Factorio

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

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submitted 17 hours ago* (last edited 16 hours ago) by jet@hackertalks.com to c/factorio@lemmy.world
 
 

https://factoriobin.com/post/e5myni

675 Space Foundation Tiles Big. Aquilo and Back.

After going a little overkill with my second ship (2700 tiles), I decided to see what I could do for the smallest footprint to Aquilo.

Feels like half my ship is circuit networks, that's taking up lots of floor space, but the ship is narrow and easy to expand. The circuit networks uses the new prototype build anything assembler, and it works pretty well on a ship. A single combinator says we want to build repair packs, yellow ammo, and red rockets, and it does the rest.

Fuel and Smelting and Crushing circuits are the same as my second ship BetterJET with the high-low latching.

The cargo space is a bit tight, but it works.

Uses about 700 missiles Nauvis to Aquilo and back. Only solar panels, so I don't recommend sitting around Aquilo orbit for very long - it will wear down the rocket reserve.

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submitted 1 day ago* (last edited 1 day ago) by jet@hackertalks.com to c/factorio@lemmy.world
 
 

https://factoriobin.com/post/tvqipx (v3)

older-versionUpdated; Simplified, and added descriptions above, and grouping.

  • Take any item in the combinator in the bottom left; If we dont have a full stack of it, add it to a build queue

    For each item on the build queue, pick one at random, try to build it, if we don't have enough ingredients, add them to the build queue

    When building a item, build until we have TWO stacks, or run out of ingredients. This is one stack MORE then we use to determine if something goes into the build queue by inventory alone, this prevents thrashing, so we queue at 100, but will build until 200.

    I use the H as a hold signal... this could be a lot cleaner and simpler, but it works, and I wanted to share! I'd love to see improvements.

    A dependency we can't build will get stuck in the build queue (like plastic), right now I just have that displayed on the bottom using a manual check, but this isn't very elegant.

    Inspired by https://reddit.com/r/factorio/comments/1gkhehl/behold_the_bogocrafter/ Thank you @Legitimate-Teddy@reddit.com

    I don't have a reddit account to thank the original poster, but I do appreciate them sharing the idea! (If you use their original bogo design, be aware it doesn't recurse down the dependency tree very efficiently, so you will WANT to make your own build queue)

    Issues I'd like to improve:

    Too complicated, better alerting, less cycles rechecking recipes we already checked, if we change the original item combinator the build queue doesn't get reset, if I want MORE then one stack of something that isn't possible... that really needs to get fixed.

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    I always felt it was a bit sad that the really cool engine exhaust was always down off the edge of the screen and anything interesting, so I decided to see how this worked.

    Pretty happy with it! Learned from last time that I absolutely do not want any processing to go through the main storage, as it makes it so hard to select cargo when everything shifts around.

    Also calmed down with engines and uncalmed on production. This thing is used to transport science from Gleba, so it's got to spend very little time refuelling.

    Also added fuel, oxidizer and ammo gauges below the main storage so I didn't have to keep inspecing. When everything is full, a 3x7 rainbow lights up. :)

    Any suggestions for name? It looks like a beefy dude with hairy armpits, so trying to come up with something that fits my mental image of that somehow.

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    Iteration on my first ship design: https://hackertalks.com/post/4874276

    Unique Features

    • Small footprint
    • Only one thruster
    • Can build anything with just two assemblers!
    • Totally self sufficient, builds rail cannon ammo, explosive rocket ammo, and normal yellow ammo.
    • Using a on demand JIT sushi belt to feed chemical plants, yellow ammo, rockets, astroid fragments, rail cannon, fusion power cells, and fluoroketone bottles... not the most efficient, but it saves space.

    Improvements:

    • 6 Smelters!
    • 4 Crushers
    • 2 Assemblers
    • 4 Chemical Plants
    • Fusion Power (but could be replaced with Fission, no problem)
    • Thrusters kept at 76% efficiency!
    • Improved logic, less thrashing of recipes

    Use:

    • Ship flies from planet to planet when it finishes processing all its collected astroid chunks.
    • Very extensible storage, just pull the nose up and add more cargo area.
    • Can drop raw materials off on poor planets/Aquilo - Good as space industry platform

    Issues/Bugs

    • The Chemistry bus doesn't request the right amount of materials, so extra / needless items are put onto the sushi bus, even though nothing is picking it up.
    • I'm not really happy with the Want item circuit on the chemistry plants, I use one for the recipe contents, and one for the item contents, take the difference, and request the items on the bus. Plus asking for contents and recipe requirements creates weird signal feedback loops.
    • Rocket targeting is a bit too wide, wastes rockets.
    • All the rail guns are at the front, so parking at the edge is very risky.
    • Changing any of the fluid production may cause the chemical pipes to get stuck - reduce the upper limit on the target until it doesn't overshoot.

    Logic

    • I tried to keep the logic circuits near where they are used. Recipes have priorities as defined by the count of the signal they give, some of them latch low and stop high to get more momentum in the efficiency curve.
    • Once a recipe is selected, it's latched for 1200 ticks, and sent to the factory, where it is held on between cycles by the use of a one delay accumulator.

    I welcome feedback, or improvements, or just some good criticism.

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    Just for fun! I know there exist "the correct" pronunciations, but how do you pronounce the words in your inner monologue? :)

    Nauvis:

    1. "Now-vis"
    2. Closer to "Novice"

    Vulcanus:

    1. "Vulk Anus"
    2. Like "Tetanus"

    Gleba:

    1. "Gleeba"
    2. "Glebbah"
    3. "Glay Bar"

    Fulgora:

    1. "Ful-gore-ah"
    2. "Ful-guu-rah"
    3. "Fulger-ah"

    Aquilo:

    1. "Ack-eelo"
    2. "A qui loh"
    3. "Ack-willow"

    And lastly:

    1. "Space Age"
    2. "Spaceage" like "Mileage"
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    My first working platform that has now taken me to my first two planets!

    After the sad fate of Space Boat which went through the asteroid field like pudding through a cheese grater, and Space Boat II which did not have enough production capabilities to ward off wandering asteroids at Fulgora, the Space Boat III worked perfectly.

    With the ability to travel safely and refuel and rearm itself in orbit around any of the starter planets, it is now running autonomous supply transport between Nauvis, Fulgora and Vulcanus without needing any oversight.

    At some point I'll have to make a platform with bigger storage and stronger production capabilities so it can travel faster, but for now it does a solid job. :)

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    People have been launching big shells since 1900, way before space stuff.

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    Lol lol lol

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    My first ship design!

    Self Sufficient, doesn't require any planet resupply.

    • Only 1 smelter, 1 chemical plant, 1 assembler, 1 crusher
    • Any item over a predefined limit are thrown overboard
    • Prioritize production of Bullets, then Repair Packs, Then Rockets, Then Red Ammo

    The Design is kinda boxy, its a first draft POC- shaking out the bugs! There are so many bugs.

    • Smelter
      • The tricky bit was ensuring the inserter only grabs iron plates in stacks of five so it doesn't get stuck. Used a simple logic that iron plates must be > 950, before we try to pick them up and a stack size override of 5
    • Crusher
      • Every recipe on a decider with a priority by signal count, a selector grabbing the highest priority, and a latch that holds any selection for 1200 ticks.
    • Assembler
      • Same as crusher
    • Chemical Plant
      • Same as crusher, PLUS filtered pumps to sort the output of the chemical plant.
    • Defense
      • Of course, surrounded bu turrets, and rocket defenses filtering for HUGE targets, and a few tesla towers for flavor.
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    The inserters for the 2 guns on the side are set to only turn on when the ship is stationary.

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    Is there a way to dump to a planet any unrequested inventory? Or a way a circuit can dump from the platform.

    My space bus sometimes gets over packed and it builds up

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    Hi! SuperSpruce here! I wanted to give occasional progress updates of my Factorio: Space Age base, so here it is! I would've posted this on Reddit instead of here if it wasn't for Reddit's greed starting in 2023. Note that I'm not using any mods here, even QoL.

    The start was quite poor, due to the dry climate, no visible chokepoints, and spaced out resources. The only good thing was a small oil patch nearby. The biters were a constant threat in the early game, so I researched military and gun turrets before automation, purposely delayed scaling up as to keep power consumption low, and rushed efficiency modules and solar power. My weapon progression has gone: SMG with yellow ammo, SMG with red ammo, flamethrower, SMG+defender capsules, and now tank + defender capsules.

    Here's the whole base. Yes, I am naming my train stations after motorcycles, deal with it.

    .

    My 1-4 train system uses what amounts to a giant roundabout with an exit for each major resource in the main bus, with buffers to prevent traffic jams. I only have about 5 trains running currently, but I tremble at the thought of traffic jams. That's why I plan to build a train "interstate highway" in the future. Outside of the main base, it turns into 2-lane "rural tracks."

    Here's the main base with the main bus:

    Fun fact: The belts are all yellow belts except for 3 cases where I needed more underground length where I begrudgingly use red undergrounds.

    And finally, here's my sad 2nd attempt at a space base:

    My next goal is to go to Vulcanus for the cliff explosives and more powerful military options. But I first need to scale up steel...

    Give me your thoughts, but don't spoil anything!

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    I have literal oceans of heavy oil, but I still need water to make rocket fuel?

    There has to be a better way to make rocket fuel than melting ice....

    Anyone find a clever solution?

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    I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

    I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

    Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

    How do you do it? Any other ideas?

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    Hello!, i was playing factorio with my friend through steam(he was hosting) with the "autosave only on server" disabled, and if i understood it right, i should have a copy of the server save from the last time we played in my computer, but where it's?, thanks!

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    My GOD so many rocks on the way.

    Space Boat v1 had 4 guns, and died immediately.

    Space Boat v2 had 10 guns, and manged to barely get there by manually pausing thrust several times, then getting smashed in orbit by Fulgora's drifting medium asteroids because it ran out of ammo.

    Space Boat v3 has 28 guns protected by walls and a stockpile of ammo. It can get there and back again. Time will tell if it has production capabilities to survive parking in Fulgora orbit.

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    This is a normal post, regenerate it and trash it about 1000 times for a elite post.

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    Want to get the DLC and start over but I'm a little afraid to sink in too many hours since there's always improvements to be made

    Edit: spelling

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