Factorio

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A Lemmy community for the game Factorio made by Wube Software.

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founded 2 years ago
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Multi channel radios! (factoriobin.com)
submitted 3 days ago by maarvin to c/factorio
 
 

So I had a problem. I wanted to be able to broadcast a set of circuit signals representing a list of required items for a given outpost. The problem was that the radio only supports green and red channels leading to N>3 outputs intermixing signals.

Solution: Use a repeating clock that sends a signal only if Z={{my_chosen_channel_num}}. There's some odd stuff going on combinator wise to keep signal values in memory while the Z timer is on a different channel. Also requires a single clock radio blueprint in order to keep receivers and transmitters in-sync with one another.

This is my first time fiddling with circuits more advanced than if X > Y inserter_enabled so if you find a way to make this better LMK

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submitted 5 days ago by Leeks to c/factorio
 
 

About to jump planets, what should I be taking along? Also is there anything I should make sure is done on the OG planet before leaving for a bit?

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Literally unplayable (files.catbox.moe)
submitted 1 month ago by [email protected] to c/factorio
 
 

Now I cannot not see it.

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If there's insufficient space around it, then it'll never spawn anything. This can be useful if you want to keep a specific spawner around for capture later but don't want too spend resources on killing the constant stream of biters.

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75 tons was ridiculous and honestly we never should have released such a bulky monstrosity in the first place. The new Deliverator Slim is now a mere 73 tons!

Turns out the amount of water produced from melting ice is 20, and the amount of water needed for fuel and oxidizer is 10 each. So instead of cycling between fuel and oxidizer with a water override, we can just cycle to run one of each recipe. No storage tanks necessary!

R&D was also informed about a width issue with previous designs. With the removal of the water storage tank we were able to dramatically improve aerodynamics. For very brief periods of time while flying towards a planet, this sucker can hit 50km/s!

Blueprint

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/factorio
 
 

I've removed the self-sustaining ammo since it was just using up too many resources to be worth it for a small design. There were times where if it got low on ammo mid-flight it couldn't keep the engines on long enough to make up for being pulled into a planet's gravity due to the iron consumption. So I had to supplement it with ammo deliveries anyways, and I decided to just rely entirely on that. I also swapped out one of the solar panels for an accumulator and it seems to be working well.

The other main improvement is to the chem plant logic. It no longer needs buffers for the fuel and oxidizer. I use the on recipe complete signal to run a counter, mod by 2, then use that to flip between fuel and oxidizer. There is still a water tank to trigger a low water override.

If the chem plant is filled with too many resources it tries to run the recipes twice causing a lot of problems with the counting logic. Now the inserter is only active if the chem plant is not actively working which keeps it happy.

I noticed that when idling at a planet it backs up on fuel or oxidizer, clogs the pipe, then uselessly thrashes recipes. This creates an imbalance in how much fuel is available and while not proven I'm assuming it could create a condition where it can't use enough fuel to clear out the pipe and everything stalls. To prevent this I detect when I'm in orbit around a planet and stop producing fuel at that time. However I also realized if it somehow gets into orbit with a very low to zero amount of fuel that could prevent it from firing up again. So the orbit kill switch is hooked up to a timer and only disables the fuel/oxidizer production after 8 seconds.

I believe I could get the design down to 74 tons if I can figure out a consistently safe way to run the logic without the water tank, but 75 is such a nice number. I could also remove the accumulator but that causes worrisome power dips. The blinky lights are a core part of the ship's functionality and cannot be removed.

Blueprint

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Achievement Hunting (self.factorio)
submitted 1 month ago* (last edited 1 month ago) by Deestan to c/factorio
 
 

Mostly only the two timed achievements left.

Having completed the first run in 200 hours, it seem pretty safe to manage 100 hours now that I know what to expect, but the 40 hour one is probably going to need some thought.

Nefrum has started speedruns on it, and set a baseline of 15 hours.

Has anyone managed or tries it? What is your strategy?

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Part of our adventures making minimum viable transport ships. This thing barely works, moves slowly, can't fire at many asteroids, only sorta supplies enough energy. It gets where it needs to eventually though and includes the most important space ship feature: Blinky lights

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I've been experimenting with using circuits to set recipes. This latest one was a lot of fun because it has to make water to feed back into itself for the other two recipes. The circuit logic is surprisingly simple with the new selector combinator and combinators being able to use red and green wire signals separately

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I struggle with circuits a lot and this was helpful.

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Lol way closer than I expected.

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submitted 1 month ago* (last edited 1 month ago) by PigStyle to c/factorio
 
 

I have not seen many builds/blueprints on here, figured I would post what I have so far any see if anyone has any suggestions/ ideas to make it better.

The factorio print page is acting a little weird, but the copy to clipboard seams to be working.

I know the auto-mall does need one more timer/memory cell for some edge cases.

I also haven't had a chance to put the train cells to a good throughput test.

Let me know what you think.

Edit: fixed link

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The grids of robo ports and substations don't match up. I'm always overlapping one on the other at some point. I figure there are 3 options

  1. don't match grids, just maximize each grid separately and have defects here and there.

  2. use the substations as the base grid and match ports to it.

  3. use the ports as base grid and match substations to it.

I'm leaning towards #2.

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I could be exploring all the mechanics that Fulgora and Gleba have to offer. I've researched both planets and have a spaceship ready to take me there in a couple minutes. But nooooo... I instead want to utilize the insane scale of everything on Vulcanus to build rail networks to bring my SPM to the moon!

First, I want red, green, blue, and purple science to get unlimited mining productivity! But yellow science for enhanced military power sounds nice for medium demolishers, behemoth biters, and the Gleba enemies... And since I already have yellow science, I can easily expand to space science... And wait, I also can make Metallurgic science as well!

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Like, not technically how, but emotionally? If I spend too much time messing around on a platform, critters inevitably attack my base. Even if I build a fortress, I worry that something will run out and guns will run out of ammo... or that something will run out and The Factory will grind to a halt. I could just stack up a vast area of capacitors and rely on lasers and a fission reactor, but is this really what you guys are doing?

How do you emotionally detach from Nauvis and commit to not being able to troubleshoot on the home factory? Heck, once I establish factories on other planets, how do I leave them to return to Nauvis and not worry that they'll be overrun??

When Space Age was released I restarted, solo, with a new base, and I'm getting close to building a traveling platform; how do I ensure the security of Nauvis before I depart?

(My first, and as yet only, station attached for giggles)

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2.0.21 released to stable (forums.factorio.com)
submitted 1 month ago by [email protected] to c/factorio
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