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    Sunday, December 27, 2020

    Factorio we did it, factorio as nominee for at least 1 steam award

    Factorio we did it, factorio as nominee for at least 1 steam award


    we did it, factorio as nominee for at least 1 steam award

    Posted: 27 Dec 2020 03:42 AM PST

    If your access to water is limited you can add tiny peninsulas to have more pumps in a small space

    Posted: 26 Dec 2020 11:14 AM PST

    I thought I was being paranoid

    Posted: 26 Dec 2020 08:06 AM PST

    Based on recent posts I thought I should share my approach on small pond for huge factory. This is the only water for a 1K SPM. It's kind of a struggle...

    Posted: 27 Dec 2020 04:11 AM PST

    The Buddha of Factorio

    Posted: 26 Dec 2020 07:29 PM PST

    Pairwise division with combinators

    Posted: 27 Dec 2020 04:40 AM PST

    My brain decided I shouldn't sleep and instead try to solve a problem I never had in a silly computer game.

    The problem is: You got one red wire and one green wire and you need to divide the values in red wire with the green. You stumble into two problems 1. You can only ad signals together, 2. You have only whole numbers no floating point numbers.

    RedstoneRakete solved the adding problem with the quadratic formula https://www.reddit.com/r/factorio/comments/kiaotv/i\_created\_a\_blueprint\_to\_multiply\_each\_red\_signal/?utm\_source=amp&utm\_medium=&utm\_content=post\_body

    The mad lad arrow solved the no floating point problem with an scaling factor. https://www.youtube.com/watch?v=FSy9UKs9eeY

    So start with the quadratic formula

    (a+b)²=a²+2ab+b²

    Substitute b with s/c

    (a+(s/c))²=a²+2as/c+(s/c)²

    Rearrange

    as/c =((a+(s/c))²+(-1*a²)+(-1*(s/c)²))/2

    Chose an value of s (scaling factor) so you don't overflow and still get the precision you need.

    Circuit values are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647

    So the highest number h= 2147483647

    the lowest possible value for c=1

    so at least

    h>(a+s)²

    s<sqrt(h)-a

    s<46340-a

    blueprint! 0eNrtWNty2jAQ/RWPXjrTmtQSNga+oi99aikjGwV2xsgeSSbNMP73rmwSEmxADkmYpuUBj25Hq3N2V5ctSbJSFAqkIdMtWQidKigM5JJMyQI2gDWeWQlPiYWnYSl55t2BWdV1SyWEvPkpv2uQS0+nPLPfW56aXHk0wJ+XcvnJeCsuFyLzZLlOhPISWC7xY7DW40lemqYv8QmkudRk+mNLmqmsSea+EGgLGLHGHpKvbYkrtGEtDKSDNF8nIDlOSSpEwIl+kymtZj4R0oAB0QDWhft5YwJ2eITSZaINr1fskyLX0Cx+SxAmHEY+uSfTwTBCbDROitQ2a9tO7R/S8hQesMSwJ6i0BNMUq1mFg6WA5QoXq6w5NJpVfssmdmZ5XebdPBjIGgONyrN5IlZ8AzgCu+2h5ti8gEfzb0FpM2/xvAFlSqzZ81P3GAierizBWlgYi4WsWadhVjuf5IVQfOc3X3E0ylqUvfErd5qHhzT7z5qjlgo+qf31ECdsy+UTdmRSasXskG7YX7rw+tIdyPblPWQb9aH7IJSOsR/2Zz++PvsD+pz+z69Of6e/x0cF6OzuKEHUX4LRvxkA4zcIgNEl6Se42s7xnP1f78E+DVz3hUkfnYZuOsWXJKqPq1Mn/5T2S1ShmwTjSxJV8HH3iq5YYX1CIHLjf3LBIZeNX8b/nkfaHFZ3/PbW5W0Pud1hMDzj9yM33m3ie/Ee8VLi/84dmoYnHd2VcHpBsv/v6edPrkeJZxek+Ot5+lVOQ6c9fexI+P72+7Ac54yOKeYI4beQGaGcXoNA5XJQZNwIUoOVuwB48hzknwVJ8wLpb8EM9yjMAUUbIbIWCHvEaHzcOSYmhwr4J89IRxUK+yoUvo9CryJRFLyKRoGDSA43ipZGjnc4Gjk+ScY7YaLWq+LMXmbqtU6fPOv6JOOJQDrINw7qDrTw7MOubuA3qGCNzsY0jCcsZkFMacyq6g/La40Z

    submitted by /u/Lazy_Haze
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    1.1 makes LTN kinda obsolete?

    Posted: 27 Dec 2020 07:28 AM PST

    I have been building a megabase recently based on 100% trains and direct insertion in the hopes that the UPS gods won't punish me as it grows. The base is designed in a block system because why not, and it is much easier to copy/paste. Finally understood why nuclear reactors suck for the endgame - much easier to spam solar farms from the map view than to fiddle with water supplies.

    The pace has been okay, though naturally I had to re-do almost everything as I play tested it.

    The biggest obstacle had been the balancing the number of trains in equivalent locations. I am too lazy to name each ore patch train stop with a different name, just plop down a "[Mine] +[item=iron-ore]" and fuhgetabautit. Same for circuits - "[Factory [item=electronic-circuit]] -[item=iron-plate][item=copper-plate]" and chill. But most of the time full trains of copper ore will wait to get processed in one station, while the circuit supplier waits for copper plates in another, butchering throughput.

    I put train stackers generally for twice the number of trains that the stations could take, but sometimes that is not enough, while other times it is overkill.

    I tried with simple automation, but had limited success. If I disable a train station when there is a train there, that works, but if all stations get disabled, the trains top in their tracks and cause a jam. Having only one train per station max is a PITA as well, because I can't guarantee that all stations will have trains. Ideally I'd want to have around two trains per supplier station, which means one train is gathering supplies, the other is unloading at the station. Tried the trick to count number of reds in the stacker to balance out more evenly - works okay-ish, but can't tell that the stacker is chock full of trains waiting for product, and without trains making it.

    As a separate track last night all I wanted was a herd of spidertrons to clean up a bit of biter bases (playing on Railworld, doh!), and naturally opted for one centurion being followed by the rest. Needed 1.1 for the "following" part, it turns out.

    What was a huge surprise to me is that 1.1 has an optional limit of the number of trains that can target a station. This literally fixed all my problems - now I get to limit the number of outpost trains to the stacker size, has a two-train limit on supplier trains, and also balance the number of consumer trains.

    With that in mind, do you folks find LTN still useful?

    submitted by /u/madcow_bg
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    I finally made pyanodon red chips and now i will be working on blue science. It was a big milestone to make red chips. It’s blue cause bobs changes the colors of the circuits. I started the chain to bred korlex. My base grew more from what I posted last time. If y’all want to see it let me know

    Posted: 27 Dec 2020 01:13 AM PST

    Are there any collections of useful Lua Snippets? I just realized we could DM games in Factorio Multiplayer similar to Dungeons and Dragons!

    Posted: 27 Dec 2020 03:24 AM PST

    Are there any collections of useful Lua Snippets? I just realized we could DM games in Factorio Multiplayer similar to Dungeons and Dragons!

    While playing a multiplayer game in creative mode I found out that it is possible for one or more people to play "God" while other people remain in "character".

    Then while playing around in creative mode/editor I found that "Lua-Snippets" exist. This has me absolutely excited! Are there any collections of useful lua snippets? Has anyone already done live scenarios with a DM/ Tasks/ Towns etc?
    _____

    To anyone who hasn't seen it before, the Lua snippet example included in the editor is quite interesting, it lets you select an area and convert any trees within into small biters at the same position.

    You can see it here in an older FFF:

    https://factorio.com/blog/post/fff-316

    How it looks in Editor:

    Area select to run snippet

    Biters:

    Trees replaced by biters.

    submitted by /u/And_Being
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    Updated the old mod "Gore" with new additions

    Posted: 27 Dec 2020 05:51 AM PST

    When you realize there is something about the spoon

    Posted: 27 Dec 2020 01:03 AM PST

    My second try to finish game under 8hrs on regular unfriendly map. But today I will beat it - Xmas time is Factorio Time !

    submitted by /u/Gouzi00
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    Broken Spider

    Posted: 26 Dec 2020 05:02 PM PST

    This community is so nice!!

    Posted: 26 Dec 2020 03:31 PM PST

    I made a post yesterday in how I got the game and how fun it itls and how I really enjoy okaying with friends and everyone was so cool about it welcoming me and giving me tips it really made my day. I honestly think it's because it is a game that most young kids like., like the fortnite kids and only really cool mostly adults or late teenagers play this and they aren't toxic and I really like that.

    submitted by /u/Randumredditguy
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    optimized flow 2.2 GW nuclear plant, with fully contained uranium flow. eats 23,000 water/sec

    Posted: 26 Dec 2020 10:28 PM PST

    optimized flow 2.2 GW nuclear plant, with fully contained uranium flow. eats 23,000 water/sec

    "I am constrained by the technology of my time, or at least the flow rate of pipes."

    so been playing with this the last few days. it will self start, all it needs it to seed the box on the left with at least 40 U-235, it will pull exactly 40 to kovarex and ignore the box from then on, and you can seed the central loop with fuel cells to speed up the startup process a lot, but they're not technically required. All it takes to run the 2.2 GW plant is 100 uranium ore/min and about 5-6 iron plates/min. Water is umm well it takes 23,000/sec, so there are 20 offshore pumps on the right. and the outgoing steam flows at 11,537/sec out the top and bottom line. it takes 196 turbines to eat it on top and bottom. (easiest i have found if you have room is a single pump feeding a row of 49 turbines. directly out of 4 places on the tank/pump line.) the piping took much fiddling with to get full flow into and out of every boiler (i edited the "bottleneck" mod to show for boilers as well)

    https://preview.redd.it/pc8iwwwo9o761.png?width=4848&format=png&auto=webp&s=a711d354451286b73489c87a780ec5343110dbe9

    submitted by /u/JWoodrell
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    lets see if anyone can help me find potential holes in my concept for trains

    Posted: 27 Dec 2020 05:21 AM PST

    problem:

    • I want to have all stations doing the same thing (such as dropping off copper) being named the same thing (so I don't have an endless list of copper dropoff 1, copper dropoff 2, and so of)
    • I want to have designated trains for transporting each material (one for copper, one for green chips, etc) with many trains for each resource if demand calls for it, but only one resource per train
    • I want to NOT have every single train for a given resource race over to a station that only needs one train to come to it, only to have all but the one that got there first end up racing back to where they came from or sit there clogging the tracks waiting for their turn to get into the station. also don't want several trains sitting in a stacker while there's another station that needs them
    • I want trains to evenly distribute themselves between all the stations that need them. so if I have 3 iron dropoffs that need iron (aka they aren't full waiting for their iron to be used by machines) and 3 full iron trains, each dropoff station will get 1 train

    potential solution:

    • Trains will go to a designated waiting area after each pickup or dropoff task and wait to be used, with the stacker for the waiting area being behind the station. this forces the trains to figure out which station to go to at the moment they are needed and leave the waiting area, but it does unfortunately waste travel time as the trains need to return to that station after every task they complete.
    • Stations keep track of how many resources they have and output a signal on the chanel for that item equal to the amount of trains it needs. so a copper plate pickup station can fill 3 trains fully, it will output 3 on the copper plate channel
    • The stacker at the waiting area for that item (two waiting areas per item, one for empty trains and one for full trains) will have each of the signals at the stackers set to open up when the signal for that item goes over a specific number. so if signal = 1, only the first stacker will turn green and let the train through. if signal = 3, the first 3 stackers will turn green.
    • In order to prevent a second train from entering a station that can only service one train at the moment and already has that one train in its station, i need to tell trains to rout to another station in this situation. I had thought about turning the station off, but sadly that forces the current train to leave. i assume my next step is to force a signal to turn red, but i dont know enough about train routing logic to know which signal to force to red to allow exactly how many trains in as needed while telling other trains to find another station instead of just stopping on the main highway waiting to be let in and blocking the tracks for the other trains. im not even sure if this solution would work at all

    if anyone can provide a solution to that last bullet point as well as point out any other flaws in this solution, please let me know. thanks

    submitted by /u/NexGenration
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    THE FACTORY MUST GROW!!!!!!!!!

    Posted: 26 Dec 2020 07:52 AM PST

    Most efficent train stop designs.

    Posted: 27 Dec 2020 08:08 AM PST

    What are your most efficient loading and unloading train stop designs?

    submitted by /u/youtheone1
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    How to automate trains? (Newbie)

    Posted: 27 Dec 2020 02:08 AM PST

    I'm currently around 8 hours into Factorio and I don't know how use trains. Any help?

    submitted by /u/thewillier
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    Progressing after red and green science?

    Posted: 27 Dec 2020 04:16 AM PST

    I automated red and green science to 2/s. I wanted to go ahead ,but I noticed that a lot of people use a "mainbus" throughout their base. Do you still count out how many Items per second on a single lane are or do you just max out the belts and look if everything gets enough?

    submitted by /u/Palomar_2006
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    Finally made my tiled nuclear power plant. I hate handling fluids [SE+K2]

    Posted: 27 Dec 2020 07:35 AM PST

    How to I get my original satisfaction back?

    Posted: 27 Dec 2020 03:16 AM PST

    When I first got factorio I was instantly hooked, it sounds stupid but it was probably the happiest I've ever been. After only about 200 hours into the game it just doesn't feel the same anymore and I don't know how to get it back again, I have tried playing with about 50 mods but that felt too time consuming

    submitted by /u/pjjiveturkey
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    My first time trying to make a mega base, I still a new and might need help. Just showing progress rn.

    Posted: 27 Dec 2020 05:44 AM PST

    Anyone have/know any good Space Exploration mod packs?

    Posted: 27 Dec 2020 05:10 AM PST

    I have so many mods on right now that it's all so confusing for me. What do you use that you love most?

    submitted by /u/Jackpot807
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