• Breaking News

    Thursday, June 3, 2021

    Factorio Controling the circuit network with WASD 2.0

    Factorio Controling the circuit network with WASD 2.0


    Controling the circuit network with WASD 2.0

    Posted: 03 Jun 2021 03:24 AM PDT

    I just noticed that if you mouse over the undo button, it show you what will be undone.

    Posted: 02 Jun 2021 05:18 PM PDT

    I was watching the title screen backgrounds and discovered that the spidertron had babies! I'm so proud of it :)

    Posted: 02 Jun 2021 09:58 PM PDT

    After 280 hours on steam, and however many hours prior when I had pirated the game (Sorry WUBE), I finally launched that rocket.

    Posted: 02 Jun 2021 10:44 PM PDT

    Just got the game. I’m so so freaking lost

    Posted: 02 Jun 2021 03:13 PM PDT

    Compact 48 Reactor Nuclear in 192x192 tiles

    Posted: 02 Jun 2021 03:49 PM PDT

    That beautiful feeling when all production converges to a stable level....

    Posted: 02 Jun 2021 03:13 PM PDT

    The background picture from factorio.com itself (doesn't seem to be posted before)

    Posted: 03 Jun 2021 07:30 AM PDT

    Space Exploration Design Challenge: Core Fragment processing

    Posted: 02 Jun 2021 05:34 PM PDT

    In Space Exploration each planet has one of 13 unique core fragment. If you're placing a core miner on a planet, the assumption is you want the primary resource of that core fragment type. However as a byproduct you also get the generic core fragments which give you a smattering of everything basic (Iron, copper, stone, coal, vulcanite, uranium, water, oil). If you happen to need some of those, great. But many times those are the annoying things you need to deal with so production doesn't stop. You can put a core miner on each planet, and you always get the same byproducts, so you can make a blueprint for how to deal with them.

    It's a great unique design challenge, because the inputs are exact, infinite (you will never run out), limited (a small setup is fine, it doesn't produce that fast). The output goal is to up-process as much as possible so the output is: Something you want, and something very resource dense so you don't have to send rockets of it all the time.

    The obvious first choice in my mind for output is Low Density Structures. It uses Steel (iron), Copper, Plastic (oil, water, coal), and Glass (stone). Vulcanite can be used in an alternate recipe to get more out of iron or copper ore. With some testing and some crude math I found there was leftover stone, copper, and a bit of oil. So with those leftover scraps I made blue circuits.

    Rules of the design challenge:

    • Your inputs are everything you get from the generic core fragments, PLUS the one stone from the unique core fragments. (I included this because every type of unique core fragment has one stone as a byproduct).
    • You can input extra water, since most planets have some water.
    • You do not need to produce your own power, but if you want to great.
    • No more than one buffer chest of any intermediate.
    • You can make any final product(s) you want in unlimited quantities, but it should be something you want a lot of, and takes a lot of resources to make.

    There is way too much coal, and way too little oil, so coal liquefaction is an obvious solution. Even with that I found oil needed the most prod modules.

    Uranium is produced at ~1% the rate of the other items, so it's hard to do much with it. I'd encourage processing the ore because it reduces 10:1, but beyond that it's easy to throw in a chest and ignore. But if you want to use it, great!

    Here's my first attempt. It's not pretty, but does a pretty good job of not backing up.

    submitted by /u/vicarion
    [link] [comments]

    any extra mods for krastorio 2?

    Posted: 03 Jun 2021 06:28 AM PDT

    i want to have a heavily modded world that fits with krastorio. if you know any please let me know.

    list of mods i already have:

    krastorio (of course)

    a bunch of quality of life mods

    akimbo guns

    alien biomes

    alien wall

    amoures biters

    cargo ships

    cold biters

    explosive biters

    geothermal

    noxys swimming

    rampant

    canon turret

    deep core mining

    waterfill

    submitted by /u/da-real-Ranbot
    [link] [comments]

    Sometimes you want something neat. Sometimes you just want something that works

    Posted: 02 Jun 2021 01:21 PM PDT

    I gave up trying to map out the production chain for Pyanodon Complex Circuits

    Posted: 03 Jun 2021 07:37 AM PDT

    BeltBalancing - Throughput

    Posted: 03 Jun 2021 06:44 AM PDT

    Hello,

    i am trying to merge 6 lanes of copper to 4.

    I found a balancer blueprint.
    But i think it is throughput limited.

    On the left side I have 4 full lanes of copper. After the Balancer there are empty spots on the belt.
    The Copper on the left side even stops for short amounts of time.

    Do you have any suggestions?

    https://imgur.com/a/MV7goRc

    submitted by /u/jiter
    [link] [comments]

    Factorio gives you so many options!

    Posted: 02 Jun 2021 01:01 PM PDT

    Factorio gives you so many options!

    I've gone overboard with my train control logic, I've shown it here on the forum before. However, there's only so much patience one can have, so just to show that you can indeed make a very simple example of control logic, this is what I ended up with!

    One train, fetching coal and stone. The sensors on the belt signal to enable the end stations when the product runs dry, allowing the train to go. Idiotproof!

    Highlighted the sensors. I used two linked together to add some \"bounce\" resistance even though it's probably not needed. Signal passed through a combinator and sent down the rail to the coal/stone station.

    The train logic for said train. Easy as can be.

    Contrast this to the logic control of one train, yes ONE SINGLE train on the other half of the map....

    A factored FSM with output logic (also there's some more logic in connection to the end stations...) Runs at 6Hz! Its behavior is needless to say a little more complex.

    Train logic more complex too but actually manageable since I've offloaded most functionality to the humongous control logic.

    My point with this post was just to contrast how ridiculous you can be but also how pragmatic Factorio allows you to be at the same time (-:

    submitted by /u/Tickstart
    [link] [comments]

    UPDATE 3!! Thank you to everyone who seemed interested in my first two posts, I've come a long way (for me) since then and figured I'd share! I'll add captions to each pic as well. As always any advice or recommendations are always appreciated!

    Posted: 02 Jun 2021 09:42 PM PDT

    Good mod guide on Youtube (mostly for AAI)

    Posted: 03 Jun 2021 06:23 AM PDT

    Is there any good Youtube channel that explains how the mod works? I was trying to jump into AAI as it sounds fun but it's quite complicated to even automate mining.
    A lot of people was suggesting "Nilaus" but to be honest I have really big problems with understanding what he is saying, which makes watching his tutorials even harder than the mod itself :(

    submitted by /u/Czarniak4
    [link] [comments]

    Is there a way to reduce ore richness below 17%?

    Posted: 02 Jun 2021 07:05 PM PDT

    Wondering if there is any way to reduce ore richness below 17% when creating a new game. Thanks!

    submitted by /u/haskelhoff
    [link] [comments]

    Every Design can be improved

    Posted: 02 Jun 2021 03:19 PM PDT

    Every Design can be improved

    In the little design contest I was runner up. But the logistician's curse is still wanting more with less.I looked for weak points and created a improved version and of curse compressed too.

    https://preview.redd.it/msl4rph6dx271.png?width=4352&format=png&auto=webp&s=93a9a4f740d472eadaeff7b70ff83aa5705445e2

    This was really better but ...

    https://preview.redd.it/vvrhxlcddx271.png?width=4752&format=png&auto=webp&s=12f8ed94c2bba4f966b3c0222210efe33c40f2be

    This is - I am convinced - the best. The 42 green belt have full speed. Even the smallest jerk is controlled. The production balance is realized with the theory of constraints by Goldratt. I observe the conveors and if there are too much red I reduce their production. So I get more blue.

    Blueprint of improved solution: https://cdn.discordapp.com/attachments/801503146017947668/848577266292228106/message.txt

    Blueprint of "my best solution": https://cdn.discordapp.com/attachments/801503146017947668/848999648772489226/message.txt

    If so desired, I can explain in a stream what I have done.

    submitted by /u/the-true-logistican
    [link] [comments]

    Sub 1:30 any% speedrun!

    Posted: 03 Jun 2021 06:14 AM PDT

    Can other ores spawn on top of creep? (krastorio)

    Posted: 03 Jun 2021 01:43 AM PDT

    Hey I'm debating about starting a death world with krastorio. If ores can't spawn on creep then there will be large areas where there aren't ores, since all the nest will be too big.

    submitted by /u/da-real-Ranbot
    [link] [comments]

    i need 18 to 18 blue belt balancer did somone have a blueprint ?

    Posted: 03 Jun 2021 05:25 AM PDT

    No comments:

    Post a Comment