Factorio A new minor annoyance I hadn't noticed before |
- A new minor annoyance I hadn't noticed before
- Factorio Space Exploration mode is like the game on it's own! The game really begins after the first cargo rocket is built and sent to the orbit. 100h and happy.
- Peninsula Forest Base; finally after 120+hrs on my first ever map (all Vanilla). Any improvements I can make?
- My 8-8 universal balancer is steadily getting smaller. Explanation in comments
- unless you need 360 Steam Turbines, always remember to limit your chests
- Alt-F4 #35 - Do you even lift bro?
- The biters had no chance
- JOSEF: Results of the first proper run
- What are those brown flying thingies in the bottom right corner?
- how do u make underground belts go under other underground belts
- I hate Factorio I want to test train throughput and now i got base with 400 SPM and HUB
- Not a City-Block, but a Mini-Block (See Description)
- Working in an old plant today, look up and see where spaghetti gets its roots.
- Everyone's Enrichment confuses me. Belt only enrichment.
- Is there a keyboard shortcut for controlling the electrical grid?
- Help me please, i can't connect this pipe to the storage tank, already tried replacing the tank
- Make sure you manually back up your saves every so often I just learnt the hard way
- Educational Factorio Project Elements of Intralogistics
- Train Colors
- Mod request
- Train Pathing Concerns for Entry + Exit Stackers
A new minor annoyance I hadn't noticed before Posted: 14 May 2021 03:00 AM PDT
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Posted: 14 May 2021 01:34 AM PDT
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Posted: 14 May 2021 01:27 AM PDT
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My 8-8 universal balancer is steadily getting smaller. Explanation in comments Posted: 13 May 2021 02:25 PM PDT
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unless you need 360 Steam Turbines, always remember to limit your chests Posted: 13 May 2021 03:24 PM PDT
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Alt-F4 #35 - Do you even lift bro? Posted: 14 May 2021 04:27 AM PDT
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Posted: 13 May 2021 08:41 PM PDT
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JOSEF: Results of the first proper run Posted: 14 May 2021 12:12 AM PDT So, JOSEF did his first real long term run. I let it run for about 34 ingame hours and got it to a 23x23 grid, so that's 529 cells. It's still going and I'm pretty confident it would keep going for a while but it's down to 30 UPS and waiting for it is just painful. Also, I've noticed a few very easy things that I can improve to both increase expansion speed and performance. Some numbers:
Some interesting things I noticed:
I've uploaded a 10 minute video of the startup and the (more or less) complete timelapse to Youtube, in case anyone wants to see it. It has some nice and chill music to help you fall asleep even better :) [link] [comments] | ||
What are those brown flying thingies in the bottom right corner? Posted: 14 May 2021 12:08 AM PDT
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how do u make underground belts go under other underground belts Posted: 14 May 2021 02:38 AM PDT
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I hate Factorio I want to test train throughput and now i got base with 400 SPM and HUB Posted: 14 May 2021 07:02 AM PDT
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Not a City-Block, but a Mini-Block (See Description) Posted: 13 May 2021 05:23 PM PDT
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Working in an old plant today, look up and see where spaghetti gets its roots. Posted: 14 May 2021 08:15 AM PDT
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Everyone's Enrichment confuses me. Belt only enrichment. Posted: 13 May 2021 08:05 PM PDT
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Is there a keyboard shortcut for controlling the electrical grid? Posted: 14 May 2021 08:06 AM PDT | ||
Help me please, i can't connect this pipe to the storage tank, already tried replacing the tank Posted: 14 May 2021 06:38 AM PDT
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Make sure you manually back up your saves every so often I just learnt the hard way Posted: 13 May 2021 08:49 PM PDT So long story short. Steam was syncing my cloud save after I quit the game, then power goes out. Now my save file of 315 hours and all 3 autosaves are corrupted so all my progress is gone. So please learn from me and Make sure you save a manual copy of your saves to a different file every few hours so don't just rely on auto saves. [link] [comments] | ||
Educational Factorio Project Elements of Intralogistics Posted: 14 May 2021 06:19 AM PDT
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Posted: 14 May 2021 08:23 AM PDT
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Posted: 14 May 2021 05:46 AM PDT TL;DR - looking for mod to make an Assembling Machine 4 (and all other building types that take and/or make stuff), which has built in requester and active provider chests. I wish I had the patience and skill to sit down and figure out how to make this type of mode, but unfortunately I do not. I'm envisioning an Automation 4 research with a cost of (60s, 1 red, 1 green, 1 blue, 1 purple, 1 white) ✖ 300, and with the Assembling Machine 4 recipe requiring something along the lines of 2 Assembling Machine 3, 2 Active Provider Chests, 2 Active Requester Chests and 4 Stack Inserters. This may be too cheap to be honest, but it would need to be tested for balance. What it would allow for is extremely compact factories as it removes the need for chests and inserters. It would also allow for 200 MW nuclear reactors that you don't need to hand feed and empty. [link] [comments] | ||
Train Pathing Concerns for Entry + Exit Stackers Posted: 14 May 2021 07:48 AM PDT I've encountered another unexpected but intentional train behavior, and have a possible solution but wanted to see if I'm on the right track. In my last game, I embraced circuitry to dynamically control train limits at each of my pickup and dropoff stations, so that trains wouldn't path to a pickup station unless there was enough cargo to conpletely fill up (or for dropoffs, enough free space to completely unload). This worked great until my copper chain stalled in a soft lock. For some context, I leverage the mechanics of having identically-named stations all over the place. "<Resource> Pickup" and "<Resource> Dropoff," then use combinators to feed a train limit to each station. At one point, the seldom-but-possible scenario occurred that all my pickup stations went active at the same time, and all my trains went to go pick up. Once this happened, none of the copper pickups had enough stored ore left to completely fill a train, so when the next train unloaded, it had no new pickup to path to. Instead, it stood in the station until the a pickup station had mined enough new ore to have the limit raised. Even though I am using an entrance stacker at my stations, the smelter ended up input starved, with full trains waiting in the stacker, since the recently offloaded train was still sitting and waiting for a valid pickup to open. While arguably the "best" solution would be to oversaturate supply, I didn't have any new cleared copper patches to tap, so I ended up manually kicking the limit on one of the stations and giving the train a valid destination, just so I could restore the flow of resources while I Manifest Destiny'd some copper bearing territory from the natives. There's no guarantee that I won't at some point end up in the same boat again, so I have a presumptive solution to add exit stackers to my stations as well, I just don't know if pathing will work the way I expect it to. Since my stations are all identically named, my plan is to add an exit stacker and a second train stop, "<Resource> [Dropoff/Pickup] Parking" at each one. The schedule for each train would have four stops total: Pickup, Pickup Parking, Dropoff, Dropoff Parking. Since each train would have to hit that location's Parking exit stacker before rejoining the main rail line, the hope is that regardless of which specific station they stop at, they would always select the appropriate paired Parking stop based on path costing. I'm not envisioning a scenario where a train would hit a Pickup in the far south, but instead try to path to a Pickup Parking stop on the other side of the map as their next destination. Is there something else in this concept I haven't account for that could blow up in my face spectacularly? [link] [comments] |
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