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    Tuesday, January 19, 2021

    Factorio decided it might be time to deconstruct some of kovarex centrifuges.

    Factorio decided it might be time to deconstruct some of kovarex centrifuges.


    decided it might be time to deconstruct some of kovarex centrifuges.

    Posted: 18 Jan 2021 09:05 PM PST

    In transition to city block.

    Posted: 19 Jan 2021 04:45 AM PST

    Launched my first rocket! Ridiculously good game.

    Posted: 18 Jan 2021 05:36 PM PST

    I love trains (250 and counting) ! Sharing my FAILED smelting array of my megabase wannabe before replacing it with a more compact new version. Details on captions. Feedback always welcome.

    Posted: 19 Jan 2021 01:25 AM PST

    A train unload stop that forces the train to depart when any of its wagons become empty

    Posted: 19 Jan 2021 05:44 AM PST

    Motivation:

    When building train-centric sub-factories that feed symmetrical lanes of furnaces/assemblers, complex 8/16/32 lane belt balancers are overkill when under normal operations. For any given train stop, each wagon should be loading or unloading at the same rate, therefore they should all become full or empty at the same time.

    But occasionally something goes awry (such as a design flaw or human tampering with trains) causing the wagons to be unloaded unevenly. Without some kind of error correction, this could lead to some belts being starved while the train sits with some empty and some non-empty wagons. Belt balancers are the most common way to correct for this, but as the number of wagons increases, so does the complexity of the belt balancers needed to handle them.

    Another approach is to force the train to depart early once one or more wagons have emptied, leaving material in some wagons. This will have a ripple effect as the imbalance propagates upstream eventually reaching the ore patches. Since ore patches are irregular, they require some form of balancing anyways. This does create some "wasteful" train traffic, but since this is meant for the rare case of correcting imbalance, it shouldn't happen often enough to be significant.

    How to:

    It's not possible to measure how much material is in a wagon directly, but it is possible to count how much material has been unloaded from a wagon via circuit networks. Assuming trains always arrive full, an empty wagon can be detected by comparing that count to a full wagon's capacity. Once a wagon is empty, a timer with a short grace period gives the other wagons time to finish up, before the wagon is signaled that it should depart, at which point the counters are reset.

    Explanation of circuits as labelled in the image:

    • A. Train schedule: In addition to departing on empty cargo, the train is also going to depart on circuit signal D (D for Depart).
    • B. Train stop: Check "Send to train" and "Read stopped train (T)". The former is how the train will receive the D signal from the circuits, while the latter will be used to reset the counter in between trains.
    • C. Constant combinator: D=-120. 120 means 2 seconds in game time. This is the grace period after the first empty wagon before the train is forced to depart.
    • D. Decider combinator: Condition: E>0 (E for Empty); Output: D=Input count. This combinator acts as a timer counter that starts when one or more empty wagons are detected.
    • E. Constant combinator: D=1. This seeds the counter for the pervious combinator.
    • F. Decider combinator: Condition: (material signal)=(total amount of material in a full wagon); Output: E=1. For each wagon, this combinator reads the output of combinator labeled G to signal when a wagon is empty. Then all of these combinators are wired to the combinator labeled D.
    • G. Decider combinator: Condition: T!=0; Output:(material signal)=Input count. For each wagon, this combinator acts as a counter by reading the hand contents (pulse) of the inserters pulling from the wagon. It resets whenever a train departs the stop.
    • Inserters. Set the inserters to read hand contents (pulse).

    Wiring:

    1. For each wagon (copy + paste is your friend): a. Wire (red) the train-to-chest inserters to the input of combinator G. b. Wire (red) the output of combinator G to its own input and to the input of combinator F
    2. Wire (green) the train stop to the inputs of each combinator G.
    3. Wire (green) the input of combinator D to the outputs of each combinator F.
    4. Wire (red) combinator E to input of combinator D
    5. Wire (red) the output of combinator D to its own input and to combinator C
    6. Wire (red) combinator C to the train stop

    Pre-requisites/Assumptions:

    • Trains always arrive to unloading stations completely full. This is important for the check done by combinator F.
    • The wagons feed into symmetrical designs such that each one is being consumed at an even rate.
    submitted by /u/jimbolla
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    Beat the game in 06:23 on first "speedrun" attempt - got GOTLAP+No Spoon - all thanks to Nefrums' guide!

    Posted: 19 Jan 2021 06:20 AM PST

    Which Operating Systeme do you use to play Factorio ?

    Posted: 19 Jan 2021 12:30 AM PST

    Just launched my first rocket! I present to you my spaghetti factory

    Posted: 18 Jan 2021 10:01 AM PST

    My very early blue science Pyanodon's base. 125 hours in. The whole base is a bottleneck

    Posted: 18 Jan 2021 10:38 AM PST

    Trains, quick question!

    Posted: 19 Jan 2021 06:35 AM PST

    Hi there, just got this fantastic game! Quick question about trains. I have a simple, single track connecting two stations. To set an Automated route do I need to have a locomotive at each end of the train (i.e. do the trains in auto only drive 'forwards'?)

    submitted by /u/PrivateRollo
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    Show me your Vanilla mega factory

    Posted: 19 Jan 2021 12:50 AM PST

    I am not really interested in god modules or spawned in resources. I want to see factories that are pure vanilla with lots of biters (harder the better) that expand outwards kilometers and kilometers.

    submitted by /u/ClockworkAlex81
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    Start Of My Robot World Base.

    Posted: 18 Jan 2021 04:20 PM PST

    The Eternal Pain For Wood. (they are being made into chest then recycled back into wood on repeat)

    Posted: 18 Jan 2021 07:05 PM PST

    There is no MF SPOON. First try :)

    Posted: 18 Jan 2021 08:47 AM PST

    Biter masochist

    Posted: 19 Jan 2021 12:55 AM PST

    Does anyone else play this game with biter settings jacked up so high the biters come crashing in before you can even get a single turret up. If I'm not barely hanging on doing green science, I'm not having fun.

    submitted by /u/ClockworkAlex81
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    New player here, about 100 hours in. After tearing down my factory 4 times and starting from scratch, it always seems to end up in spaghetti...

    Posted: 19 Jan 2021 07:25 AM PST

    Here's a screenshot of the action. I figured this time around I would build in a column to allow any assemblers to expand to the right if they need to, so I could increase / decrease production of any materials as needed. I underestimated how many different types of materials I would have going up the main bus though... I think I'm at a precipice where I need to do some serious planning to avoid spaghetti falling off my plate and all over my pants.

    submitted by /u/suspicious_gardener
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    Have you ever unknowingly worked yourself into an unrecoverable situation that forced you to abandon a multi-hundred hour game? If so, how'd you get to that point?

    Posted: 18 Jan 2021 05:57 PM PST

    it may not be efficient having this many bots fly this far but it sure looks cool

    Posted: 18 Jan 2021 07:05 PM PST

    How many rockets have you launched?

    Posted: 18 Jan 2021 10:01 PM PST

    Well.. that's why the iron bus is running dry... **sad engineer noises**

    Posted: 18 Jan 2021 10:28 AM PST

    Well.. that's why the iron bus is running dry... **sad engineer noises**

    just came back from clearing and expanding... and noticed my iron buss pretty much empty... using the auto deconstruct mod, and this was after clearing all the red ones out. it "was" at one point a 1.2 million iron patch... nom nom nom

    https://preview.redd.it/r32lamhvv4c61.png?width=1920&format=png&auto=webp&s=8b852f16a39854f5f229de77375afe28590e7e6f

    submitted by /u/JWoodrell
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    Massive noob overwhelmed by aliens. any tips you can give me?

    Posted: 18 Jan 2021 04:51 PM PST

    Thanks to some of your advices i built a new base in 4,5h ,still much to learn

    Posted: 18 Jan 2021 02:20 PM PST

    Heard we are posting Py bases today. This one barely produces Blue Science, ca 240hrs in

    Posted: 18 Jan 2021 11:08 AM PST

    Just putting this out there for my fellow factorio fans. If you want any factorio models 3d printed from the link let me know in a pm. Noticed a bunch of people love these but dont have a 3d printer themselves. So feel free to contact me, my rate is fair.

    Posted: 19 Jan 2021 04:54 AM PST

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