Factorio Why are the fish doing this? |
- Why are the fish doing this?
- Is there any functional difference between these 2 intersections, or is it just aesthetical?
- Did you know biters can start fires
- I'm only here cause SrGrapho posted something. How am I about to ruin my life by buying this game?
- "Handyland" - Early game mall (for AAI industry)
- PSA to anyone new to the game
- Finally I can get some peace [take two]
- is there a way to force trains to travel on a schedule by (in-game or system) clock?
- Bachelor Thesis: "Verification of Factorio Belt Balancers using Petri Nets"
- Rather proud of this upgrade. Gave me a warm fuzzy feeling
- Ruined the game for myself by learning about ratios
- After some of your tips, I completely remade my factory, now it no longer looks like a bowl of spaghetti.
- Commander, we have successfully achieved 98% containment of the Red Zone. Decontamination procedures are currently underway. While complete annihilation of the infestation is top priority, I urge you to utilize what you can for valuable resources. We can turn this area back into a Blue Zone.
- Help
- That urge to restart and reorganize upon reaching the need for blue science should be classified as the fifth fundamental force in the universe. For it is strong.
- My First Circuit
- Best ways to work around the gaping hole in the circuit number line?
- I guess Factorio made a new fan?
- Train signals - multi trains on a single section in the same direction
- Behold my insanity! Buffered & beaconed train-to-train foundry (hopefully UPS optimized)
Posted: 30 Jun 2021 04:45 AM PDT
| ||
Is there any functional difference between these 2 intersections, or is it just aesthetical? Posted: 29 Jun 2021 03:42 PM PDT
| ||
Did you know biters can start fires Posted: 29 Jun 2021 07:06 PM PDT
| ||
I'm only here cause SrGrapho posted something. How am I about to ruin my life by buying this game? Posted: 29 Jun 2021 05:23 PM PDT The topic says it all. I'm just putting some more words in if there's some sub rules about question length. [link] [comments] | ||
"Handyland" - Early game mall (for AAI industry) Posted: 29 Jun 2021 09:24 PM PDT
| ||
Posted: 29 Jun 2021 10:09 PM PDT Please do not start copying blueprints from the net, it will kill all your enjoyment of the game! [link] [comments] | ||
Finally I can get some peace [take two] Posted: 30 Jun 2021 05:31 AM PDT
| ||
is there a way to force trains to travel on a schedule by (in-game or system) clock? Posted: 30 Jun 2021 02:26 AM PDT let's say i want a train to leave station A at sunrise (in-game), and leave station B at sunset (in-game) is there a way to do that? what about something more complex? what if i want a train to go to its next station when the system clock hits a unit of round numbers in the minutes digit? (so at xx.10, xx.20, etc)? i couldn't find anything by searching and i suspect this is impossible, but factorio has surprised me before so i wanted to check [link] [comments] | ||
Bachelor Thesis: "Verification of Factorio Belt Balancers using Petri Nets" Posted: 30 Jun 2021 06:10 AM PDT During 2020 I managed to convince a prof to accept my bachelor thesis (https://tuprints.ulb.tu-darmstadt.de/id/eprint/17621) about Factorio! To be more specific I wrote about the verification of Belt Balancers using so called Petri Nets and I though some of you might be interested in that. Petri Nets itself are graph like structures with a rather simple core principle, but you can still model nearly anything with them. You can use them to model e.g. network protocols, chemical reactions or a cookie vending machine. Additionally it is rather simple to formulate and verify properties for those Nets, for example with linear temporal logic and a model checker like SPIN (does not work in my case due to limitations of the SPIN interpreter I used, but more on that in the thesis). I used Petri Nets to create a modular model for Belt Balancers by modelling a splitter and creating some communication modules to move stuff from one splitter to another deterministically. With such a model in place I also propose some properties and their definitions for e.g. throughput unlimited or universal balancers. Last but not least I also describe a possible way to verify those properties automatically. But as I already mentioned I was not able to actually test those verifications properly and since time was rather limited I could not read deeply enough into another tool for this part. If you do not know what Petri Nets are and want to learn more about them from a professional I highly recommend "Understanding Petri Nets: Modeling Techniques, Analysis Methods, Case Studies" by Wolfgang Reisig. While it is published by Springer (yay /s) I'm sure you can find a copy somewhere. But I'll also do my best to give a short explanation about the basics. Petri Nets are bipartite, directed graphs. Bipartite means there are two "kinds" of vertices, namely places (denoted by circles) and transitions (denoted by boxes). Additionally edges may only occur between two different kinds of vertices, i.e. between a place and a transition. Edges between two places or two transitions are not allowed. Those graphs are also directed, since the edges actually go from somewhere to somewhere. With this said we can now talk about those things which make Petri Nets so useful. First, places can contain tokens, and those tokens can represent anything. For example if you want to model a vending machine you can use multiple types of tokens where a money tokens represents coins, soda tokens for available soft drinks and snack tokens for those chips and stuff the machine is selling. Tokens might also represent something more abstract, like the state of some protocol or they might be used to control the behavior of the Petri Net itself. Since I am only using simple Petri Nets for the Belt Balancer models, and for the sake of simplicity, I only use one kind of tokens. Those tokens may now be moved around with the help of transitions. To be more specific, if for a given transition each input place (place with an edge from that place to the transition) contains at least one token the transition may fire. If the transition fires it consumes one token from each input place and creates a new one at each output place (place with an edge from the transition to that place). And you might see already how this could be used to model how Belt Balancers move items around. Just take an input place for each Belt Balancer input, the same for the outputs and add a transition for each possible way an item might move. However Petri Nets are non deterministic, and with this first approach our model might move all input tokens to a single output, or it might not. And while such an uncertainty is pretty useful for modelling e.g. data loss during data transfers splitters and therefore Belt Balancers are rather deterministic. This means during the modeling process I spent a lot of time figuring out how to expand this basic, non deterministic Petri Net to make it deterministic. While there are Petri Net extensions to priorities certain transitions over others and a lot of other fancy stuff I wanted to stick to simple Petri Nets. Now, if you want to know how this could be done there is a certain bachelor thesis with a lot of spaghetti graphs you might want to read. If you have any questions, please, feel free to ask them. I'll gladly answer / discuss all of them. It just might take some time. [link] [comments] | ||
Rather proud of this upgrade. Gave me a warm fuzzy feeling Posted: 29 Jun 2021 06:27 PM PDT
| ||
Ruined the game for myself by learning about ratios Posted: 30 Jun 2021 06:13 AM PDT So I've played this game for about 50 hours now and I'm currently on purple/yellow science. Around 20 hours in, I realised that the most efficient way to build a factory is to calculate optimal ratios for every single thing you produce, and then scale up the ratios depending on how much of the stuff you need. Around 40 hours in I discovered the concept of the main bus (I discovered this on my own), and realised that it's much easier to over-produce the more common materials and have a main channel that carries them, and then having branches for the more niche productions. Learning about ratios and main buses has kind of ruined the game for me because I feel like even the most efficient base would use some combination of the two. My playtime currently consists of either calculating ratios or expanding my main bus, and it's getting boring really fast. Has anyone else experienced this? [link] [comments] | ||
Posted: 29 Jun 2021 07:42 PM PDT
| ||
Posted: 29 Jun 2021 09:37 PM PDT
| ||
Posted: 30 Jun 2021 07:27 AM PDT currently I fully researched all blue science things and there are too much biters that attack me. I need to focus on my defence but if they keep attacking me my factory wont grow :( the problem is I replaced all my turrets with laser turrets and they need a lot of electric. I'm too busy with repairing laser turrets and walls that I can't even automate things and increase my electric production so what do I need to do? [link] [comments] | ||
Posted: 30 Jun 2021 08:05 AM PDT | ||
Posted: 29 Jun 2021 11:37 PM PDT
| ||
Best ways to work around the gaping hole in the circuit number line? Posted: 30 Jun 2021 02:09 AM PDT Zeros are seriously fucking with me. I really was not expecting to have so much trouble with circuits, but clearly I had not thought enough about how zeros are(n't) handled. So far these are my only real ideas for dealing with being unable to distinguish between a zero signal and an unset signal. I'd be really happy to see any other tricks, or ways of thinking about circuits.
[link] [comments] | ||
I guess Factorio made a new fan? Posted: 29 Jun 2021 02:56 PM PDT
| ||
Train signals - multi trains on a single section in the same direction Posted: 30 Jun 2021 04:57 AM PDT I'm new to the game and I've hit a bit of a learning-speed-bump with trains and signals. I think I'm getting how signals work after a few YouTube videos and the tutorial. However, I'm not sure how to set up signals to prevent trains running into each other AND also allow for multiple trains running on the track in the same direction. For example - I have a large ore body outside of the base. I run a single long track to my mining outpost with a loop at either end. I can set up my signals to prevent head on collisions, but this will also prevent two trains running in the same direction on the tracks. Is this just trying to do things the game can't allow? [link] [comments] | ||
Behold my insanity! Buffered & beaconed train-to-train foundry (hopefully UPS optimized) Posted: 29 Jun 2021 04:30 PM PDT
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment