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    Tuesday, January 12, 2021

    Factorio Now that's just adorable

    Factorio Now that's just adorable


    Now that's just adorable

    Posted: 11 Jan 2021 07:56 PM PST

    TIL: you can turn on and off a power switch from anywhere in the map if there's a radar nearby.

    Posted: 11 Jan 2021 10:18 PM PST

    On today's episode of "Who let me play this game?": A really ugly ore and coal combiner. The worst part is... it's probably modular

    Posted: 12 Jan 2021 04:39 AM PST

    2.5 hours in. Got some resources, then decided to make a better base from scratch. I think it's going pretty well

    Posted: 12 Jan 2021 05:13 AM PST

    [WiP] One Belt No Loop Sushi for LDS

    Posted: 12 Jan 2021 03:30 AM PST

    I just realized that corners desynchronize belt sides pretty hard. Is there a way to remedy it or do I have to deal with it?

    Posted: 12 Jan 2021 01:55 AM PST

    Signs you're getting close to the end of your current play through.

    Posted: 12 Jan 2021 06:49 AM PST

    Got Factorio for Christmas, here's my first base

    Posted: 11 Jan 2021 11:48 AM PST

    My first successful attempt. After 400 hours, this is my first factory that actually survived until the oil part of the game.

    Posted: 11 Jan 2021 04:19 PM PST

    This subreddit ruined my experience with the game

    Posted: 11 Jan 2021 02:55 PM PST

    Sorry if this post isn't appropriate but let me preface:

    Don't get me wrong, I'm not here to complain about the subreddit. The issue was created by my own fault, but I just wanted to share and see if anyone else had the same issue.

    I found this game from a youtuber who barely got into it, just broadcasted less than a couple hours into the game and I was hooked. I loved the concept. I bought the game quickly and had insane fun with it. I knew about this subreddit, but never went on it, posted screenshots of my first base, people told me it was good and to continue to explore the game. I realise I needed better organisation and was advised to relocate. So I did but when I tried to rebuild I had so many issues so after 80 hours I restarted. Then I made the mistake of scrolling through this subreddit for inspiration.

    I love this subreddit to bits, but I honestly can't enjoy the game anymore because of it, I had so much fun playing and experimenting with it, came on here and realised I'll never be good as others. I'll see everyone's creations and realise, I'll never be able to do this. I can't fathom understanding the game well enough to create these. And as much as I love the game I cannot enjoy it anymore as every time I play, I immediately search up guides, paranoid I'm being terrible at the game at every second.

    So whilst this subreddit has helped me in sorting out issues and I do love seeing people's creativity; I honestly wish I never found it.

    submitted by /u/mcreetus
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    I designed a new 64x64 tile starter-base that produces a small amount of Military and Blue science. Not much is in-ratio. It also features laser turrets, solar panels, and robotics bootstrapping. BP in comments.

    Posted: 12 Jan 2021 07:21 AM PST

    Shouldn't efficiency modules say that they reduce pollution too?

    Posted: 11 Jan 2021 09:39 PM PST

    Or at least make abundantly clear from the start that pollution is directly related to energy usage. Most pollution seems to come from electric miners, and it'd be really good to know that you can do something about it without external sources.

    submitted by /u/rain_awareness
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    Super simple blue belt unloading

    Posted: 11 Jan 2021 09:15 AM PST

    A tour of my not-quite-properly-cooked spaghetti base (all science except rocket science)

    Posted: 12 Jan 2021 02:52 AM PST

    Mods for New Playtrought

    Posted: 12 Jan 2021 06:23 AM PST

    Hi Folks, want to start over for 1.1 and unsure which great Mods I should get.I love the LTN Mod last time i played and want to Focus on Trains.So RSO ist in the Pack. But what else? Nothing to complicated please, some New Endgame and some more Ores maybe? Does Krastorio 2 fit?

    Edit1: nothing to Complicated = Space Exploration, Bob with Angel, etc.

    submitted by /u/Gex87
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    A while back I posted my scalable flying robot frame, it was pointed out it had one small problem, well now it's fixed with circuits. Should be very useful and simplify Yellow science and robot production.

    Posted: 11 Jan 2021 07:02 PM PST

    My first time working with circuits, well this doesn't look like an absolute atrocity at all...

    Posted: 12 Jan 2021 05:19 AM PST

    One way rail join into 2 way rail section?

    Posted: 12 Jan 2021 08:15 AM PST

    I want to connect a one way rail section into a 2 way rail section. The 1 way rail section has 2 tracks like on a typical road. I want to somehow connect this to a 2 way section, and block that off so that only 1 train can operate on that 2 way section at a time, to prevent one way trying to leave while another is going in and colliding head on.

    How would I do this? This 2 way rail section also intersects with another track which makes figuring out the blocks kind of confusing for me.

    submitted by /u/lllllllllll123458135
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    What mod would you recommend to someone who has finished Industrial Revolution, Krastorio, Space Exploration, Seablock, and Pyanodon and wants something similar

    Posted: 12 Jan 2021 08:08 AM PST

    Sigh... what am I not getting about power?

    Posted: 11 Jan 2021 11:12 PM PST

    Sigh... what am I not getting about power?

    I'm trying to figure out why only half my steam engines are working - and why my solar is totally flailing. Below is my steam... upper left corner isn't working but I don't see any reason why (I dropped extra connectors everywhere).

    https://preview.redd.it/6ms8pdsvoua61.png?width=1162&format=png&auto=webp&s=106b1ce13e65659bbc978e337d4006bf581f0bf2

    For solar...

    https://preview.redd.it/ccav21h0qua61.png?width=975&format=png&auto=webp&s=fc93f87cbeb4354513b4a2b014dbdc4312d9d071

    I have that times four - and it NEVER seems to result in reliable power. Am I missing something?

    submitted by /u/Iron_Yuppie
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    how can i make something go through a loops several times before leaving

    Posted: 12 Jan 2021 07:36 AM PST

    Inserters getting stuck loading: trying to solve it

    Posted: 12 Jan 2021 07:31 AM PST

    Let's say you're finishing loading iron. Only 20 plates left to load, but 12 stack inserters are too eager to do the job. What happens?

    Inserter looks in the wagon, sees plenty of space, and picks up 12 iron plates. Every inserter. That's 144 plates in total being grabbed.

    One inserter gets lucky enough to drop his payload (or her payload, we can't assume inserter gender nowadays). Another one can only drop 8, so 11 inserters out of 12 will be holding onto their iron and screaming "my precious".

    If this train has more space locked for copper, only 1 inserter will load it. If other train comes expecting copper, only 1 inserter will load it. That is a problem.

    People have been asking to fix this for years. It matters for outpost stocking in vanilla (for example, rain9441's TLS), seablock bases frequently end up having 6 ores+catalyst all in one wagon, and many places elsewhere.

    So, what can we do about it?

    Assumptions:

    1. All configuration is done via filtered slots inside wagons.
    2. No combinator settings for cargo (too inconvenient to set up and copy everywhere).
    3. Many items, including those with different stack sizes.
    4. Many wagons, each wagon may have different items.
    5. Many trains, each can have different configuration of items required.
    6. As few combinators as possible (trying to avoid 1 combinator per each inserter).
    7. No mods (wanna use it in vanilla TLS load).
    8. No LTN (it solves this with locked slots, but I'm avoiding the mod due to license issues).

    Reading train contents is widely used for precision loading, but it only really works with 1 wagon. Loading into intermediate chests doesn't work if we have different train configuration (also requires external configuration besides locked train slots).

    So only option I found: adding 1 inserter that takes extra items out of the train (calling it "outserter" below). But how we can know which items to unload?

    Key insight: we know the amount of time inserter needs for one swing. Box-to-box stack inserter takes exactly 26 ticks, for 13 ticks it will hold the item and for other 13 ticks it will be empty doing return swing.

    If we know that an inserter grabbed item on 0th tick, on 13th tick it will no longer have it. If it's still has something, we know it's stuck.

    The rest is easy: sync up all inserters with a 26 ticks period clock. Inserters are enabled as a pulse on 0th tick. Outserter starts on 13th tick filtered with whatever inserters are still holding:

    You can improve it by adding second set of inserters in counterphase. Note: it needs increased period of 28 ticks (+1 tick per set), so they can't get stuck holding the same items:

    But it has a limitation: outserter requires stack size=1.

    Setting stack size should be easy, right?

    Now I'm gonna complain about Factorio combinators.

    1. Stack inserters can't receive stack size per item encoded as that item. Stack size="Each" was suggested 1, 2, not implemented yet.
    2. Can we get minimum count of items and use it as stack size? Yes, but not really. There are no min/max combinators, and existing combinator setups either work by iteration (5+ combinators and indeterminate time). Allaizn suggested adding aggregate functions to arithmetic combinators, not implemented yet.
    3. We can just pick any signal right? "Anything" as a decider output was suggested for this purpose, not implemented yet 1. Other threads yielded no easy solutions 2, 3, 4.

    Only thing I was able to come up is: make sure that all inserters are holding the same type of item (which they will do if all chests have the same contents and start at the same time). So second type won't start loading until all inserters are free:

    Symmetric version with 2nd inserter set (and +2 tick period, see above):

    This works with all vanilla inserters if you reconfigure all timings (stack inserters = 26 tick period; blue = 26; red = 50; yellow = 72, burners = who loads trains with burners?).

    If you have modded inserters, you can measure their period by loading in editor, or adapt this bp (read inserter period as M on substation):

    Suggestions and improvements are very welcome.

    submitted by /u/rlidwka
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