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    Tuesday, March 23, 2021

    Factorio Renai Transportation: Violation of momentum conservation leads to invisible trains

    Factorio Renai Transportation: Violation of momentum conservation leads to invisible trains


    Renai Transportation: Violation of momentum conservation leads to invisible trains

    Posted: 23 Mar 2021 06:28 AM PDT

    An intersection with lane changers that isn't terrible

    Posted: 22 Mar 2021 06:30 PM PDT

    Allow unresearched recipes on ghost buildings

    Posted: 23 Mar 2021 06:21 AM PDT

    One frustration of blueprints is that placing a building (assembler, oil refinery, chem plant, etc) with an unresearched recipe creates a ghost building _with no recipe at all_. You have to go back and manually set recipes on buildings placed by blueprints which is tedious and very anti-automation. However, since you're able to place ghosts of unresearched _buildings_ it seems logical that you should be able to place a ghost unresearched building set to an unresearched recipe.

    Placing a real building on a ghost with a researched recipe automatically sets the recipe (nice!). But if instead you tried to place a building on a ghost with an unresearched recipe I see two ways it could be handled: either the building's recipe is unset (like replacing an assembler 2 with an assembler 1 when the recipe cannot be built by an assembler 1) _or_ the building keeps the recipe but does not work (like a drill out of ore) and has the big red prohibition symbol (currently seen on blueprint previews with unresearched recipes) which is removed as soon as the recipe is researched.

    Maybe there's a mod that does this?

    submitted by /u/kuporific
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    Can somebody help me figure out how these signals?

    Posted: 23 Mar 2021 04:44 AM PDT

    A Locomotive's Fever Dream - Wube Goldberg Machine 2.0

    Posted: 22 Mar 2021 02:12 PM PDT

    15 red and green per minute 527 kW (efficiency experiment)

    Posted: 22 Mar 2021 04:09 PM PDT

    What do you think about an abstract browser variant of factorio?

    Posted: 23 Mar 2021 08:28 AM PDT

    How to disable constant 'entity destroyed' pings for land mines?

    Posted: 23 Mar 2021 06:05 AM PDT

    I like using land mines, but every 3 minutes or so when there's a biter attack I get 2-4 "Entity is destroyed" pings with accompanying audio cues, and it's just the biters stepping on my landmines.

    Is there a way to disable this specific ping for landmines only? Some cursory googling indicates this was an issue back in 2014 but was allegedly fixed. Was it reintroduced?

    submitted by /u/Poobslag
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    Is there a mod for "tap dance" keybindings?

    Posted: 23 Mar 2021 03:38 AM PDT

    I have a problem that I always have difficulty finding objects in the inventory (it is a little bit easier in the build menu because entities don't change position there).

    I often end up hovering over an item in the build menu to get it highlighted in the inventory.

    Quick bar solved this problem a little, but it is a little bit tedious to manage. I try to set my items always at the same places, but often the requirements change during the game, so I end up using all possible spaces and not using the early game entities.

    I envisioned a perfect solution for me would be to use "tap dance" keybindings.

    I am using Spacemacs editor for programming, and it has this really cool idea of mnemonic multi-keystroke keybindings, all starting with space. E.g. to access project files, I am pressing SPC and then "p" (for a project) and then "f" (for files).

    This style of using multiple consecutive keystrokes is sometimes called "tap dance".

    I think it would work quite well with factorio menus, which are very hierarchical. One keystroke to select action, second for a group, third for a subgroup, last for an entity.

    E.g. build 5 assemblers could be:

    • e - to open the window
    • 5 - for building 5 at a time
    • a - for assemblers
    • b - for basic

    There should also be a keystroke for repeating the last action.

    Is there a mod that does something like that?

    If not, would you be interested in using something that works this way?

    submitted by /u/tomekowal
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    My first legit base. Ran out of room after I started making yellow science packs. The whole thing runs on solar tho. So that's neat.

    Posted: 22 Mar 2021 03:33 PM PDT

    So I’ve never played with enemies on in this game. 515.5 Hours. So let’s change that.

    Posted: 22 Mar 2021 06:56 PM PDT

    Yep. I've added Natural Evolved Enemies, Schalls Endgame Evoution, Big Monsters, and just to add to the rage inducing that this will cause. RAMPANT!! And with 5Dims. So I'll post updates. Though my first plan is military and conquer an area. Then go from there.

    submitted by /u/a-non-vegan
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    Factorio Combinator Compiler v0.1

    Posted: 22 Mar 2021 12:26 PM PDT

    This is a preview of the Factorio Combinator Compiler (FCC). You want to perform complex calculations without wiring up hundreds of combinators by hand? Look no further!

    The FCC is a tool that can convert a simple programming language to an equivalent Factorio blueprint.

    Language features

    Strongly typed variables

    Variables can be of type int or boolean. I am working on support for sets (of signals) and IEEE floats.

    a = 100; //Types are implicit, this is an int b = a > 50; //This is a boolean //b = b - 5; //This is illegal a = a + 1; result = (a * (a - 1)) / 2; //result is now 5050 

    Conditions

    Conditions work like you would expect them to. The else is optional, else if is not supported right now.

    a = 1000; b = 10; if(a > 5000) { a = 5000; } else { b = a + 4; c = b / a; a = b * c; } 

    Loops

    Loops support arbitrarily complex code inside them (except for more nested loops, but I'm working on that!).

    GCD

    { a = 252; b = 105; while(b != 0) { t = b; b = a % b; a = t; } gcd = a; } 

    Video example of the circuits: https://www.youtube.com/watch?v=2Oe_N8yAynY

    The part on the hazard concrete is not part of the compiled circuit, I just added it to make the single tick pulses more visible.

    Collatz conjecture

    For a slightly more complex example, we implement the collatz conjecture

    { collatz_val = 27; iterations = 10; while(iterations > 0) { iterations = iterations - 1; if(collatz_val % 2 == 0) { collatz_val = collatz_val / 2; } else { collatz_val = collatz_val * 3 + 1; } } } 

    Video example of the circuits: https://www.youtube.com/watch?v=YmtBZYLqHNM

    Tick perfect timing

    This is where it gets interesting. A program takes all its inputs in the same tick. This means in a program like this:

    a = <input_1>; b = <input_2>; c = (a * a) / (a + a); result = c > b; 

    guarantees that the comparison c > b will be executed based on the values <input 1> and <input 2> had in the same tick. Even though the computation that is performed with <input 1> takes longer, the signal of <input 2> is delayed until that computation finishes. For programs without loops, this additionally means that the program will produce a valid result each tick. Assuming the program above has a total delay of 10 ticks from its inputs until result is set, supplying this input:

    //t is the current tick t=0: input_1=1, input_2=5 t=1: input_1=10, input_2=4 t=2: input_1=-2, input_2=10 t=3: input_1=-2, input_2=-2 

    would, with a delay of 10 ticks, produce this output:

    //t is the current tick t=10: result=false t=11: result=true t=12: result=false t=13: result=true 

    Loops

    Programs with loops cannot produce a valid result every tick, since it is impossible to predict how long the execution of a loops is going to take. These programs will instead only accept inputs when the previous execution was completed, and emit a one tick pulse as their result.

    For the GCD example above this means that the loop is started with a = 252 and b = 105. Once the loop is started, any outside change in the values of 252 and 105 will not be registered until the next time the program runs. After a few iterations, the value gcd=21 is emitted for a single tick.

    Issues & Future work

    I'm still working on this tool. That being said, there are a few limitations and things I would like to implement in the near future:

    • Loops currently need to be at the top level, meaning loops in an if block or nested loops are not yet possible.
    • Combinators are placed without considering the maximum wire length. Solving the problem of how to map an abstract graph of combinators to the Factorio grid sounds like a hard problem, any help is greatly appreciated.
    • Various optimizations that could reduce the number of combinators used speed up computation. Depending on the program the potential speedup is somewhere between 10% and 66%.
    • Support for functions is planned.
    • Support for more data types (floats, sets, maybe int arrays) is planned.

    If anyone is interested in checking out the code (it's Java), I can share the link to a GitHub repository.

    submitted by /u/Jobarion
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    Does dying have any impact on the game?

    Posted: 23 Mar 2021 05:05 AM PDT

    I'm new to Factorio and just died.. It gave me a screen with some stats (like playtime and kills), but also the option to respawn. What happens when I continue playing? Does dying have any impact?

    submitted by /u/2-AB-b
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    Are there any alternatives to buses? Something that's not too complicated to set up.

    Posted: 23 Mar 2021 05:48 AM PDT

    I don't really like buses tbh. Can't put my finger on what, but I just don't like that way of playing.

    Bots seem terrible over long distances, and I need big distances. And trains are basically buses with extra complexity.

    I guess I'm asking for some way of using belts or drones that's not just making buses. Unfortunately drones can't fully replace a main bus it seems.

    submitted by /u/SandwichEarly6872
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    Why steam engines not producing power???

    Posted: 23 Mar 2021 09:08 AM PDT

    Starting with sushi

    Posted: 23 Mar 2021 04:09 AM PDT

    Ribbon World and Space Exploration?

    Posted: 23 Mar 2021 09:05 AM PDT

    Does this combo work? how will SE look after ribbon world?

    submitted by /u/FactorianMonkey
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    City Block Trains and Logistics Question

    Posted: 23 Mar 2021 06:28 AM PDT

    Hey all,

    Been playing factorio for about 100 hours and really enjoying it! Trying to learn what I need to transition my base into a city block base. I currently have a main bus system with all science automated and launched 1 rocket. I want to rebuild entirely somewhere else in my world to city block as that seems very interesting and expandable for the future. My biggest question is regarding train logistics. I have the track blueprints I want to use but I don't know how to run the trains properly.

    I want to accomplish something like:

    Factory A needs X iron and Y copper per minute Factory B needs Z iron and W copper per minute

    How do I get trains to go around to all my factories and fulfill these requirements? If a factory is not operating currently, I don't want a train going there. Just need to be able to do a request and receive type system. Is this possible in vanilla or do I need LTN?

    I'd be happy to look at any resources ya'll have or chat over discord.

    Thanks in advance!

    submitted by /u/ghghghghgh1212
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    Buses are too complicated for me, especially having 4 lanes and balancing them all. Can I just have 1 lane of belt as the "bus"? How do I make it so down the line there are enough items going through and that they're not consumed at the first 2 or 3 splits of the line?

    Posted: 23 Mar 2021 05:47 AM PDT

    I guess I'm asking if I should set the priorities of the splitters in some way? I tried setting both input and output towards the continuation of the belt (and not toward what I'm splitting), but it just ends up sending nothing to what I'm splitting. Should I set just output or just input towards the next part of the bus?

    Hmm nobody's going to understand the nonsense that I wrote, nevermind.

    submitted by /u/SandwichEarly6872
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    Factorio Forums Down

    Posted: 22 Mar 2021 06:25 PM PDT

    A friend and I have both been trying https://forums.factorio.com/ and it hasn't worked.. my friend is in Ireland and I'm in Virginia, USA. Anyone else not able to access the forums?

    submitted by /u/jrddunbr
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    Adventures of PY

    Posted: 22 Mar 2021 06:33 PM PDT

    After about 8 hours of full py, I have gotten to about full automation of red science.

    Getting there was a fun challenge. It's tough to make a factory with no balancers and no underground belts. If your not careful, you can easily box yourself in.

    My base was spaghetti by the end. I found the spaghetti method the best to rush red, so you can get logistics. You are going to redo your base anyway. After I got logistics, I redid almost all my base.

    The coal processing part was a little hard, but not to bad. I am going to have to redo how I organize the by product. Later down the road I am going to have a huge coal processing plant that feeds into the iron process.

    The alien life part was interesting having to grow seaweed and moss for recipes was a fun addition. So far it hasn't slowed me down too bad, but looking ahead I can see it gets very complex. Though having to chop hundreds of trees to get sap, so I can automate the process to get sap took awhile.

    The goal is to give an update after each time I automate the next research item or significant progress.

    submitted by /u/SuitedPenguin191
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    Any fundamental flaws with my LTN depot stackers? Are the signals okay? Stackers too tall? Any suggestions for improvements welcome.

    Posted: 23 Mar 2021 08:51 AM PDT

    I'm about to start a server with 5 of my friends but none of them have ever played before, how do I make sure they don't get too overwhelmed?

    Posted: 22 Mar 2021 09:27 PM PDT

    Factorio is pretty complex and the tutorial does a great job of explaining the game to the player, but I don't thi k my friends will play the tutorial, so how do I make sure they understand what they're playing and don't just stand there not knowing what to do? Cause I only have 1 try to get them to like this game, hell it took me months to get them to actually play it.

    Do I give them instructions or will they get the hang of the game by themselves just from freeplay?

    Edit: I played with them, I made a map with lots of resource patches and biters very very far away (too far away I think tbh) and it was good. 5 of us played and all of us played except for one guy who had just started playing and didn't play the tutorial so he was just walking around the map and exploring and found us a ton of ore patches that we could use later on.

    It was fun, in just 90 mins we got to green science and I think everyone except that one guy understood what we were doing. I think I might have done too much tho. In hindsight I think I did almost everything, maybe I should let them play by themselves so they can actually play the game themselves. But everyone had fun, even the guy who was just exploring and most of all, the guy who kept saying that the game sounded bad for like 2 months was the one who kept playing even after everyone else left

    submitted by /u/TheR3dWizard
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