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    Thursday, November 12, 2020

    Factorio It finally arrived, logistic slots not included

    Factorio It finally arrived, logistic slots not included


    It finally arrived, logistic slots not included

    Posted: 12 Nov 2020 01:30 AM PST

    Mug of efficiency

    Posted: 12 Nov 2020 04:24 AM PST

    Pumps? Who needs em

    Posted: 11 Nov 2020 08:08 PM PST

    I had to split 2 plastic and a steel lane into 8 mixed belts so I used a 8x8 balancer in a new way (at least for me)

    Posted: 11 Nov 2020 09:04 PM PST

    The next Clusterio event is brewing

    Posted: 11 Nov 2020 11:39 AM PST

    I hear y'all are fond of Italian. I don't even remember what half of this does.

    Posted: 11 Nov 2020 07:08 PM PST

    No pipes, no tanks, no (non-offshore-)pumps, no barrels

    Posted: 11 Nov 2020 01:56 PM PST

    The Dahn's Over-Engineered Red/Green Science Blueprint

    Posted: 11 Nov 2020 06:30 PM PST

    I would be handy if "/" opened the chat window with a "/" entered ��

    Posted: 12 Nov 2020 03:11 AM PST

    There are some games where you press the /-button, it will open the chat window with a "/" character already entered, so that you can really easy type a command. So for example, if you just start to type "/say" without pressing RETURN first to open the chat window, it will Just Work.

    Would just be a very nice quality of life improvement, matching "conventions" from some other games. I noticed, that in Factorio that is not the case. You have to first open the chat window explicitly (I think by default using , but I rebound it to using RETURN), and only then you can start typing/evolution`.

    submitted by /u/bihaca
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    My first try at a city block design. Any tips or feedback before I begin mass production?

    Posted: 12 Nov 2020 06:05 AM PST

    Base tour

    Posted: 12 Nov 2020 12:50 AM PST

    New player here. 15400 red ammo later, my defences are complete. Did I claim enough space?

    Posted: 12 Nov 2020 04:19 AM PST

    36 hours in and I finally finished my main bus, now what?

    Posted: 11 Nov 2020 09:55 AM PST

    One Factory to rule them all

    Posted: 12 Nov 2020 02:37 AM PST

    Hi There,

    I want to make a Blueprint where you can Stamp it down at the beginning and you can upgrade it along the way up to having a rocket launched. (so all Blueprints connect in the right way)
    The Idea is to have the 90 min Train and the other time related achivements in one easy go.

    Anyone ever thougt of making such a giant Blueprint/Book for that reason?

    submitted by /u/Baerenwolf
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    Pour one out for the boys who never made it back to the charging station :(

    Posted: 12 Nov 2020 06:00 AM PST

    How do some of the massive factories not run out of resources?

    Posted: 12 Nov 2020 05:47 AM PST

    So I know that the map is infinite, but you still have to build the mining outposts. Mst of my deposits only have around 300k to 3m resources. Some factories are so large that they will probably swallow that in minutes, so how do you keep supplying your factories without spending half of your time just building miing outposts and rails/comveyors? I read that the resource areas have more ore the farther you are from spawn, but that info was pretty old so is that still a thing?

    submitted by /u/SuperbIndividual5
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    Finally got God modules in Angels and Bobs and decided to see how small I could make a crushing/sorting setup.

    Posted: 12 Nov 2020 05:22 AM PST

    Train cell design

    Posted: 12 Nov 2020 02:26 AM PST

    Hello, I have been thinking about making a train cell based factory recently (prepping for 1.1...)

    What do you think about this design ? I would love some feedback from train experts (key congestion points?), and suggestions. It probably needs refinement on the intersection, which is the key point..

    picture

    draw.io link

    submitted by /u/numeor
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    My plastic design

    Posted: 12 Nov 2020 08:03 AM PST

    Help us use Factorio for science!

    Posted: 11 Nov 2020 11:48 AM PST

    Help us use Factorio for science!

    [Edit] I realize I could have been clearer with my request which amounts to:

    "Would you donate your save file for science? (and is it OK to ask?)"

    Looks like the answer is positive... So I've created this Google Form to allow you to upload your Factorio saves:

    https://docs.google.com/forms/d/e/1FAIpQLSc_iRhnSXQhMB3EAW4CS0xENPF8K98vzFVxnA6orXbIH-5fgw/viewform?usp=sf_link

    Thanks in advance for your support and don't hesitate to share the link!

    [Edit 2] More details

    We're looking for working factories: a factory (vanilla or modded) that produces something automatically, anything. Doesn't have to be a rocket or satellite. (Excluded are "building blocks / blueprint" or "requires manual work in order to operate".)

    Up to 3 progression saves per game could be useful to us: early game, mid game, late game. (Saves at short time intervals are less useful to us.)

    https://preview.redd.it/k1hr99ezdqy51.png?width=871&format=png&auto=webp&s=d3bf048dce654d8f5bc8352f16268dfcf4b409d8

    [Original post]

    Hi Factorio fans,

    Some researchers and I are thinking of using Factorio as a mechanism to gather rich data to explore novel machine learning algorithms. The idea is to use the amazing Factorio to generate a large collection of causally related time series, and then try to see if we can forecast these time-series more efficiently than existing algorithms.

    We already have the Lua code to grab the time series, and now we're hoping to get an as-diversified-as-possible collection of factories to check how well we do. Does anybody know of a collection of such factories (eg. save games) that could be used for such a purpose? If such a collection doesn't exist, any idea on the best way to build it?

    Disclaimer: the project is still very early — we're essentially evaluating the feasibility of our approach — but the objective is to publish our results in academic journals, including the collected dataset, so that the entire research community can build on it.

    Thanks for your help!

    Philippe

    submitted by /u/philbeaudoin
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    I launched a satellite with minimal research (Challenge Map)

    Posted: 11 Nov 2020 06:15 PM PST

    Before anyone gets confused: Not minimum science production (I expect that would be difficult to calculate) ..... just the bare minimum research/technologies from automation through the space science pack. I thought I'd share my experience because it was certainly a unique challenge. No biters though, I'm not a masochist!

    I saw Xterminator do a Mod Spotlight on Sonaxaton's Improved Research Queue. This mod (and I'm sure others) automatically queues up all prerequisites. I wondered what a game would be like if you were to simply click the space science research and get to work. So I did just that, although I did modify the exact order of research so I could get certain techs like medium & large power poles before others.

    Here's the video of a quick base tour, graphs, and the first rocket launch. Please don't criticize the base too unfairly. I was limping towards the finish line and wanted to get the satellite launched! I'll include the map string below for those who are interested in that. Default freeplay settings except no biters or pollution.

    >>>eNpjZICDBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVWZgzuag0JVU3 PxNVcWpeam6lblJiMVQxxGSOzKL8PHQTWItL8vNQRUqKUlOLkUW4S4s S8zJLc9H1MjAe23Z3akOLHAMI/69nUPj/H4SBrAdAG0GYgbEBohIoBg OsyTmZaWkMDAqOQOwEkmZkYKwWWef+sGoKkAkGeg5QxgeoyIEkmIgnj OHngFNKBcYwQTLHGAw+IzEglpaA7Ieo4nBAMCCSLSBJRsbet1sXfD92 wY7xz8qPl3yTEuwZDV1F3n0wWmcHlGQH+ZMJTsyaCQI7YV5hgJn5wB4 qddOe8ewZEHhjz8gK0iECIhwsgMQBb2YGRgE+IGtBD5BQkGGAOc0OZo yIA2MaGHyD+eQxjHHZHt0fwICwARkuByJOgAiwhXCXMUKYDv0OjA7yM FlJhBKgfiMGZDekIHx4EmbtYST70RyCGRHI/kATUXHAEg1cIAtT4MQL ZrhrgOF5gR3Gc5jvwMgMYoBUfQGKQXggGZhREFrAgRmR3YDJgunjfrU 6AHaaoag=<<< 

    I'll list some of the technologies I missed out on (in no particular order). This map really taught me to be appreciative of some of the smaller items.

    • Bots
      • I don't think anything else needs to be said here.
    • Grenades
      • Forest clearing would have been so much easier with these.
    • Steel Axe
      • This is one of the first technologies I remember missing dearly. Similar to the lack of grenades, not having the speed of the steel axe was incredibly painful for forest & rock clearing.
    • Fast & Stack Inserters
      • Normal inserters by themselves aren't so bad but sticking to them practically limits you to the yellow transport belts unless the belts are backed up.
    • Circuit Network
      • I hate designing for ratios, especially for advanced oil processing. I used a mix of advanced & basic processing in addition to pumps simply because I can't be bothered to calculate ratios & babysit overproduction of light & heavy. Normally I'd just use the circuit network condition to switch on pumps depending on tank levels. Yes, I could have switched to another map and copy/pasted what I needed via blueprints but that wasn't to the spirit of the challenge.
    • Cliff Explosives
      • I honestly didn't miss these that much but that has more to do with being lucky on terrain generation more than anything. On a different map my opinion may be the opposite.
    • Lab Research Speed & Beacons
      • I used Productivity Mk1 modules in my labs for obvious reasons. Not being able to speed up the labs with either research or beacons was annoying through the game.
    • Exoskeletons & Cars
      • I don't want to think about the amount of time spent running around the base. No logistic bots to help either.
    • Trains & Railway
      • While rail is a requirement for Production Science, rail signals & stations are not mandatory research. This meant that trains were not on the table for logistics. Instead, loads of belts bring ore & coal from outposts into the base.
    • Productivity Bonuses
      • Similar to lab research speed this doesn't really impact the building of the base but this would have been very nice research to be getting benefits out of during the game.

    So what's the conclusion to this? I don't really know and I can't say I'd suggest anyone to try this themselves. Note that I didn't say this was a fun challenge, merely a unique one!

    submitted by /u/jamesaepp
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    Train Intersection

    Posted: 12 Nov 2020 07:14 AM PST

    Train Intersection

    Hello all factorio addicts. I really don't understand the mechanics of the train system but I have an issue. As you can see there is 2 trains that go both directions and I don't want them to crash. I watched some videos but it was too complicated. Can you help me to solve it ?. You can send blueprint strings or photos. I can copy them easily.

    https://preview.redd.it/npjrt8ourty51.png?width=1366&format=png&auto=webp&s=5979f9c405fcc6558500acca63410214fcacdf87

    submitted by /u/Wunderwaffez
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