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    Saturday, May 1, 2021

    Factorio Is there a way to not highlight new recipes after you've researched them?

    Factorio Is there a way to not highlight new recipes after you've researched them?


    Is there a way to not highlight new recipes after you've researched them?

    Posted: 01 May 2021 05:40 AM PDT

    Looks like I got a good 7.5 hours of sleep

    Posted: 30 Apr 2021 08:01 PM PDT

    Factorio Speedrunning - April Edition Recap

    Posted: 01 May 2021 02:58 AM PDT

    Me and my friend made a little zoo

    Posted: 30 Apr 2021 09:24 PM PDT

    Anybody need some portable fusion reactors?

    Posted: 30 Apr 2021 03:20 PM PDT

    See what's underground?

    Posted: 01 May 2021 01:51 AM PDT

    See what's underground?

    Does anyone know of a mod that would let you see what's going on underground?

    I dislike dealing with fluids because of all the underground messiness. And any configuration with beacons inevitably involves weaving or some confusing underground mess. Generally, I dislike aspects of the game I can't see. Is there anyway to address that?

    Here's a drawing of what I'm looking for:

    https://preview.redd.it/tzfx8bu43hw61.png?width=1920&format=png&auto=webp&s=34f0df82167d71f5e9b9bcfc4dc19279b66f89dd

    submitted by /u/hufflepuph
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    First ever base, finally got to 1k spm although somewhat inconsistent.

    Posted: 30 Apr 2021 04:26 PM PDT

    8 ways to not win Factorio without walking

    Posted: 30 Apr 2021 02:00 PM PDT

    How do city-block mega-bases work?

    Posted: 30 Apr 2021 08:11 PM PDT

    I am pretty far into my first playthrough of the game (have rocket control panel researched :D) and I was wondering how those tile-able bases I see here work? I am interested in a city block design and would like to know the fundamentals of it if anyone could explain it for me :)

    submitted by /u/holypeanut187
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    I've traced and re-created the Factorio logo in Blender. Then I decided to make some wallpapers with it. Enjoy!

    Posted: 30 Apr 2021 10:02 AM PDT

    Looking for mods (parts of SE or so)!

    Posted: 01 May 2021 02:57 AM PDT

    Looking for mods which may bring some SE functionality to core game w/o overwhelming game changes:

    - core mining (with same ratio and high crafting price maybe with adding vulcanite-based recipes etc.)

    - beacon system (more modules to one beacon, machines may be affected by only one beacon, few beacons tiers)

    Also preferably that mods will be K2-compatible 😅

    Any suggestions?

    submitted by /u/wondergrauf
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    First step towards sequential logic in Factorio - the D-flip-flop

    Posted: 01 May 2021 06:16 AM PDT

    First step towards sequential logic in Factorio - the D-flip-flop

    *edit; I suppose technically it's a D-latch, but I'm not sure, sry*

    I'm sure it's been done before but I like to play this game slowly and inefficiently (it's fun!). This can almost 100% be optimized a lot too, this is not by any stretch the true way.

    Some background: I want to make my favorite train do all sorts of things but it all became very complex. Regular combinational logic and ye old latch in all glory, I've missed the capability to implement sequential logic in Factorio.

    Now, correct me if I'm wrong, but in order to implement sequential logic you need logic (duh) and memory. It's confusing because Factorio's logic has memory too, since everything runs with this "UPS"-thingy. So nothing is more instantaneous than 60Hz, and won't propagate further until the next tick either. You need to simulate logic and memory somehow. This is what I've tried doing here.

    Clock and a D-flip-flop!

    So, behind the engineer is the clock circuit, an arithmetic comb that adds one to the input "X + 1 | X" connected to a decider comb "X < (insert frequency here) | X [input count]", connected back into the arithmetic. This creates a clock that wraps around the value you set. From that is also the lower decider there, simply monitoring "X = 0 | C". It will thus pulse when X attains this value, and output C, the clock. (it looks like the pole is connected to red wires but it's not)

    Below that is the D-flip-flop, with a dummy test variable in the form of the constant combinator. The value it outputs, call it P, is inverted (^) and its inverse along with its original form is input into two identical arithmetic units, that ANDs with the clock signal. So they will only output P/not P when the clock pulse arrives. These two lines are then finally input into an SR latch, i.e a decider with "S > R | S". Not P as R, and P as S. Thus implementing a D-flip-flop, only saving the value P when the clock pulses.

    Ehrm, yes, so maybe this will bear fruit eventually, you would need to count the depth of your combinational logic, and set the frequency of the circuit to that or greater, I believe. This is a bit experimental for me. Anyway, were talking circuits that'll run at speeds of several hertz probably! =D

    However, I don't know how circuits implemented in this "sluggish" fashion will behave with fast inputs, or god forbid, pulses. That is meta-stability waiting to happen.. I intend to put a reset switch somewhere in there too, for sure.

    submitted by /u/Tickstart
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    how do i prevent bots from doing this? it really slows down building.

    Posted: 01 May 2021 04:45 AM PDT

    Mod Idea - for the Front

    Posted: 01 May 2021 07:58 AM PDT

    I want to pitch an idea for the people of this subreddit. I don't have any ability to make this happen on my own but I wanted to get some feedback.

    The basic premise is that you set up and run a factory - not with some nebulous goal of launching a rocket - but to deliver war materials to the front line, somewhere far, far away off-map.

    There is a war. Your side is losing... badly You start as a small group of engineers and laborers at the dead end of a rail line. Your assignment is to turn this desolate piece of real estate in the hinterlands into the productive envy of the world. You begin by constructing basic housing for your workers and mining resources. Requests (possibly demanding quotas) come down the line from the capital. The enemy is at the gates. "We require 10,000 rounds of small arms ammunition within 7 days to survive the onslaught".d. Eventually requests get larger and more complex. "We require 100,000 rounds of small arms, 1,000 artillery shells, 50 armored cars, etc" until you work your way up to tanks, aircraft, and eventually nuclear weapons.

    If you exceed quotas, the central authority grants you more privileges. They send more food or experienced managers who can get extra efficiency out of your workers, scientists with new blueprints, rare raw materials, but as a favored engineer now more is expected of you. Quotas go up, pressure increases.

    If you miss your quotas, resources get diverted away, harsh measures or enforced. commissars are sent to chain your workers to their stations, the army confiscates sophisticated machinery for other factories. You must earn your way back in the committee's favor.

    There could be a lot of room for things like enemy air raids that require you to build radar and flack cannons and eventually missiles to defend against, enemy saboteurs that require guards. Disgruntled workers might smash equipment. All the while you are under the gaze of the central committee that demands ever more from your factory for the front.

    submitted by /u/retroman1987
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    First SpaceEx rocket launched! Finals week may not have been the best time to rekindle my factorio addiction...

    Posted: 30 Apr 2021 12:47 PM PDT

    Creative mode only with red and green science enabled

    Posted: 01 May 2021 01:15 AM PDT

    Atm i am making blueprints for my planned seablock megabase.

    I use creative mode for that.

    As my main game only has red and green science ready i would like to constrain creative mode to only has this science enabled.

    Is there any way to do it?

    submitted by /u/someone8192
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    My Base :3

    Posted: 01 May 2021 12:13 AM PDT

    Starting Area Size settings in 1.1?

    Posted: 30 Apr 2021 08:38 PM PDT

    So, I haven't played in a little while, but getting back into it I noticed that there was no option for starting area size, and when I spawned into the game it seems like instead of the way it was before, where the starting area was fairly static, regardless of map generation settings, now the starting area seems to conform to the rest of the map generation settings.

    For context, I was planning a game with small, infrequent, but rich ore patches, as I wanted to toy around with a circuited rail system that would use multiple ore pick-up points, which would be enabled or disabled based on circuit conditions. However in order to get there, I'd need to bootstrap a base that could get to rail networks and build up a decent supply of rails, but the starting base area seems to use the same generation settings now as the rest of the map. Is there a setting I missed, or possibly a mod to change that. I could hypothetically bootstrap the base with the generation settings as is, since the patches were set, though small, to maximum richness, but that just seems like an exercise in tedium, and I'd much rather have a starting area I could fit more than a handful of miners on.

    submitted by /u/Ferrous-Bueller
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    Update: The Factory Must Grow: Automation in Factorio (GitHub Link)

    Posted: 30 Apr 2021 09:43 AM PDT

    Hi all,

    Referring to this post, we now have a GitHub repository of our code available. Please feel free to try it out if you want to run your own optimizers for belt placement.

    submitted by /u/KenReid
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