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
- If your access to water is limited you can add tiny peninsulas to have more pumps in a small space
- I thought I was being paranoid
- 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...
- The Buddha of Factorio
- Pairwise division with combinators
- 1.1 makes LTN kinda obsolete?
- 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
- Are there any collections of useful Lua Snippets? I just realized we could DM games in Factorio Multiplayer similar to Dungeons and Dragons!
- Updated the old mod "Gore" with new additions
- When you realize there is something about the spoon
- Broken Spider
- This community is so nice!!
- optimized flow 2.2 GW nuclear plant, with fully contained uranium flow. eats 23,000 water/sec
- lets see if anyone can help me find potential holes in my concept for trains
- THE FACTORY MUST GROW!!!!!!!!!
- Most efficent train stop designs.
- How to automate trains? (Newbie)
- Progressing after red and green science?
- Finally made my tiled nuclear power plant. I hate handling fluids [SE+K2]
- How to I get my original satisfaction back?
- My first time trying to make a mega base, I still a new and might need help. Just showing progress rn.
- Anyone have/know any good Space Exploration mod packs?
we did it, factorio as nominee for at least 1 steam award Posted: 27 Dec 2020 03:42 AM PST
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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
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I thought I was being paranoid Posted: 26 Dec 2020 08:06 AM PST
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Posted: 27 Dec 2020 04:11 AM PST
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Posted: 26 Dec 2020 07:29 PM PST
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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 [link] [comments] | ||
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? [link] [comments] | ||
Posted: 27 Dec 2020 01:13 AM PST
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Posted: 27 Dec 2020 03:24 AM PST
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Updated the old mod "Gore" with new additions Posted: 27 Dec 2020 05:51 AM PST
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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 ! [link] [comments] | ||
Posted: 26 Dec 2020 05:02 PM PST
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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. [link] [comments] | ||
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
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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:
potential solution:
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 [link] [comments] | ||
THE FACTORY MUST GROW!!!!!!!!! Posted: 26 Dec 2020 07:52 AM PST
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Most efficent train stop designs. Posted: 27 Dec 2020 08:08 AM PST What are your most efficient loading and unloading train stop designs? [link] [comments] | ||
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? [link] [comments] | ||
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? [link] [comments] | ||
Finally made my tiled nuclear power plant. I hate handling fluids [SE+K2] Posted: 27 Dec 2020 07:35 AM PST
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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 [link] [comments] | ||
Posted: 27 Dec 2020 05:44 AM PST
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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? [link] [comments] |
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