• Breaking News

    Thursday, December 3, 2020

    Factorio BCG Event Announcement: Vanilla+ Ribbon World... Even a potato can join!

    Factorio BCG Event Announcement: Vanilla+ Ribbon World... Even a potato can join!


    BCG Event Announcement: Vanilla+ Ribbon World... Even a potato can join!

    Posted: 02 Dec 2020 07:14 PM PST

    Good evening all!

    Feeling a bit of early Factorio Christmas joy or fancy joining an MMO event for the first time? Then this month's Factorio event hosted by Big Community Games might be the event for you!

    The event is this Saturday at 6PM GMT (click here to see in your timezone). With the world type Ribbon... cover the place in Christmas ribbons! (I narrowly avoided more puns there)

    We have included a couple of mods, added to spice things up a bit, so expect to see super-wide bases and flying players.

    Full details like the countdown timer can be found on the website.

    https://www.bigcommunitygames.com/factorio-ribbon/

    https://discord.gg/N8G5nBn

    Side news: Next Months MMO event by BCG will not be on the First Saturday of the month (TBC).

    submitted by /u/bobby45800
    [link] [comments]

    Helping new players like...

    Posted: 03 Dec 2020 05:47 AM PST

    [showing a buddy the basics of the game in peaceful mode]

    Me: "And see, now our iron plates production isn't keeping up, so time to expand production."

    Buddy: "Or reduce consumption."

    Me: ...

    Buddy: ...

    Me: "No"

    Buddy: "like, just in the short term"

    Me: "The factory MUST GROW"

    😂

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

    Version 1.1.4

    Posted: 03 Dec 2020 07:32 AM PST

    Bugfixes

    • Fixed that train could get stuck when one station is disabled and other station is full. more
    • Fixed selection tool counts rendering. more
    • Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. more
    • Fixed that spidertron logistics didn't count the personal robots in flight towards spidertron's item count. more
    • Fixed that zooming with keyboard in the train schedule gui was too fast. more
    • Fixed that zooming with keyboard in the world view was too fast.
    • Fixed that it was not possible to select player's own character to command spidertron to follow the player in multiplayer. more
    • Fixed that it was possible to multiply electric energy by using accumulators covered by multiple sub networks connected with power switches.
    • Fixed that on Linux and Mac, uploading blueprint library to Steam Cloud could make the asynchronous saving process hang. more
    • Fixed crash when loading some saves with weaved underground belts when mods are removed. more
    • Fixed the inconsistency between calculation text size internally and in the Textbox related to the UTF8 characters. more
    • Fixed crash when cancelling map loading while connecting to a server. more
    • Fixed that electric power/inserters and transport belt tips were shown in the tutorial mission levels where it wasn't even unlockable. more
    • Fixed showing highlights when holding something in cursor in the simulation. more
    • Fixed that the icon selection GUI would close every time the main menu simulation changed. more
    • Fixed several style issues with the container GUI. more
    • Fixed that cancelling map loading when connecting to a multiplayer game was still waiting for the map to fully load.

    Changes

    • When building electric poles by dragging, the last built pole is always connected with wire before considering other connections. more
    • Power switch will now save it's on/off state in blueprints and the state can also be copy-pasted between power switches. more
    • Fixed it was not possible to use AltGr to type special characters on national keyboard layouts. more
    • Fixed editing existing blueprint to disable snap-to-grid would break the blueprint layout in some cases. more

    Scripting

    • Added LuaEntity::follow_target read/write.
    • Added LuaEntity::time_to_live read/write for sticker entities.
    • Added LuaEntityPrototype::rocket_rising_delay, launch_wait_time, light_blinking_speed, door_opening_speed, rising_speed, engine_starting_speed, flying_speed and flying_acceleration read.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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

    Debugging the first version of our self-growing factory "Autorio" (340x Speed)

    Posted: 03 Dec 2020 07:26 AM PST

    You can watch the full resolution half speed video here. This factory automatically scans its surroundings (detecting ores and oil by monitoring the amount of drills and pumps in the logistic network) and decides which type of cell is needed most next. There are still quite a few bugs with it, though :) But we're working on them, and in a few days it might actually be a fully-autonomous factory. We'll keep you updated.

    https://reddit.com/link/k5z8l9/video/qn87bar2pz261/player

    Mods used so far:

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

    Spaceship status is "Normal", I sure hope not

    Posted: 02 Dec 2020 07:41 PM PST

    I like symmetry. This is my near-ideal ratio SolarSquare with 2 tile wide space in between. Plus it looks nice on the map. First time posting, be gentle :)

    Posted: 03 Dec 2020 09:42 AM PST

    huuuuu, i lost a recipe.. where is my medium electric pole help apreciated

    Posted: 03 Dec 2020 04:12 AM PST

    'Muricatrons. Kills any biter nest within 1000Km of an oil patch.

    Posted: 02 Dec 2020 08:11 PM PST

    TIFU: Rip my base

    Posted: 03 Dec 2020 03:59 AM PST

    Today i had my first experience with that spiderbot thing. Loaded it up with nuclear warheads and saw the configurations options. Appearantly autofire is an option... just as my base was getting attacked my spidermonster decided it'd be a good idea to fire at the attackers. Thing is, i create funnels that run pretty deep into my base so the attack was happening roughly in the middle of my base... well 1+1 is 2 and my base was badly damaged. I tried to repair it before another attack happened, which i couldnt, and the spiderbot fired once again, but this time i was trapped within the raging fire as well. I died

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

    My how many Rockets I launched button is gone and i want i back, i need help!

    Posted: 03 Dec 2020 04:49 AM PST

    It was my 3rd try, but totally worth it. Made small mistakes but happy with my run

    Posted: 03 Dec 2020 10:43 AM PST

    Made a Factorio (especially SE mod) coloring book page for AdmiralZogbag

    Posted: 03 Dec 2020 09:07 AM PST

    Why factorio is ignored by the gaming sites and goty competitions?

    Posted: 03 Dec 2020 06:24 AM PST

    Now that the game is fully released i don't understand why it's completely be ignored by every gaming sites even though the game sold 2m copies. Many indie and non indie games that sold much less get much more attention by the gaming media. Also factorio should have been indie 2020 goty if not 2020 goty yet it seems no one even aware about this game existence.

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

    How do you play factorio a majority of the time?

    Posted: 03 Dec 2020 05:18 AM PST

    Acceleration Based Refuelling System (ABR)

    Posted: 02 Dec 2020 06:03 PM PST

    Acceleration Based Refuelling System (ABR)

    https://preview.redd.it/ep6stfpwmv261.png?width=2116&format=png&auto=webp&s=36aa1d696326ccd52ef7871c90087a52d18f6f08

    Taking inspiration from another Redditors contribution, I've created an optimised, simple, train refuelling system based on acceleration speeds of different fuel types. Blueprints are at the end, in-depth explanation below. Due to the wall of text beyond,the video explains the inner workings of the system as well and provides visual cues that are not included below.

    Trains do not allow us to measure fuel levels directly. This quirk of locomotives has led to some discussion regarding train refuelling methods. The options I've seen the most are:

    • Bots/belts of fuel at unloading stations
    • Refuelling depot/s
    • Fuel trains distributing fuel to stops throughout a base

    While these options can work well, they have some limitations:

    • Bots/belts of fuel at unloading stations
      • Works best for smaller bases
      • Not all distributed bases have global bot networks
    • Refuelling depot/s
      • A lot of extraneous traffic as trains route through depot/s with no benefit
      • Departure area can become excessively congested
      • Additional depots may be needed simply to reduce traffic
    • Fuel trains
      • Significantly more logistics management and space required

    Then there's u/Kano96's innovative solution, measuring train acceleration and sending slow trains to refuel. I was blown away when I saw that post. Unfortunately, it looks somewhat intimidating. There are 12 combinators and wires everywhere. It offers a lot of features and works well but I suspect it has not seen much use.

    So, how about a simplified version? I've created a new system with the same core features and significantly simplified each component. There are only two decider combinators, one constant combinator, and 8 wires in the core components. These few pieces will allow us to:

    • Use as few as one locomotive per train (Kano's requires two)
    • Measure acceleration
    • Skip refuelling station when acceleration is good
    • Force a repath to the real fuel stop when acceleration is too slow
    • Refuelling station loads fuel to ensure secondary fuel is used last

    The benefit of all this is simplified and efficient refuelling. This system at least partially addresses each limitation I've listed above.

    • Bots are not required
    • Works in all but the most spacious base designs
    • Significantly reduces traffic to, and from, refuelling stations
    • Minimum necessary refuelling stations required
    • Simple to install and manage

    Unfortunately, nothing is perfect

    This system is no exception. These are the issues you might face if you decide to use this system.

    • Single Locomotive print setup for Nuclear Fuel and Rocket Fuel
      • This is not a requirement, but it is recommended for single locomotive trains. Using lower grade secondary fuels increases the risk of trains running out of fuel before refuelling. These fuels were selected as default since nuclear fuel is usually plentiful when fuel management becomes a concern
    • Extraneous trips to refuelling station are expected for single locomotive trains
      • The trains will continue to path to refuelling stations until unburned rocket fuel is fully consumed. This may lead to multiple unnecessary stops. Different secondary fuels may reduce the issue for single locomotive trains. Multiple locomotives can eliminate this issue by allowing one train to burn a piece of wood and rely on the other locomotive/s power to reach the refuelling station. Prints for both types of train are included
    • You have to know how many ticks it takes your train configuration to travel through the detector or it won't work
      • This one isn't too bad; I normally use the editor to check but I also have a circuit that will measure the interval for you. Paste it down, run a train with the right fuel through to get the measurement and adjust two settings by that amount—Done
    • Remaining fuel needs to be enough to reach a refuelling station once low fuel state is detected
      • The fuel types I've chosen to use as default will work for the vast majority of base layouts but not all. If your ore trains are travelling more than ~4 minutes out, this system may cause problems but there are too many variables to say definitively
    • Dummy station adds one second to travel time
      • Saving multiple extraneous trips to refuel will create a significant net benefit as the dummy station is closer than a refuelling depot can be

    How does this thing work?

    The "detector" is simply pasted over the station preceding your fuel stop in the train schedule. The detector needs to accomplish a series of events: it needs to detect a train, measure its acceleration, and determine if it should refuel or not. Additionally, the dummy station should only be enabled when a train is present. This should stop trains accidentally pathing to another dummy instead of the refuelling station. When a train is pathing to the dummy station and it is then disabled, the train will search for another station of the same name and path there instead. We're taking advantage of that by disabling the dummy station when acceleration is too slow, forcing the train to repath to the refuelling station. The result is, the train won't travel to the real station unless it needs to.

    https://preview.redd.it/5byf5fqwnv261.png?width=624&format=png&auto=webp&s=bf609101a0b7cdea36cdf6ab022b1385ec3a4690

    First, we need a test to determine if the train is performing properly. We can use a "counter" to measure how many ticks it takes for a train to travel from the left station to the rail signal in the middle. The decider combinator is our counter, the condition is, when RED = 0, output YELLOW (input count). When a train is departing the left station, the rail signal will turn yellow to indicate a train is coming, the decider does not see a red signal so it outputs that yellow signal to itself on the green wire and counts every tick until the train passes the rail signal, turns it red, and resets the count. In the test track, the correct count is YELLOW (18).

    If the counter exceeds 18, the train has switched to the dummy fuel, acceleration is too slow, and the train should go to the refuelling station. This is where we need to manipulate the dummy station (right). We need to hold the dummy station in a disabled state and only enable it when a signal is slightly below the integer overflow point, 2,147,483,647. Anything beyond this number will overflow and become negative. In this example, the constant combinator is set to YELLOW (2,147,483,628) and the dummy station is only enabled when it sees YELLOW > 2,147,483,628. This is an important number. We use the left rail signal to output YELLOW when the signal is red due to a train being present. This "fake" yellow signal goes to the dummy station on the red wire and it's added to the value from constant combinator. The red wire now reads YELLOW (2,147,483,629), which satisfies the enable condition for the dummy station. The signal on the red wire is exactly 18 LESS than the overflow point. That means if the train's acceleration is too slow and the counter goes beyond 18, our "correct count" value, the yellow signal will overflow and become a negative value which violates the dummy station enable condition. With the dummy disabled, we're forcing the train to repath to the real refuelling station.

    Using integer overflows like this can be tricky to understand at first glance but they allow us to squeeze in some extra logic and keep combinator counts down. If you see signals in someone's circuit that reads "2.1G", it's possible overflows are being exploited.

    What if I don't know my "correct count"?

    https://preview.redd.it/1h6gtsr2ov261.png?width=624&format=png&auto=webp&s=43f39e303db49c50e72c83c3e54d0438102a1f90

    I use the editor so I can make the game progress one tick at a time and I can monitor the counter this way. Type in "/editor", and it will bring it up in-game. If you don't want to do that, I've got a circuit that you stamp down on top of the counter (decider combinator) in the detector. Using a train that is in the correct configuration for this stop that is also filled with the primary fuel, send it through the detector with this "interval measurement" circuit attached. It will only save and hold the interval ONCE. The circuit is designed to hold that value permanently so you can use it at your leisure. If a mistake is made, either remove it and stamp it down again or remove and replace the vertical green wire on the left most decider. The value you can see in this image (19) is what we're after. That cute little display is from the Nixie Tube mod. If you don't have Nixie Tubes, just mouse over the left most decider and it will show the YELLOW signal which is our interval. If you remember from above, the "correct count" was 18, not 19, however, the interval is the "correct count" PLUS ONE. The reason for this is the dummy station is listening for a train at the station first, then the count. The left rail signal which detects the train also uses the yellow signal to activate the dummy. I've included that +1 in this circuit, you don't have to worry about it.

    We're going to use that interval number to adjust the constant combinator and the dummy station enable/disable condition. Both will be set to YELLOW (2,147,483,647), all we have to do is subtract the interval from those two things and the station is ready to go. The interval measurement circuit is not required for normal operation. It can be safely deleted or left alone, whichever you prefer.

    How does the refuelling station work?

    https://preview.redd.it/ubgqma66ov261.png?width=624&format=png&auto=webp&s=3058488f713a725396b73e85783898fbaa0f92c5

    Depicted is a single-locomotive refuelling station. A properly fuelled train will have the primary fuel (nuclear) in the left and middle fuel slots of the train, and a secondary fuel (rocket fuel x1) in the right fuel slot. The fuel is consumed from left to right, once both nuclear fuels are consumed, the remaining rocket fuel will be inserted, and the locomotive will have 3 empty fuel slots. Fuel is also added to the trains fuel slots by inserters from left to right, but the rocket fuel must be consumed last to reduce acceleration and indicate a low fuel condition. The refuelling station will accommodate this by inserting two nuclear fuels first, then a single rocket fuel. The train can depart after one second has passed. This is a quick process.

    Once a train has entered the station, the inserters are capable of interacting with it, however, both inserters are subject to additional logic and have their stack size limited to 1. This is irrelevant for the nuclear fuel inserter; one nuclear fuel is a full-stack. It is important to have the rocket fuel inserter limited to 1 though. The inserters have their mode of operation set to enable/disable and read hand contents, hand read mode is set to pulse. The nuclear fuel inserter is enabled when NUCLEAR FUEL < 2. The rocket fuel inserter is enabled when NUCLEAR FUEL = 2. The decider combinator is being used as a memory cell, the condition is; when ROCKET FUEL = 0, output NUCLEAR FUEL (input count). The process begins with the nuclear fuel inserter not seeing a nuclear fuel signal, 0 is less than 2, therefore, the inserter is enabled. The nuclear fuel inserter picks up a nuclear fuel from the chest to insert in a train, its hand contents are read by the decider combinator which does not see a rocket fuel signal, therefore, it "remembers" NUCLEAR FUEL (1). 1 is still less than 2, therefore the inserter is still enabled, and it grabs another nuclear fuel. There is still no rocket fuel signal, the memory cell records NUCLEAR FUEL (2). Both inserters see NUCLEAR FUEL (2), 2 is not less than 2, the nuclear fuel inserter is disabled; 2 is equal to 2, the rocket fuel inserter is enabled. Once it picks up a rocket fuel, the memory cell sees that signal, erases the memory, and tells the rocket fuel inserter to disable. The rocket fuel inserter has already begun its task and will not be interrupted. One rocket fuel is inserted into the train and the inserter resets to its disabled state. The train now has two nuclear fuel and one rocket fuel. There is no room for nuclear fuel, even though the nuclear fuel inserter is now active, it cannot do anything. One second of inactivity will pass before the train departs and the cycle can begin anew.

    The multiple locomotive variety is essentially the same. The primary difference is a lower grade secondary fuel can be used; wood is the default although solid fuel or coal may be preferred. The lower grade fuel ensures the secondary fuel is fully consumed before the train goes through another detector. This prevents extraneous trips to the refuelling station. Using the highest possible grade fuel that will also be fully consumed before going through a detector is optimal. That will allow "maximum" acceleration to the refuelling yard but it's nigh impossible to get perfect. Keeping trains from exhausting all fuel before refuelling is the most significant concern. Rocket fuel is therefore the safest secondary fuel option.

    And the train schedule?

    Not sure why it's offset like that...

    This is the schedule from the test track. Yours will be different, it takes more than 1 second to load or unload most trains. However, the key difference is the Refuelling Station conditions. There are two independent conditions, 2 seconds passed, OR, a positive yellow signal. If the train stops at the dummy station, it will immediately detect the yellow signal from the constant combinator and depart for the next stop, the "Load Station" in this case. If the train skips the dummy and stops at the refuelling station, there is no yellow signal, but it will take less than two seconds to refuel (less than one if you use two fuel inserters for the extra locomotives).

    CREDIT

    u/Kano96 created the original concept and helped refine my interpretation. I never would have considered measuring train acceleration to determine refuelling intervals without that initial burst of creativity. Furthermore, his system has more features than mine. I recommend checking it out as well as his other designs.

    Blueprints

    Complete Book:

    !blueprint https://pastebin.com/53ZWFQzy

    Test Track Only:

    https://pastebin.com/iJrG1484

    Edits: Minor errors, clarification.

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

    5.4K SPM with Seablock

    Posted: 03 Dec 2020 05:14 AM PST

    Question on how to approach the midgame.

    Posted: 03 Dec 2020 10:31 AM PST

    Hello, I have just over 100 hours on Factorio. Not a ton, but enough to get the general gist of the game. Those hours are split between 3ish iterations of my playtime: about 30 hours when I first got the game, maybe 50 hours this summer, and 20 for my most recent fixation.

    Here's my problem: I have the early game production part of the game down. I can generate tons of red and green science packs very reliably and can whip through all of the research items that require only those two. I've got power production down. I've started to dabble in plastics, but this opens up a huge portal into the midgame strategies which seem... vast.

    So here's my question: What's the best way to approach the midgame? Should I just keep playing and research things as I come upon them, or should I pause playing and spend some time watching midgame tutorials and learning the entire midgame before proceeding? If this is the solution, what tutorials would y'all recommend?

    submitted by /u/Jefferino12
    [link] [comments]

    Krastorio 2 + Space Exploration: In over my head?

    Posted: 03 Dec 2020 07:43 AM PST

    Alright so I'm looking for a little advice. I finished my first play of vanilla in about 40 hours. I had a great time. So much so that I wanted more, but something different. So I tried some different mods out and settled on Krastorio 2. I also added Space Exploration mod because it would extend the end game but I think I've made my life way more difficult. Everything was fine until I got to space and realized I have no idea what I'm doing or how I'm supposed to get to the next phase of the game. My main base is a spaghetti mess and I don't know how to proceed. Every time I sit down to play I just get lost in confusion and feel paralyzed by the overwhelming complexity. Perhaps Space Exploration on its own without Krastorio 2 would be less daunting. I really like Krastorio 2 and am thinking of just starting over with just that mod by itself. Seems like a better progression than to just dive straight into 2 overhaul mods right away. It took me a long enough time to get to this phase so I feel like i cant just give up but realizing I need to do 18 different things to just make 1 part of something else that can only be made in space is a little much. Also running multiple bases in space and different planets seems less exciting and even more daunting now. Maybe I'm just missing some information to help me along at this point of the game, maybe i just took on too much. What do you guys think and what would you recommend?

    TL;DR Krastorio 2 + space exploration is too daunting now that I'm in space I have no idea what I'm doing and not sure I'm having fun anymore. I put a lot of time in so I don't want to throw in the towel, but I feel like these mods need to be played separately to be more enjoyable (at least at my level). Looking for advice on if I should start over or power through it.

    Sorry for the wall of text, and thanks for your help!

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

    Megabase Idea

    Posted: 03 Dec 2020 03:49 AM PST

    Advent of Code day 1 solution in Factorio [crosspost]

    Posted: 02 Dec 2020 08:56 PM PST

    Odd one out inserting into splitters?

    Posted: 03 Dec 2020 12:20 AM PST

    Odd one out inserting into splitters?

    Inserting into a splitter has an odd case:

    Odd one out when inserting

    When inserting into a splitter, you insert "before the split", except if you insert in the direction of the splitter, in which case, you insert "after the split".

    Taking from a splitter, on the other hand, always happens "after the split":

    All cases are the same when removing

    Is there a reason for the odd one out?

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

    Quick Question: Steam Achievements

    Posted: 03 Dec 2020 06:32 AM PST

    The Wiki states, Steam Achievements are disabled when mods are installed.
    So to get them, i need to clean out my downloaded but not active Mods as well?
    or is it enough to just run Factorio with the Mods disabled?
    Thanks

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

    Spidertron bug?

    Posted: 03 Dec 2020 12:54 PM PST

    this morning i download the 1.1.4 and notice that spidertron get stuck in the midle of the biters nests becouse the acid of the worms/sppiters or something else i dont know, the thing is, in version 1.0 to 1.1.3 this didnt happend, i cant clear nests any more, is this a bug or is intentional?

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

    No comments:

    Post a Comment