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    Wednesday, March 24, 2021

    Factorio Forbidden Spaghetti: Direct Insertion?

    Factorio Forbidden Spaghetti: Direct Insertion?


    Forbidden Spaghetti: Direct Insertion?

    Posted: 24 Mar 2021 01:09 AM PDT

    Factorio and mental health

    Posted: 23 Mar 2021 11:16 AM PDT

    So, I'm bigjobs and I'm not well. I have anxiety and bi-polar and i've been off my medication for some time.

    I've also quit drinking and smoking (~400 days and ~175 days respectively).

    I'm just coming out of a manic episode, my first one since being sober. It was quite the experience.

    There is a reason why i've been sober and off meds, I wanted to get a baseline for how i am with no stimulants/depressants/anti-psychotics, and while I don't think i'm back to baseline just yet, I wanted to share how factorio has helped me.

    At the beginning of this episode, I was sitting on the couch all day, with my wife providing drinks/snacks as and when, with pretty unmanageable anxiety, and unable to control my thoughts. I explain it as "thinking of so everything, so you can't think of anything".

    I had seen factorio posts on reddit and I kept on meaning to play it, so I bought it on 23rd February. 573.3 hours (i just checked) later and i'm feeling a lot better again. With no drugs.

    It gave me something to do while I was thinking. I didn't have to think of everything, just how many gears I needed, or where i was going to place a belt. I was still thinking of everything, but that was in the back of my mind while I was playing factorio.

    Long story short, I've had some sort of emotional breakthrough yesterday, at which point my anxiety has gone. Like someone switched on a light and the dark vanished.

    I remember years ago, there was a SNES emulator for the PC, but it needed a really slow PC to be able to run it, so you could run a program in the background to slow the PC enough to be able to play the emulator, and I'm convinced that's what's happened here.

    I'm sorry if this isn't the right place, but I had to share this before I lost the thought, and i'll be seeing a psychiatrist soon, now that I can say that i've experienced it at baseline so know it's really real.

    submitted by /u/Bigjobs69
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    Discovered Roundabout Junctions. Also discovered chronic deadlocks when they are too close together.

    Posted: 24 Mar 2021 02:27 AM PDT

    Version 1.1.28

    Posted: 24 Mar 2021 06:26 AM PDT

    Minor Features

    • Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. more
    • Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters.
    • The announcement of player death now contains GPS tag with the location.

    Balancing

    • Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force.

    Bugfixes

    • Fixed incorrect color lookup table interpolation for ambient light around noon.
    • Fixed that built electric pole from map view was also opened with the same click with alternative key binding. more
    • Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. more
    • Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. more
    • Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint. more
    • Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous. more
    • Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt. more
    • Fixed that renaming Spidertron didn't trigger on_entity_renamed. more
    • Fixed that disabling side menu guis through script would sometimes leave an empty frame. more
    • Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations. more
    • Fixed that focus-search didn't in some GUIs work while in the map editor. more
    • Fixed that chat icon selector didn't remember the last opened tab when used outside the game.
    • Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window.
    • Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search.
    • Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available. more
    • Fixed rare crash when using Map editor -> Convert save. more
    • Fixed electric pole connection consistency issue related to fast replace of modded entities. more

    Modding

    • Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
    • Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded. more
    • Loaders are now able to take or insert more than 1 item per transport line per tick. more

    Gui

    • Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally.
    • Unified the search button in the mod settings GUI.
    • Improved some descriptions in Map Generator GUI. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    1-Hour Nuclear Mall

    Posted: 23 Mar 2021 11:08 PM PDT

    If your bots are constantly dying in battle trying to repair, you can try delaying them using the logistics system

    Posted: 24 Mar 2021 01:30 AM PDT

    https://streamable.com/hmsq8i

    Basic idea is: Force the construction bots to travel before repairing. When done, they head to the roboports near your wall. Then you bring them back to the original (far away) roboport

    The steps are as follows:

    1) create a "T" shape with your roboports

    2) next to each roboport along your wall, have an inserter pull from the roboport into a yellow/red chest

    3) have a green/blue chest next to the roboport furthest from your wall. It should be requesting all the construction bots in the network. Have an inserter put the chest contents into the roboport

    4) Have some logistic bots in the network so they can bring your construction bots back

    5) Add a longer chain of roboports to adjust the delay distance as necessary depending on your situation (bot speed research, etc). You can even bend the stem of the "T" shape to avoid other nearby networks

    Of course, there are several drawbacks to this (the cost of any lost turrets could outweigh the bots, or your defenses might fall completely without anything repairing, etc) but as long as your defenses are solid (flamethrower turrets!) it should be fine

    Alternatively, you can also use belts to move the construction bots back to the original roboport if you haven't researched the logistic system yet. However, belts might be too slow to move your bots back in time for the next attack (depends on how big an area your choke point is and what level belts you have). To keep it safe, have more bots than usual so there's always some ready to go while others are still moving on the belts

    submitted by /u/fiduciary_wannabe
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    Just started producing Logistic Science Packs in Pyanodons after 72 hours. It was not easy!

    Posted: 23 Mar 2021 10:37 PM PDT

    New version of universal modular station. With this station, you only need to specify the size of the stack of items / ore.

    Posted: 24 Mar 2021 06:00 AM PDT

    Simple and compact 1k science

    Posted: 24 Mar 2021 05:40 AM PDT

    Simple and compact 1k science

    Decided to make some science blueprints for a megabase I'm planning.

    The things I tried to accomplish:

    • ratios must be as close as possible
    • must produce most of the intermediaries for the science (no more "the robot frames, low density structures, rocket fuel, solar panels and accumulators are inputs because you should already make them somewhere else)
    • it must be as compact as possible
    • it must not turn into spaghetti (although there is a lot of belt weaving in the purple science and a bit of spaghetti in the satelite production)

    I used Max rate calculator mod for making calculations and Assembly Analist to find and fix bottlenecks.

    You cna find the blueprint here :

    https://factorioprints.com/view/-MWZ7roRMvJdUFwYxU7y

    and soon here too

    https://www.factorio.school/view/-MWZ7roRMvJdUFwYxU7y

    Production averaged over 1 hour

    Red science

    Green science

    Military science

    Blue science

    Purple science

    Yellow science

    Space science

    submitted by /u/Slenderu118932v2
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    Beaconed Artillery Shell production

    Posted: 24 Mar 2021 08:34 AM PDT

    Infrastructure as Code

    Posted: 23 Mar 2021 04:55 PM PDT

    Here's an idea. I know the playerbase of Factorio has an unusually high ratio of software engineers. What if instead of clicking things to build your factory, you built it in code? Blueprints then become functions (and suddenly you can reuse small segments of "blueprints" across many "blueprints", DRY all the way). Reorganizing the factory becomes refactoring code.

    Such a thing (mod?) would probably need some nontrivial logic to avoid messing up existing buildings / ghosts when building; I suppose the simplest way would be making it just create ghosts. It would be awesome if it could load code from files on disk (that you could edit in a proper editor), but also provide a simple text editor in-game. Error reporting would need to be considered as well. Maybe scripts would be anchored to special buildings (kinda like projectors in Space Engineers), and positions would be relative to the anchor.

    It would also need to expose a somewhat high-level API to actually place things. Something like:

    codetorio.conveyor({ codetorio.player.position.x, codetorio.player.position.y }, 10) 

    If you're thinking that's awfully specific: yes it is, because I built a proof-of-concept. I don't think I'll put in the time to make it really awesome, but maybe it's interesting enough for someone to pick it up.

    Code is available at https://github.com/abesto/codetorio. A quick video showing it in action: https://www.youtube.com/watch?v=_SCyU4d1Ips

    This proof of concept has a bunch of flaws (crashes if you click the shortcut multiple times; crashes if you try to use it after leaving the window open when saving, then reload; crashes if you try to execute a script with an error; crashes basically if you look at it wrong). That's not the point. The point is: THIS IS ACTUALLY FEASIBLE

    submitted by /u/abesto
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    Improved "Very simple, self-sustaining Kovarex system"

    Posted: 23 Mar 2021 12:48 PM PDT

    Renai Base Concept: It's starting to take shape! (Well, it took 6 ingame minutes to fall apart which is a new personal best :D)

    Posted: 23 Mar 2021 11:06 AM PDT

    The Worm!!!!

    Posted: 23 Mar 2021 12:56 PM PDT

    My Krastorio 2 + AAI + LTN base, currently transitioning from main bus to city block

    Posted: 24 Mar 2021 02:23 AM PDT

    What’s your laundry list of essential blue prints.

    Posted: 24 Mar 2021 12:26 AM PDT

    A while back I posted that I lost all my self-made blue prints, there were many great suggestions and I tried all of them but they ultimately ended up in vain. No problem I thought I can remake all my blueprints from scratch....

    ...or so I thought, I just couldn't garner up the motivation to revisit all that I lost, felt like 90%ing a game only to find out that your brother overwrote the save file. I just couldn't get back into Factorio after that. So instead I'm thinking to gather together all the essential blueprints used.

    So what are your best books on early game malls? Your best books on late game malls? Your best books on balancers? Your best books on science, your best books on trains, your best books on nuclear? The books that you think everyone should have and be using?

    submitted by /u/Caladbolg_Prometheus
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    [LTN] Requests too many trains

    Posted: 24 Mar 2021 07:42 AM PDT

    [LTN] Requests too many trains

    I'm using LTN to request from City-Block to City-Block trains fully filled with one type of item.

    I have used this set-up many times - i have warehouses and bulk rail unloaders as Buffers connected to the constant combinator and connected to the LT Stop Input. I request 3 different items which get sorted to the warehouses. The constant combinator is set negative to the values given in the picture. This is less then what a warehouse can buffer for the corresponding item (iron 36k, copper 36k, sulfur 18k).

    The Problem is, as soon as I connect the signal to the LT Stop Input (the lamp) 6 Trains get scheduled even if no item is needed. This goes on and on and i had 14 trains scheduled in between. I tried request stack threshold, I upped request threshold, I lowered requested items, I changed # Limit Trains to no avail..

    Can someone help me and point out the error I'm not seeing?

    Thanks in advance!

    Edit: I think I figured it out. I set the massive provider threshold lower and now it seems to work - so probably an integer overflow.

    https://preview.redd.it/e8gjnlp6nzo61.png?width=1920&format=png&auto=webp&s=1dbffb66bf27dc094b3914adc8035c0d7d3a213b

    submitted by /u/KantenKlen
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    [Space Exploration] Just got to mass producing iridium, this stackable long boi produces 1 blue belt of ingots :D

    Posted: 23 Mar 2021 02:24 PM PDT

    For a new player, is there a mod that adds technology descriptions?

    Posted: 24 Mar 2021 06:38 AM PDT

    When I'm browsing the research options, I can see the unlock icons, but in most cases that doesn't really explain what I can do with them. Some are self explanatory, like the solar panels or the weapon upgrades, but most of them I'm just researching without the faintest idea of what I'm actually doing. Since I'm using Bob's mods which adds things like electrolysis (I still have absolutely no idea how it works), it would be nice to have some insight into my choices of research.

    So far my runs have been trial and error, but I'm loving every second aside from the research aspect.

    Edit: I see the tooltips but I was hoping there was a way to see the description under the "Effects" tab for each icon.

    submitted by /u/GP_Gabriel
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    Needed a low profile 8x8 belt balancer and couldn't find one online. So I made my own - a 4 block high design, great for train stations.

    Posted: 23 Mar 2021 10:43 AM PDT

    Most realistic modpack?

    Posted: 24 Mar 2021 06:04 AM PDT

    Yeah...

    I always felt like the big overhaul mods like Krastorio, Bob&Angels, Pyanodon, industrial revolution... just add complexity for the sake of complexity. What I'd like to know is: Which modpack adds the most realistic gameplay?

    submitted by /u/Legendendear
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