• Breaking News

    Thursday, July 22, 2021

    Factorio Base on the Tokyo-3 layout

    Factorio Base on the Tokyo-3 layout


    Base on the Tokyo-3 layout

    Posted: 22 Jul 2021 07:14 AM PDT

    Uninstalling. Game is too addictive.

    Posted: 21 Jul 2021 10:48 AM PDT

    Uninstalling. Game is too addictive.

    I have some really urgent important things I need to be working on, and I just spent the last 3 hours optimizing my copper production. Sorry, everyone has their weaknesses. This game is like digital crack, and it's time to put down the pipe.

    Sometimes I just stare at my bots for 10 minutes...

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

    Noveller half-half-width smelter design

    Posted: 22 Jul 2021 04:41 AM PDT

    126000 Construction Bots on the move! 10+ GW of power in use!

    Posted: 22 Jul 2021 04:41 AM PDT

    I love the game but when I play it I get bored very fast

    Posted: 22 Jul 2021 02:47 AM PDT

    I bought the game like 2 years ago play a lot for a few weeks and stopped because I got into some other hobby. Now that I'm back gaming like hell I wanted to play the game again but every time I launch the game I play like ten minutes and just get bored and quit the game. I have only 115h into the game, never finish it so I should be bored playing an addictive game like factorio. Do you have some advice to get me addicted ? I tried to play with friends of mine but none of them want to play the game or have the money to buy it Playing with stranger seems a good idea but I will just get carried (I already tried) The factory must grow

    Edit: Thank for the advices I'll try them when I came back home

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

    Does this constitute as spaghetti?

    Posted: 21 Jul 2021 11:10 PM PDT

    I never knew I could love/hate something as much as my first run. Everything is a hot, industrious mess, and I am being held back by my lack of oil knowledge and lack of foresight when placing walls. Growing pains are real.

    Posted: 21 Jul 2021 01:11 PM PDT

    The factory must grow!

    Posted: 22 Jul 2021 01:09 AM PDT

    (REPOST) Dense Neural Network + Backpropagation implementation in Factorio

    Posted: 22 Jul 2021 08:02 AM PDT

    (REPOST) Dense Neural Network + Backpropagation implementation in Factorio

    Reuploading since the blueprint link triggered the spam filters :(. What is the best way to share a blueprint without that happening?

    Post:

    https://preview.redd.it/3k3phczx3sc71.png?width=1099&format=png&auto=webp&s=d74385b3e151b189c45e4a39f744f6292bb304e6

    So I decided to finally try using circuit networks the other day to stop overproducing bots. In the process of doing that, I realised that multiple signals going into the same wire will be summed together.

    "Hmm," I thought. "This means matrix multiplication would probably be pretty easy to implement."

    "..."

    "Oh. Oh no."

    Anyway, I ended up implementing a dense neural network using this idea and the memory cell design from https://forums.factorio.com/viewtopic.php?t=60330. The inputs (X) goes in from the left to the right via the red wires, get multiplied with the weights (M for memory), and then are summed via the green wires going down. A ReLU activation is applied, and this repeats until it reaches the output layer (O).

    The output then calculates an error and gradients (E) according to a squared difference objective function and backpropagates them in reverse order. A timer applies the gradients repeatedly with the learning rate (L). One caveat is that since Factorio doesn't support floats, I ended up creating a constant (C) which effectively acts as a factor on all the stored values. i.e. 20100 stored in a cell with C=1000 means the cell represents 20.1 (fixed-point arithmetic). This means it'll be really easy to overflow/underflow.

    This net is 2x4x4x1, in other words, one input with a bias term, two hidden layers with 4 neurons each, one output. The objective simply makes it learn a constant (Y). I might be able to learn something more complicated, but it's not very stable and so gradients might just asplode if you're not careful.

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

    Question about long trains 4-12 4-16

    Posted: 22 Jul 2021 06:11 AM PDT

    Anything I have to plan in particular?

    I'm thinking about using 4-16 trains for the Ore -> Smelter transport. Maybe 4-12. And I'm currently planning and building Unloader Stations in Creative.

    But I've never used trains that long. Usually, I go for 2-4. But they cause a lot of traffic.

    I'm using a 4-Lane network.

    But I'm worried. Even though I can't come up with something why this shouldn't work.

    So I thought I ask in advance if there's something I have to consider.

    submitted by /u/1hate2choose4nick
    [link] [comments]

    Why is this game so well designed

    Posted: 21 Jul 2021 09:12 AM PDT

    Like seriously i've literally overcomplicated almost every system i've designed so far because i thought the game didn't account for something. Especially with trains; yellow signal, train limits, train limits but another feature of them, train limits but related to scheduling, train limtss but related to something else in scheduling,...

    WHY???

    I mean it's nice because having a billion combinators isn't exactly good for UPS...

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

    Evolutive Green, Red, & Blue Circuits For 9 Tiles Ribbon Worlds

    Posted: 22 Jul 2021 05:16 AM PDT

    Evolutive Green, Red, & Blue Circuits For 9 Tiles Ribbon Worlds

    A few more blueprints for 9 tiles high ribbon worlds! This time I am focusing on circuits as they are essential to many other items. All the blueprints presented here have 2 blueprint: One for low tech early game, and one with assembly machines 3, beaconed and modules for the late game (late game doesn't mean megabase stage though, I will make megabase designs later). The late-game blueprint can be stamped on top of the early game blueprint to make it evolve and increase production without having to rebuild an entire factory. All blueprint only take 7 tiles of height, allowing to have a rail track to let trains come and go to make the rest of your 9 tiles high factory work. All designs output on a balanced belt. I've put a constant combinator on the inputs so you know what to feed the belts. Let's begin!

    Green circuits

    Level 1 blueprint:

    Early game green circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Late-game blueprint:

    Late game green circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Red circuits

    Level 1 blueprint:

    Early game red circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Late-game blueprint:

    Late game red circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Blue circuits

    Level 1 blueprint:

    Early game blue circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Late-game blueprint:

    Late game blue circuits blueprint for 9 tiles ribbon world (uses 7 tiles vertically)

    Download blueprint

    Feedback, comments, and suggestions are obviously welcome 😊

    submitted by /u/Pierr0x
    [link] [comments]

    Super satisfying (if not entirely fully space-efficient) early bus

    Posted: 22 Jul 2021 02:21 AM PDT

    I am one hundred percent sure that this is the most efficient way possible to do this

    Posted: 22 Jul 2021 06:56 AM PDT

    Ah, yes, sweet spare minute

    Posted: 22 Jul 2021 08:17 AM PDT

    The Hexagon base format had me intrigued. Made a couple of types I cannot live without. Feel free to leave feedback. Superior to city block because built in trains. Dropoff - Pickup - Mining - Smelting w/ options all stack on each other. (I hope)

    Posted: 21 Jul 2021 09:13 PM PDT

    I present: The starting of the spaghetti highway base

    Posted: 21 Jul 2021 10:09 PM PDT

    How to remove extra character from single player game?

    Posted: 22 Jul 2021 02:04 AM PDT

    How to remove extra character from single player game?

    Hey all,

    I'm playing an AngelBob playthrough atm and suddenly I found a second character in game.
    I've found out that when I change color the other character also changes color (so it's more or less an extra me).
    I'm a bit afraid it might corrupt my save game since I'm playing on single player, so I would like to remove the extra character from the game.
    I looked around online on how to remove it, but I had no luck. Could maybe one of you help me out?
    I didn't want to kill it, since I thought then there might be a player permanently stuck on the respawn screen and maybe it would be even harder to fix.

    Thanks in advance!

    Extra info:
    I've added the aai vehicles mod a while ago, but removed it recently as well (maybe that was the cause, idk).
    I've outputted a list of player names to check if it somehow registered me twice, but it only shows 1 player, myself.

    https://preview.redd.it/8sl96deraqc71.jpg?width=1158&format=pjpg&auto=webp&s=8ff767beec24e7b7e88e2a254bd3f1392bd2a4a5

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

    How to make a vanilla shuttle train you can leave anywhere and call at shuttle stations whenever you need it

    Posted: 22 Jul 2021 08:07 AM PDT

    How to make a vanilla shuttle train you can leave anywhere and call at shuttle stations whenever you need it

    I made a vanilla shuttle train like this a long time ago and decided to share it with the community as I haven't seen it anywhere yet.

    You can call the shuttle whenever you need it and leave it whenever you want. Just make sure it won't block other trains.

    To call the shuttle, turn the constant combinator on, then off again.

    Dead end station setup :

    (1 train stop + 1 constant combinator + 1 decider combinator)

    Middle Station :

    (2 train stop + 2 rail signals + 1 constant combinator + 1 decider combinator)

    The decider combinator is the same on both stations.

    Shuttle setup :

    https://preview.redd.it/t2vwbtw2orc71.png?width=435&format=png&auto=webp&s=43711f65ae745c7fe6def61d88e9143c24aa7dec

    You need to have the station set twice to make it so the shuttle look for another station than the one it is stopped at.

    If you want your shuttle to go to a waiting station once you got to your destination, there is no specific setup needed for the waiting station, but the shuttle need to be set up differently :

    https://preview.redd.it/tzigsjvqprc71.png?width=437&format=png&auto=webp&s=2e9f7735906f7bc3c020be71a3a3bb9d940bd1aa

    The wait condition for the shuttle stop could be whatever you want as long as there is a wait condition, otherwise the train won't stop at the middle station when you call the train, and loop around until you add one or you turn the station off.

    If you to use multiple shuttles on the same train stops, don't forget to set the train limit to 1 on each shuttle stop, and I would not recommend using more than one shuttle with the middle station as 2 shuttle would try to go to it, then one of the shuttle would stop right in the middle as the station is turned off when the other shuttle arrive (And if you don't have a waiting station, this shuttle might block your trains).

    When playing singleplayer, you could use it on your roads, but I wouldn't recommend doing this on multiplayer if you don't want to kill your friends with shuttles.

    This is my first reddit post, I hope you liked it.

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

    Seeking an advice on expanding my territory.

    Posted: 22 Jul 2021 02:13 AM PDT

    Here's the map for my latest run. I've launched several rockets and I have +120% artillery range at this point. My current goal is to transition to a megabase stage, but i want to start slow with 500 spm and scale it up after.

    I will need more territory to build all my builds though. On the right you see my attempts at trying to use artillery outposts to clean up large patches of land, but it still seems a bit tedious to rebuild them to push deeper into biter territory, because that means that outpost has to be emptied of all the ammo, bots, spare walls, turrets and other resources, etc and only then deconstructed.

    Also I wonder if I could just use these outposts for base defense instead of building actual wall because disassembling and moving the wall is also pretty tedious. One danger I see is if I'm not careful with pollution cloud, the biters can try to attack base directly instead of going for outposts. Thoughts?

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

    K2 Main Bus Requirements

    Posted: 22 Jul 2021 08:45 AM PDT

    Hi all,

    So I am about 20-30 hours in to my K2 only run and f\**d up my factory badly and so it doesn't scale well, it looks like a mess and I'm getting overrun by Rampant/Armored Biters waves and expansions. Furthermore, I can't get to Utility Cards fast enough to make decent offensive items.

    So, I spent a couple of hours designing a main bus using information from Recipe Book with reasons for each (what the bus will be used for) and what linear order to put them down in based on tech card unlock. Did this to save many more hours of frustration.

    I did this main bus up until Production tech cards. Due to the linear unlock system fashion of K2 nothing earlier in the tech tree requires anything later in the tech tree and so this main bus will still work even with the last 3 tech cards.

    This is information than can of course spoil your playthrough so only look at it if you're sure it wont. 

    Solids

    Iron

    Copper

    Stone

    • mall
    • sand
    • stone brick

    Electronic circuit

    • logistics tech card
    • mall (HEAVILY used)
    • robots
    • advanced circuits
    • all modules
    • electric components
    • high compression

    Blank tech cards

    • required for all tech cards
    • belt compression/neater science areas.

    Wood (water) - SMALL BUS

    • coke
    • basic tech card
    • electronic circuits
    • mall
    • biomethanol (gas power)

    Coke (wood, coal) - SMALL BUS

    • Steel plate
    • Biter research data

    Coal

    • fuel source
    • coke
    • plastic
    • many types of explosive items

    Steel Plates (2 coke, 10 iron plates)

    • mall
    • biter research data
    • low density structures
    • flying robot frames

    Plastic

    • matter research data
    • many types of explosive items
    • electronic components
    • low density structures
    • mall

    Electronic Components

    • tier 1 modules
    • military tech cards
    • advanced circuit
    • flying robot frames
    • mall

    Advanced Circuits

    • chemical tech cards
    • robots
    • mall
    • tier 2 modules
    • processing units

    Processing Units

    • utility tech cards
    • tier 3 modules
    • matter tech cards
    • mall

    Rare metals

    • processing units
    • matter research data
    • mall
    • too uncompressed in raw form
    • raw rare metals cannot be made and thus needs to be bused

    Uranium-238

    • production tech card
    • too messy to make onsite and thus 'needs' to be bused

    Fluids

    Petroleum

    • plastics
    • sulfur
    • solid fuel
    • biomass

    Sulfuric acid

    • chemical tech cards
    • enriched iron & copper
    • processing units
    • batteries
    • advanced tech card

    Hydrogen Chloride

    • enriched rare metals
    • rocket fuel (for utility tech cards)
    • Lithium chloride (to later make lithium, then matter research data and lithium sulfur batteries)

    Bus timing placement ordered by tech card unlocks

    Basic

    • iron
    • copper
    • coal
    • wood (need to unlock greenhouses first)
    • blank tech card (2 copper cable, 2 iron plate)

    Automation

    • electronic circuits (required for mall, logistics tech cards)
    • petroleum (required for plastic)
    • plastic (required for electronic components)

    Logistics

    • electronic components (required for mall, military tech cards, advanced circuits)

    Military

    • coke (required for biter research data)
    • steel plates (requires for biter research data, mall)
    • sulfuric acid (required for chemical tech cards)
    • advanced circuits (required for chemical tech cards)

    Chemical

    • rare metals (required for processing units)
    • processing units (required for utility tech cards)

    Utility

    • uranium-238 (required for production tech cards)

    Production

    • buses above provide all materials for this level of production.

    In total, there are 15 belts and 3 fluids (possibility to remove petroleum)

    Deadlock's belt stacking and associated recipe mods would work wonders here to make sure the main bus stays neatly within a single 50x50 chunk with two spaces between each for splitter-undergrounds whilst saving UPS. Otherwise, you're looking at 2-3 chunks which, for me, and foresight into how many lanes of product you'd need before playing.

    Deadlock's requires research unlocks which bridge the cost gap of not having to pay for many so many belts/splitters, The main 'cheat' element of the mod is space saving, but that's if you think it actually matters in a non-deathworld playthrough. 

    There are reasons why I did not include iron gears, copper cables, glass, engines etc but including this would make the post too long.

    Hope this helps someone.

    submitted by /u/Kazekage1111
    [link] [comments]

    If a station gets freed up and multiple trains were waiting to go there, which train gets priotlritised?

    Posted: 22 Jul 2021 08:15 AM PDT

    I have a waiting station design and i don't know for sure when a train is "arrived at the station" because if it's when it's litterally when it is right behind the station the priority would need to be the train with the least pathing distance to the freed up station (because a train will always be in the "primed" position in the front of the station, but that one has to leave first because the ones behind it can't leave when it is there)

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

    Got my self into a tricky situation, can you figure out how to distribute the inserters and the belts to all of the assembling machines only in the bounds of the image?(I did somehow)

    Posted: 22 Jul 2021 07:41 AM PDT

    1 comment:

    1. Top 10 best casino bonus codes - jtmhub.com
      Get 서울특별 출장샵 your 계룡 출장마사지 bonus 나주 출장샵 code - Exclusive 10 수원 출장샵 casino bonuses. Get $25 in Free Bets when you 밀양 출장안마 sign up to our casino site and enjoy your favorite games, table games, and live

      ReplyDelete