Factorio Christmas key giveaway! |
- Christmas key giveaway!
- Found a way to transport 2 blue belts worth of stuff in a 1 wide space!
- My new wallpaper!
- When you are having a chill day on your way to commit genocide on the local wildlife and exploit their resources
- Got my circuits and coaster from tsjost! Thank you!
- You can have more then 3 autosaves
- This game does strange things to the mind
- Shoot for the moon (Continent to be turned into SUPER ULTRA MEGA base)
- Feature Suggestion - Add a list of all train stations in the train interface
- Lazy Bastard / Raining Bullets Mini Factory
- The Kanban Bus: a just-in-time delivery sushi bus for lean manufacturing
- Are the devs fans of Jim Norton?
- I recreated the Rocket and Satellite in Kerbal Space Program!
- Finally launched my first rocket. 4 years, a dozen or more restarts and 264 hours of play time after first getting Factorio.
- [Question] How to like your spaghetti base and be satisfied with it knowing there are better optimised designs out there
- That was so close, got the no spoon achievment by 2 minutes
- NEW MENU SCREEN
- Ribbon World: Claustrophobia is setting in after only 5 sciences, just need to research the logic system.
- How would you rank up the most known mods available?
- Help with my eletronic circuit production !
- Spidertron and Construction Bots
- Changing train schedules with complicated conditions
- Does a disorganized spidertron inventory bother you too? I've got the fix for that!
- Is there any cheat command that demands the system to automatically build a blueprint?
- My first 1k SPM base!
Posted: 15 Dec 2020 10:03 AM PST Hey everyone, hope you're enjoying your holidays! Today I've got 2 keys to give out - maybe you've been lurking without owning the game, maybe you've got a friend or family member you'd love to introduce. To be clear, you can only win one key, but anyone can enter, with some small restrictions to prevent people making multiple accounts: Account must have been made before this date (Dec. 15) You must have at least 1 comment / post in r/Factorio before this date (Dec. 15) To enter, just leave a comment in this thread. Only top-level comments work, which means don't reply to someone else's comment, reply to the thread itself. The winners will be drawn midday/afternoon GMT+1 28th of December, so make sure to enter before that date if you want to have a chance of winning. The 2 keys are from u/YouNeedMoreIron and they included this message:
Thanks to u/YouNeedMoreIron and everyone who enters! We have another key from u/Asekhan to giveaway, thank you so much! One more from u/GrimResistance, for a total of 4 keys. Thank you! [link] [comments] | ||
Found a way to transport 2 blue belts worth of stuff in a 1 wide space! Posted: 16 Dec 2020 01:20 AM PST
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Posted: 15 Dec 2020 11:12 AM PST
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Posted: 15 Dec 2020 10:48 AM PST
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Got my circuits and coaster from tsjost! Thank you! Posted: 16 Dec 2020 03:41 AM PST
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You can have more then 3 autosaves Posted: 16 Dec 2020 03:42 AM PST To change autosaves limits from 3 to whatever you like, you just have to change one line in factorio config file.
Remember that megabeses can takes few hundreds mb per save, so don't overdo it with saves amount. I wrote this because I found very old post by u/DerSpini and it seems to me that it will be useful to share with more people, one more time. [link] [comments] | ||
This game does strange things to the mind Posted: 15 Dec 2020 01:42 PM PST
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Shoot for the moon (Continent to be turned into SUPER ULTRA MEGA base) Posted: 16 Dec 2020 05:05 AM PST
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Feature Suggestion - Add a list of all train stations in the train interface Posted: 15 Dec 2020 02:46 PM PST
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Lazy Bastard / Raining Bullets Mini Factory Posted: 16 Dec 2020 05:24 AM PST
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The Kanban Bus: a just-in-time delivery sushi bus for lean manufacturing Posted: 15 Dec 2020 08:16 PM PST IntroductionA previous discussion yielded the point that a normal bus wastes a lot of space on unused capacity. I suggested a bus where, instead of a wide parallel bus with dedicated lanes, a narrower bus was used with time-shared lanes, and requested resources would be delivered in packets saturating the entire bus. Unsurprisingly, I was immediately challenged to make this happen, so here's my implementation. Initially I tried to use a circuit network for signaling, but ran into the issue that signals are bidirectional. For this to work, we need signals to flow in one direction down a wire. This is doable by using combinators, but I didn't like how it was working out. Thus, I came up with the plan to use a single signal belt to handle requests, and a data belt to deliver them. Thus, the Kanban bus was born (please forgive the mediocre video). It is named as such based on just-in-time logistics practice adored by industrial engineering professors, where a Kanban card is used to signal that more of something is needed. Mechanism of operationConceptually, the Kanban bus is fairly simple. It consists of four parts:
The stations were a little bit tricky to make work though. The source stations are easiest; they are just a bunch of splitters that inject the items on demand. They use an integrator with a multiplier, so that each incoming item adds -960 to the count, and each outgoing item adds +1. The output belts are enabled when the count is less than 0, and pulse-count the items as they leave. The sink stations were a bit harder. In the end, I only made them capable of 50% throughput -- because in practice I could double the number of belts without additional splitter hardware. This means that two material types can flow side by side without interfering. These stations require a bit more combinating. In general, the status is (-items desired) +(items in storage) + (items requested) - (items delivered). Items desired is specified by a constant combinator with a negative number indicating the desired item count; items in storage is just measured off the chest(s). Items requested is integrated: 960* (items placed on kanban belt by inserter), and items delivered is integrated as -1 * (items passed through acceptance belts). Without adding up the outstanding orders, the station will just continuously request more items until they finally arrive. However, it needs to know when that request has been fufilled, to know if it needs another. Hence, the integration of both sources. Building the stations is 99% just blueprint. Sink stations require that the constant combinator be set with the desired item count, a couple seed items be provided for signaling, and also that the splitters be set with the correct filter. Source stations only require that the filter inserter be set to pull the correct item off the Kanban belt. Everything else is handled entirely generically. This is still more than zero though, which is inconvenient. Conclusions and future directionsHonestly, the Kanban bus is really cool, but it's not particularly practical at the size of a full bus. For 16 lanes, you have enough space to just build a train bus, which has faster response times, higher throughput, and less headaches. It's also a ton of hardware, which means that using it in cases where you could just saturate a normal belt is pointless. However, it has the benefit of decent throughput, and the ability to handle arbitrarily many item types. For this reason, I will probably be integrating a 3+1 design into my small-scale bus builds in future, for low-demand items -- especially if I find myself playing a mod that adds a bunch of intermediate components. In vanilla, I would probably put sulfur, plastic (excluding to red circuits), blue circuits(?), batteries, stone, bricks, solid fuel (possibly excluding to rockets), coal, and the other "used in one or two recipes and needs automating, but only barely" resources onto the Kanban bus. I might actually try iron/copper/gear/green + kanban for a run, and see what that looks like for throughput. The fact that the Kanban bus can also be linearly shared -- it can be serving one item type in one location, and another type in a different location without interaction or overlap -- means that it may prove to provide a lot more throughput than one would expect for the number of lanes. If it tuns out that a particular type of item is putting a significant load onto the bus, that means that particular type needs special handling. Appendix 1: ModsWhile I used Deadlock's loaders, as well as merging chests, those aren't required for the core functionality of the system. They just made my life a little bit simpler. Conventional train station techniques would work fine. Appendix 2: BlueprintsIf anyone wishes to replicate this, here are the blueprint strings for the iron source and sink, 16-lane version: Source: Sink: [link] [comments] | ||
Are the devs fans of Jim Norton? Posted: 16 Dec 2020 06:36 AM PST | ||
I recreated the Rocket and Satellite in Kerbal Space Program! Posted: 15 Dec 2020 04:36 PM PST
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Posted: 15 Dec 2020 08:42 PM PST | ||
Posted: 16 Dec 2020 02:00 AM PST Please bear with me here. I have almost 50hrs into the game. No where close to launching a rocket. I've just unlocked oil processing. Most of the time has been spent on getting the red and green science setups right. It is still spaghetti and not at all optimised. So what should I do? After discovering their channels, I have started like 2-3 new games but left them 1-2hrs in. Just didn't feel like continuing. On one hand I do want to experience all the amazing things this game has to offer and have fun but I just cannot with this notion of not having a perfect base. Also a counter thought to everything that I've said so far: I may be wrong with this assumption so do correct me, but I feel this game can only be played in a specific set way. It can be mapped to programming flowcharts if you guys are familiar with them. You do x then y then do z which depends on x and y and so on. So if there are optimised designs out there why not use them and be done with the game. The only thing that stops me is that in this case I'd not have as much fun as if I'd come up with the base design on my own. PS Had I not discoved their channels or know about optimised bases I'd have had fun. The game would have been my playground. I'd have built shitty bases and would have seen the game as a single player linear story game. I also feel I'd most likely completed the game. Apologies for the long post. Thank you for bearing with me. Edit: couple of spellings [link] [comments] | ||
That was so close, got the no spoon achievment by 2 minutes Posted: 15 Dec 2020 01:46 PM PST
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Posted: 15 Dec 2020 10:11 PM PST
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Posted: 15 Dec 2020 10:38 PM PST
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How would you rank up the most known mods available? Posted: 16 Dec 2020 06:13 AM PST I've finished a few vanilla runs and would like to try something different. From what I've read, the most known mods with gameplay changes are Pyanodon, Bobs & Angels and Krastorio. How are they ranked in terms of difficulty? I'd like to start with the easier ones and going harder and harder. Also, how many hours does it take to beat any of them (playing solo)? Are there other mods I've missed? [link] [comments] | ||
Help with my eletronic circuit production ! Posted: 16 Dec 2020 05:36 AM PST I am a relatively new player (+-300h) and have a main world that is starting to get to a mega base level. My green circuit production is more or less efficient (6k/s), but the factory is starting to struggle with the distribution, and the logistics chests never can keep up with the demand, getting to the point of being impossible to fabricate other components. I have a setup with VERY EFFICIENT coper wire supply and enough iron plates, but am looking forward to double or triple the production of green circuit. Should I just GROW THE FACTORY, or is there some technique that makes it more efficient ? If anyone have any idea, ou even better, blueprint, it would be much appreciated. Looking forward to grow my factory trough this, will give feedback once I solve this problem ! Thank you for trying to help or at least reading the struggle of a noob! -a noob [link] [comments] | ||
Spidertron and Construction Bots Posted: 15 Dec 2020 10:24 PM PST I've been trying to use a Spidertron (or a conga line of Spidertrons...) as an extended inventory. I've noticed an awkward problem - if I mark all spots of a Spidertron's inventory as reserved (e.g. I want to stock one using logistics with construction supplies) it will still attempt to deconstruct things it can't hold. The Spiderbot ends up in a stuck state where you need to manually fix the inventory - unreserve a spot, and pull everything the bots went after out of the inventory. Anyone found a solution to this? [link] [comments] | ||
Changing train schedules with complicated conditions Posted: 15 Dec 2020 09:22 PM PST I wish the devs would give us the ability to change an existing station name in the train's schedule so I do not have to add a new station to the train schedule and redo all of the conditions. I do not think having trains with many conditions is playing outside of the box. They could allow me to copy and paste condition sets so I don't have to redo them. Did I just miss something and there is a way to deal with changing a train schedule entry with multiple conditions? Perhaps I can drag or move conditions beyond train stop names? Is there a mod that I could use to facilitate either type of functionality? [link] [comments] | ||
Does a disorganized spidertron inventory bother you too? I've got the fix for that! Posted: 16 Dec 2020 07:44 AM PST It's really bothered me that my spidertron's inventory is always an abject disaster since I started using logistic request on it. Not that it was great before, but it seems worse now. So I've created a mod that automatically sorts the inventory! I've done limited testing on it in single player and I think it should work in multiplayer, but who knows. Anyway, feedback welcome :) [link] [comments] | ||
Is there any cheat command that demands the system to automatically build a blueprint? Posted: 16 Dec 2020 07:41 AM PST | ||
Posted: 15 Dec 2020 05:42 PM PST
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