jet

joined 1 year ago
[–] jet@hackertalks.com 1 points 2 hours ago

I think this solves it. Lots of trail and error

 

Currently I have a circuit that keeps the last seen signal for 240 ticks, and at the end of the 240 ticks, if it sees the same input on green, it would restart the click for another 240 ticks.

This is close to what I want, but I would like to reset the clock every time I saw the input again. So if at 200 ticks I saw the input, I want to reset the clock and start again.

The entire time I want to maintain the output signal as constant, even during the reset. Any suggestions on doing this in a single circuit element?

[–] jet@hackertalks.com 4 points 5 hours ago* (last edited 5 hours ago)

Ikea shelf instead of a rack, but I used metal shelves for better thermals!

Top to bottom:

  • Unifi ac
  • Brother printer
  • Sunshine streaming machine
  • ftth 1 / 2, unifi GW pro
  • AVR, UPS, Synology NAS
[–] jet@hackertalks.com 3 points 14 hours ago* (last edited 14 hours ago) (1 children)

Good points, its highly tailored to my environment its true.

No easy replacement for the assembler. You need to move everything if you want to put an electromagnetic lab

Electromagnetic Lab - https://factoriobin.com/post/cy943i Foundary - https://factoriobin.com/post/285mfg

not modular. Low quality assembly often get clogged while high quality is waiting for stuff, so you need to be able to add more low quality assemblies than high quality.

From my perspective, it is modular, just throw up another line if you want to double the output of below, but in my quality journey, i've had much bigger gains through enabling all the full build quality paths then by just grinding one quality level

No easy way to set the buffer. 4 stacks is way too generous, and you way want to lower the buffer for low qualities

The Arithmetic combinator at the top of the blueprint on the same line as the constant combinator sets the desired stack volume in one place. For some things I want 5 stacks, some things I want 40 stacks.

I'd love to see how your approaching the problem if you would like to share your design. I just love all the different tradeoffs and methods factorio enables.

[–] jet@hackertalks.com 4 points 15 hours ago* (last edited 14 hours ago)

Reengineering fulgora for less wasteful quality grinding, I knocked out this blueprint to standardize my base, and keep the interface consistent. This design does much less grinding then my previous quality approaches!

I used the exact same logic / blueprint for electromagnetic plants, foundaries, etc

18
submitted 15 hours ago* (last edited 15 hours ago) by jet@hackertalks.com to c/factorio@lemmy.world
 

https://factoriobin.com/post/x4l8wj

Put the item you want to build in the constant combinator; The 5 assemblers below be set to the recipe for each quality level of the item.

By default each level will buffer 4-5 stacks of a item at a quality level, if the next level up isn't full, start to drop items onto the belt for recycling. (We get to 4 stacks, when we are over 4 stacks, if we need to grind for quality, we will). If the higher level quality exists and is 4 stacks, we wont grind.

Request 5x the ingredients into the requestor chest for each assembler.

No quality modules on the legendary assembler.

Using buffers for the output to pull in any items from the network, including quality upgrades from different production quality levels (the legendary output on the epic production line will move to the legendary buffer)

[–] jet@hackertalks.com 2 points 15 hours ago

I took your feedback to heart; now the recyclers have quality, and i sort for all levels of quality for each item!

[–] jet@hackertalks.com 8 points 20 hours ago (1 children)

As long as your having fun, take your time.

[–] jet@hackertalks.com 4 points 2 days ago

Ways I've seen it done:

  • chemical plant to thruster ratioing

  • pulsing a fuel pump with a clock

  • pulsing a fuel pump using pipefulness

[–] jet@hackertalks.com 2 points 2 days ago

No problems at all with 40 milliseconds.

When you start pushing 300 milliseconds, and have some jitter, then the latency will go up. If you open up the multiplayer debug information it can show you UPS/fps, multiplayer buffers

[–] jet@hackertalks.com 2 points 2 days ago

Perhaps a soft kneepad that you wear would work for you

 

Lost a good friend on Nov 11th, I last talked to them on the Oct 27th.

I've spent about 2000 hours with this friend, over three years, so a new friendship, but a deep and recurring one. Lately our schedules have not meshed (Since about February), so I've only see them sporadically.

The first 12 hours were rough, I'm getting better now, but still misty eyed. Given the frequency of our activities there are many things that just remind me of their absence. There is the aspect of losing someone, and that sadness... but there is something more here, with a 2000 hour mental model of someone else's behavior and reactions, the brain feels a little empty now that whenever anything triggers the 'oh we did this', 'oh they would like this'.... it gets short circuited by... and they are gone now.

I've lost people before, quite a few - sadly, but it never really had this level of impact. I suppose there is a proximity / frequency factor in the impact of a loss.

Rest in Peace - General.

[–] jet@hackertalks.com 1 points 2 days ago

Irresponsible driver kills cyclist at xy intersection.

And you read the article and it's a ambulance with it's sirens on, going through a a green light that the cyclist was running.

The reason unbiased/factual headlines are preferred is because there can always be context we miss at the reporting time.

[–] jet@hackertalks.com 6 points 2 days ago* (last edited 2 days ago)

Every planet has a PLANET_wants group, that's put into the landing pad of that planet.

There is a buffer on each planet requesting the _wants group next to the rockets.

There are two shuttles that go through the planets clockwise and counter clockwise. They both have all the planet _wants groups

So if a planet needs huge drillers, it gets set one time in the _wants group, and everything else just happens automatically.

The ability to share logistics groups across devices is a really good quality of life improvement

[–] jet@hackertalks.com 3 points 3 days ago (1 children)

Really nice snapshots, I like the labels!

In your initial sort line, how you keep the initial passive provider chests full? Do the inserters emptying it have a size trigger?

22
submitted 3 days ago* (last edited 3 days ago) by jet@hackertalks.com to c/factorio@lemmy.world
 

Let's see some different approaches! Share a snapshot of your Fulgora heart.

 

Hold a blueprint in your hand, then in your personal logistics network click Add Section - the new section will be populated with all the requirements of your blueprint

I just discovered this! so convenient.

 

How to define time? What are arrows of time? What's all the fuzz about entropy? What does it have to do with the Big Bang? What's the Arrow of Radiation? What is the Fork Asymmetry? Why do we remember the past and not the future? Is time a macroscopic phenomenon? And if god doesn't play dice, what game DOES he play?

  • 0:59 Time is Relative
  • 3:35 The Arrows of Time
  • 5:37 The Thermodynamic Arrow
  • 12:03 The Cosmological Arrow
  • 14:57 The Arrow of Radiation
  • 16:31 The Fork Asymmetry
  • 19:13 The Record Asymmetry
  • 21:58 Cause and Effect
  • 24:09 Ad: Leviathan Dark
  • 25:14 Is time a Macro-Phenomenon?
  • 32:22 Conclusion
44
submitted 1 week ago* (last edited 1 week 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.

64
submitted 1 week ago* (last edited 1 week 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.

     

    They gave it a 5/5! Amazing.

    • Take the cheapest frozen pizza you can find
    • Blend it in a blender, adding alfrado for liquidity
    • Break pasta in half, boil
    • Add pizza sauce to pasta!
     

    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.

     

    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.
     

    I think the gold standard of account creation is the mullvad experience, you create an account id, and your good to go. I haven't found such frictionless service in the game hosting domain.

    I've found two services that do accept crypto, with some friction, but nothing perfect. I'd like to hear of any alternatives that work well, (specifically for factorio hosting).

    I realize there are plenty of VPS and cloud hosting services already, but that's alot of config and admin to get a commodity game server up for a month or two.

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