumulator charge "A" reaches 0, checked by "8", the reactor will always scale up.

    Accumulator based reactor control

    The accumulator based control is very fast and only responsible for scaling the reactor up in case there is not enough power available.

    The second form of reactor control is based on the amount of stored steam. There are significantly more turbines than would be required to consume all steam from the heat exchangers. This means if to much power is consumed, the amount of stored steam will slowly decrease. If there is however to much power output, the amount of stored steam will slowly increase.

    Steam based reactor control

    The lamps marked with "1" display the amount of stored steam (in 5% steps). The clock "2" is also used for the steam based checking. The logic in "3" checks the steam level every 5760 ticks (approximately 1.6 minutes). If the steam level is to high (more than 90%) the reactor will scale down on level. This is checked in "4". If the steam level is to low (less than 60%) the reactor will scale up one level. This is checked in "5". Every change in reactor level resets the clock "2". This means both accumulator based and steam based changes will reset to 0 and check again after their respective time limit. The memory cell in "6" stores the current reactor level until the next change. The reactor level is stored as the number of active turbine rows G. The number of active reactor rows L is derived from that value. The logic in "7" limits the reactor level to possible values by checking G against the lower limit 1 and the upper limit M. Finally the logic in "8" computes the number of active reactor rows L from G. By using the following formula: L = max( max(0, (G * 400) - 481) / 320 + 1, 2)

    400 kW is the number of consumed power per row of turbines. 320 kW is the number of produced power per row of reactors. At least 2 rows of reactors will be active at any given time. This means the base minimum power of the reactor is 480 kW. Instead of 480, 481 are substracted to take advantage of integer division to round the result up with the +1 at the end.

    Short example. Say you want to divide by 4 and round up the result. Normal integer division would be like this:

    • 1 / 4 = 0
    • 2 / 4 = 0
    • 3 / 4 = 0
    • 4 / 4 = 1
    • 5 / 4 = 1
    • etc.

    But we want to round the result to the next full number (ceil). So:

    • (1 - 1) / 4 + 1 = 1
    • (2 - 1) / 4 + 1 = 1
    • (3 - 1) / 4 + 1 = 1
    • (4 - 1) / 4 + 1 = 1
    • (5 - 1) / 4 + 1 = 2
    • etc.

    Rounding up is required so we get the least number of reactors required to full fill the power need. Otherwise we would sometimes fall one reactor row short.

    Turbine block control

    Turbine block control

    The control for the turbine block is quite simple. The pump "1" is enabled if G is greater than 0. Then (G - 1), computed in "2", is passed to the next row of turbines. This way the turbine rows can be extended without the need to change the circuit logic in every row. The constant combinator at the end of every turbine block outputs M = 1. This way the reactor control unit knows how many turbine blocks there are.

    Reactor row control

    Reactor row control

    The reactor row control is also quite simple. The inserter "1" is set up to insert a single nuclear fuel cell into the reactor whenever the inserter "2" removes an empty fuel cell. Both inserters have a stack size limit of 1. This is also why you manually need to place a single fuel cell in each newly placed reactor. As the first consumed full cell triggers the system. The inserter "2" is enabled if L is greater than 0. (L - 1), computed in "3", is then passed onto the next reactor row. Just as for the turbine blocks this makes the design extendable without the need to change the circuit network conditions for every reactor row. The constant combinator "4" outputs N = 1. This way the reactor control unit knows how many reactor rows there are.

    Conclusion

    I currently have a version of this reactor running that outputs 5 GW (which powers my entire 500 SPM base). I have not run into any UPS issues yet, so I can't tell at what point UPS becomes an issue with this design. In my current base both scaling the power output up and down works nicely.

    Let me know if this design is useful to you and if you intend on using it. If you prefer using solar panels, I hope that the detailed explanation of the design at least gives a good idea of what can be done with circuit networks in Factorio. Other c&c welcome as well.

    submitted by /u/Ingrater
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    Is there a way to turn up Biter difficulty mid game?

    Posted: 04 Nov 2020 08:47 AM PST

    Hi All,

    I want to turn up the Biter difficulty in my save, and would rather not have to start again to do it. I like the idea of playing on a death world but I am also a noob at the game, so starting out in a death world scares me a little. Is there a way to do it now that have established a small beach head?

    submitted by /u/Muzzah27
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    "faktorio 101 (for dummies)" [8:52] by RyuQuezacotl, a humorous beginner's guide to Factorio

    Posted: 03 Nov 2020 08:29 AM PST

    Hexagon train path challenge

    Posted: 03 Nov 2020 03:20 PM PST

    Hexagon train path challenge

    Ok, here's a challenge for you guys! I have found one solution myself, but I'm not convinced it is the best or the only one, so I'm curious to see what all of you come up with.

    Previously, I built a concept base in creative mode to see how a hexagon city block might work:

    hexagonal cityblocks

    I've never fallen out of love with the concept, and now that 1.0 is out, I'm planning to shoot for a 1K SPM base using this concept. Then I got to thinking... do all these train paths really need to be two-way?
    If you use square cityblocks, using one-way tracks everywhere is easy and holds some key advantages: simpler (and thus more efficient) intersections, and much less use of space. Here's how that looks:

    one way vs dual-way rails for square cityblocks.

    With this one-way configuration, trains can still go everywhere, their train paths don't get much longer, and you get away with building half the rails. The way to set it up is easy aswell: just alternate the direction of the north-south lines and the east-west lines. Every single intersection is dead simple and nearly identical, just two blueprints can tile the plane infinitely.

    If you are some sort of crazy person and you are using triangles, the same thing is true, with the added benefit that your six-directional intersections actually become possible. Just... don't ok?

    Now, hexagons. Hexagons are clearly better, as CGP Grey just demonstrated today, but they don't easily submit to the same treatment. How do the directions of each section of track work in hexagons to make reasonable pathing possible in all directions? How far apart are the alternating 'lanes'? Do you use 'left-right-left-right' or 'left-left-right-right' as a base line? Do you need to use bidirectional sections?

    I'm curious to see how you guys fare :D
    I have found a relatively elegant solution, but i'm far from convinced it's the only one or the best one.

    submitted by /u/TheXtrafresh
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    Reconstruct 1.0 spaceship

    Posted: 04 Nov 2020 05:49 AM PST

    Hey all!

    I'm wondering if anybody has tried to reconstruct/remodel crashed spaceship?

    Currently, it looks like a plane/shuttle. But, there is at least 3 extra engines laying around, some wings seem to be out of place etc.

    I search reddit and found this one: https://www.reddit.com/r/factorio/comments/c9fogl/my_futile_attempts_to_reconstruct_the_ship/ but it is for older tutorial crashed spaceship (iirc).

    submitted by /u/arand
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    Record Satellite Launches

    Posted: 03 Nov 2020 11:05 PM PST

    Anyone know the current record for the most satellite launches or even your own?

    submitted by /u/InhXil
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    Factorio 1.1: 225 Bug fixes and counting!

    Posted: 04 Nov 2020 08:44 AM PST

    How to keep dedicated server on VPS running after closing Putty connection?

    Posted: 04 Nov 2020 01:23 AM PST

    Is there any startup parameter for this?

    submitted by /u/numbian
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    What do you think stone is made out of?

    Posted: 04 Nov 2020 07:53 AM PST

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