Factorio

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Community-run subreddit for the game Factorio made by Wube Software.

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Flaky_Pangolin_7505 on 2024-10-17 01:38:02+00:00.

152
 
 
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The original was posted on /r/factorio by /u/Symbol_1 on 2024-10-17 05:11:18+00:00.

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The original was posted on /r/factorio by /u/Karew on 2024-10-17 03:59:25+00:00.

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The original was posted on /r/factorio by /u/derpumu on 2024-10-16 16:44:04+00:00.

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The original was posted on /r/factorio by /u/NameLips on 2024-10-16 23:03:54+00:00.


You can use the circuit network to change recipes of assembling machines.

You can use the circuit network to change the requests of requester chests.

You can remotely change the signals being sent by constant combinators, and assign groups to different signals, and change the contents of those groups remotely.

So it's possible to set up a single assembler, have it check the logistic network for buildings that are low, change its recipe to make those buildings, change the requester chest to request the ingredients for those recipes, make the desired number of buildings, and then switch to a different recipe automatically.

This is actually a good use case for active provider chests, so the new buildings are immediately swept away into storage, which will let the assembler know when the order is complete.

This is huge. I'm a fan of modded factorio, and most of you know how utterly ridiculous the malls for those mods can get. At the very least you need one assembler per building, and in mods like pyanadon that can mean hundreds of assemblers, all hogging resources in their requester chests, and most standing idle most of the time.

This is a huge game changer in my opinion. I'm amazed at the possibilities.

Other things you can do include changing the requests for all your turrets at once, so they're instantly upgraded to new ammunition.

You can now remotely swap out modules.

It's so cool. I'm so excited!

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The original was posted on /r/factorio by /u/nyxthebest on 2024-10-16 22:17:06+00:00.

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The original was posted on /r/factorio by /u/sypherion on 2024-10-16 20:30:30+00:00.

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The original was posted on /r/factorio by /u/thurn2 on 2024-10-16 19:58:39+00:00.


Something like elevated rails is described as a "mod" in-game. Does that mean that it's an actual mod in the sense of being written in Lua, something that could in theory exist on the mod portal? After Space Age comes out could somebody else go implement their own elevated rails mod, or even add additional features like 3+ levels of rail? Could they implement their own version of the quality mod? etc

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The original was posted on /r/factorio by /u/Waity5 on 2024-10-16 17:48:08+00:00.

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The original was posted on /r/factorio by /u/fucks_with_his_dog on 2024-10-16 15:56:54+00:00.

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The original was posted on /r/factorio by /u/Imperialist-Settler on 2024-10-16 13:59:29+00:00.


Will they still make that satisfying whooshing sound when you connect a filled pipe system to an empty one? Is there any gameplay footage that confirms/denies this?

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The original was posted on /r/factorio by /u/vidaswatches on 2024-10-16 11:20:28+00:00.

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The original was posted on /r/factorio by /u/Famout on 2024-10-16 09:37:03+00:00.

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The original was posted on /r/factorio by /u/afdnzz on 2024-10-16 12:49:55+00:00.


How are you preparing?

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The original was posted on /r/factorio by /u/bECimp on 2024-10-16 12:36:41+00:00.

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The original was posted on /r/factorio by /u/SpaghettinOuttahere on 2024-10-16 10:27:46+00:00.

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The original was posted on /r/factorio by /u/Kardinals on 2024-10-16 07:17:14+00:00.


I've seen some YouTubers mention that it's now possible to stack up to four items vertically on a single belt tile. Is that correct? If so, does this effectively mean that the throughput on a belt BUS could be quadrupled? It's surprising that this isn't getting more attention. This seems like a game-changing feature!

I'm considering new ways to design my factory around this, possibly offloading resources onto belts in a stacked manner to significantly boost resource throughput.

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The original was posted on /r/factorio by /u/Soul-Burn on 2024-10-16 06:07:15+00:00.


Hello, as a moderator on this subreddit, one of my responsibilities is ensuring flairs are used correctly. Many users do not wish to see Space Age content, and therefore filter out posts by flairs.

In the last month, I have manually fixed flairs to over 80 posts, to help users filter out content relating to the expansion.

We have thought, that maybe the flair names "expansion" and "expansion question" are not clear enough and renamed them to "Space Age" and "Space Age Question". Since then, many more posts ignored using the correct flairs, so this was not the issue.

For us and your fellow readers, please flair your posts correctly.

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The original was posted on /r/factorio by /u/zspice317 on 2024-10-16 04:50:06+00:00.

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The original was posted on /r/factorio by /u/AnauNaga on 2024-10-16 04:23:10+00:00.


(I fixed the images here)

This game is pretty old, so I hope the information here might be new, or at least new to some people.

First off, what is this post even about?

Here I'm trying to answer the question of the fastest way to move items off a belt using a single stack inserter.

Some people already use some pretty well known techniques, but I'm going to cover some odd situations that can actually more more items than those techniques. I'm sure there may be other methods that work better, but this is what I've found.

tldr is at the bottom.

Basic concepts:

  1. upm stands for units per minute. (Normally its ups, units per second, but I can't be bothered doing the math for a few dozen experiments)
  2. items move on belts at the same speed regardless of turns. This can be a bit counter-intuitive because if we think of the belt as a quarter of a spinning disk, you would think that the outside of the disk needs to move faster than the inside to maintain the same angular speed.
  3. inserters prioritize items on the closer side of a perpindicular belt and left side of any other scenario for a belt (thats left side of the forward facing direction of the belt)
  4. inserters cannot pick up items from the input of a splitter. here's what I mean:

Also, i'm going to try and not bloat this post with too many explanations, because I'm not confident in the ones I have, and I think people care more about what works best rather than how a certain case works best.

Getting that out of the way, lets start with the numbers for basic situations:

Experiment group 1:

Experiment 1: 711 upm

Experiment 2: 977 upm

Experiment 3: 812 upm

Experiment 4: 773 upm

Experiment 5: 917 upm

Experiment 6: 881 upm

Experiment 7: 881 upm

Experiment 5 is an interesting case because the inserter is picking items off the outside edge of the belt and doing better than its symmetrical counterpart while experiment 2 is picking items off the inside of the belt and doing better than it's symmetrical counterpart

Now lets do some more interesting setups:

Experiment group 2:

Experiment 8: 812 upm

Experiment 9: 977 upm

Experiment 10: 812 upm

Experiment 11: 879 upm

Experiment 12: 879 upm

Experiment 13: 812 upm

Experiment 14: 1021upm

Experiment 15: 932 upm

Experiment 16: 932 upm

Experiment 17: 1021 upm

Now we have something interesting. This is our first count past 1k upm. Now, the setup I have for the Experiments that got past 1k is a bit silly. You see, since inserters prioritize grabbing the left side of a belt, I did a couple experiments with that, and I ended up doing Experiment 14-17 using only one side of the belt. Even though they still beat our previous record, they are still a bit silly.

I say its silly, because lets look at what happens if both sides of the belt are full:

Experiment group 3:

Experiment 18: 1156 upm

Experiment 19: 1156 upm (The image is wrong, it should've said 1156 upm like the left side)

So clearly, this scenario is less silly and more efficient.

Here are some other experiments I did that didn't perform as our best picks:

Experiment group 4:

Experiment 20: 800 upm

Experiment 21: 800 upm

Experiment 22: 775 upm

Experiment 23: 775 upma

Experiment 24: 773 upm

Experiment 25: 917 upm

Experiment 26: 800 upm

Experiment 27: 788 upm

Experiment 28: 800 upm

Experiment 29: 1156 upm

Experiment 30: 1156 upm

Experiment 31: 881 upm

Experiment 32: 881 upm

It should be noted that Experiment 29 and 30 are basically the same setup as Experiment 18 and 19.

edit: someone made a good point that I didn't include certain splitter experiments, so

here they are:

Experiment group 5:

Experiment 33: 699 upm

Experiment 34: 739 upm (each)

Experiment 35: 797 upm (each)

Experiment 1: 699 upm (this is a copy)

Experiment 36: 1008 upm

Experiment 37: 797 upm

I'm glad I added this, because experiment 36 gives interesting results. I believe its because the second belt acts as a buffer that can fill the output faster than 1 belt can. This is the same idea as how 2 green belts can fill a red belt faster than a single belt can fill a red belt.

Now, we have our best options, but could we use them to fast load items into a train?

Well, 1156 upm is 19.27 ups (units per second), so theoretically a stack inserter (maxed out 12 items per grab) can handle a single green belt which is 15 ups or 900 upm.

The splitter on the left just tells us if the belt is getting backed up, which it clearly is

Also, I'm not using an actual train car, just 6 inserters in a line to simulate a loading spot.

Well, in this case it can't handle 6 green belts, but I think thats because of the speed at which green belts can move items in front of the inserter.

So what if we have the green belts put items onto a red belt? we could make assumptions that it doesn't work, but lets find out anyways.

So it works! The splitter on the left isn't releasing items, but you can also see that none of the red belts are backing up either. I said I wouldn't do explanations, but I'm pretty confident on this one.

Basically the red belts can move the items fast enough off the yellow belts that gaps form between each item.

This means that a sort of buffer can be made on the red belt for the inserter. Also notice how the belt on the bottom is still yellow. The speed of the bottom belt doesn't matter so much.

We can take this a step further. if 1 stack inserter can handle 19.67 ups, then 5 inserters can handle 98.35 ups. Thats over 2 blue belts of items. In contrast, if we used the curved belt method then 5 inserters could handle 76.42 ups which is just not enough. Lets confirm it works!

Okay, this time I ran into a few issues, but I got it to work. First, the belts on the bottom MUST be green belts. I have no idea why, but also this is the only splitter setup I could get to work. I tried 2-5 balaners, lane balancers, advanced lane balancers, and a combination of everything. Honestly its probably too much effort to the point that it makes more sense to just use another inserter. like such:

TLDR:

This is the most efficient way for a stack inserter to move items off a belt (afaik)

It moves 19.67 items a second

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The original was posted on /r/factorio by /u/little_dooder on 2024-10-16 04:09:41+00:00.

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The original was posted on /r/factorio by /u/Xorimuth on 2024-10-15 22:47:55+00:00.


2.0 makes a whoooole lot of mods obsolete. Here's the list I've been compiling over the last few months. Note that in some cases the mod may not be completely obsolete, either because the mod had a few niche things that 2.0 can't do, or because 2.0 does things in a different way, and you may prefer the mod version still.

Full

  • Train Groups
  • Autotrash / Logistics request manager
  • Slightly Smarter Pipette
  • Spidertron squad control
  • Wire Shortcuts (Lite/X)
  • Remote Configuration
  • Redo
  • Ghost On Water
  • Simple Landfill Mining / Landfill Plus
  • Pumps on landfill
  • Crafting combinator
  • Power Pole 32
  • Tinted Ghosts / Blue ghosts
  • Do Robots Build Automatic Trains?
  • Blueprint Variables
  • Destructive Blueprints
  • Stack combinator
  • Stack size tooltip
  • Blueprint aligner
  • Reactor Interface
  • Circuit Controlled Silo
  • Inventory sensor
  • Display plates / Nixie tubes / Holographic Signs
  • Recipe Book / FNEI / What is it really used for
  • Armor Spill Prevention
  • Pipe visualiser
  • Assembler Production Rates
  • Resource highlighter
  • Icon badges
  • YARM
  • Combinator Toggle / Flip-Flop Train Driving Mode
  • Clean sushi
  • Fluid filtering

Partial

  • Factory Search
    • Vanilla can now search for machines producing and resources, but FS has other search modes, and does cross-surface
  • Module Inserter (Simplified/Extended)
    • Vanilla now supports creating module requests remotely one-by-one, or by configuring an upgrade planner with an empty ‘from’. MIS may still be preferred for ease of use over configuring upgrade planners. MIE may still be preferred for more customisability over upgrade planners.
  • Omnipermute / Fluid Permutations / GDIW - Gah! DarnItWater!
    • Vanilla now supports mirrored fluid recipes, but not arbitrary permutations.
  • Cursor Enhancements
    • Vanilla now has ‘pipette anywhere’ functionality.
  • Circuit radio network
    • Vanilla radars can now transmit signals on the same surface.
  • Attach notes
    • Vanilla combinators now support notes. Vanilla now has the display panel. You’ll still need this mod for notes on other entities.
  • LTN / TSM / Cybersyn
    • Fancy train controls can now be done with interrupts. I think you'd still need these mods if you want to handle multiple resource types at the same station?
  • Auto deconstruct
    • We now get warning icons on drills that have run out of resources, but still they do not get deconstructed automatically.
  • Automatic Train Painter
    • Trains can now be set to take the colour of their destination station.

Broken beyond repair (RIP)

  • Fluidic Power
    • Fluid system overhaul has made FP pretty much impossible to port to 2.0.
173
 
 
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The original was posted on /r/factorio by /u/Select-Ear-634 on 2024-10-15 21:40:29+00:00.


Do you think Space Age will become the best/preferred way to play Factorio once it releases or do you think the base game will offer something that space age does not?

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The original was posted on /r/factorio by /u/Economy_Basis_9983 on 2024-10-15 16:24:39+00:00.


The main purpose of that run was to fully "taste" all the end-game content of Factorio. And the best way to do so, in my opinion, is to build a relatively big base

It took about 120h to build the 1000 SPM base (not counting time spend in creative mode). That was my 2nd attempt. The 1st one failed because of the chosen approach that was tough to scale (also I chose the wrong moment to scale, because I tried to do it before launching the rocket)

(it's my first post, i might unintentionally violate some of the rules, though I read them through and did my best to follow them)

The goals for the base

  • It must consistently produce 1000 SPM
  • It must rely on designs bound to the map chunks (32x32 tiles)
  • The 1000 spm goal must be reached before the launch of the expansion
  • It must use all the latest technologies available after the rocket launch. I talk about robots, beacons, top-tier modules, nuclear energy (Kovarex enrichment), an army of spidertrons for building everything

Another conditions

  • No biters. I already finished the game with a friend while playing against biters. Wanted to focus purely on building
  • Rail world in order to incentivize to build extensive train networks

Stages of building the base

  • Launch the rocket with yellow belts. Wanted to try to avoid using red ones and then transition
  • Set up the mall. It's purpose is to produce all items and, most importantly, lv3 production and speed modules
  • Wait for the resources to accumulate
  • Design and build four 250 SPM modules that consume only raw materials and can work independently of one another

Additional tasks

  • Build scalable nuclear plant to ease the scaling of power production (success)
  • Design chunk-based designs for the rail network (success)
  • Use only 1-1 trains (success)

Why 250 SPM?

  • Because 1k spm is kinda a golden standard for me and 250 is 1/4 of 1000. And 4 is a power of 2. As a programmer I love everything that is a power of 2.
  • It requires 8 blue belts of iron ore, 8 blue belts of copper ore (4 belts for circuits + 4 belts for everything else), 2 blue belts of plastic and 1 belt of everything else. And i need only 2 stations of iron ore and 2 stations of copper ore (also the power of 2)
  • Not too big, not too small, just fine in order not to get lost in procrastination

Some screenshots

Base overview

250 SPM module

Some stats:

I checked the 250 SPM on 10h: it produces 250spm just fine as long as there is no lack of raw resources. Was delighted to see exactly 1000 SPM

At first tried to use only solar energy, but understood that 1k spm can be easily reached with nuclear power

Trains. The number of trains for any given raw resource: (number of consumers + number of providers - 1) * 6

Now a little more details:

About modules

  • It must consume only raw resources (iron ore, copper ore, oil, stone, coal and water). That would simplify the calculations required to design each module, could allow to make those modules independent more or less from one another
  • It uses a bit of everything. Trains for transportation on large distances. Belts for middle-ranged and short-ranged distances. Bots for short-ranged distances. Also everything is moduled and beaconed
  • It relies on the main bus architecture. Quite simple, robust and easy to understand and use
  • The intermediate resources are produces mainly with belts. The science packs are produces only with bots
  • It must rely on 32x32 grid. Thus it simplifies building of train networks, helps to plan the positioning of buildings. Although in some rare cases i stepped aside from that limitation
  • I defined the ratios using factorio calculator and overbuilding a little bit just to make sure I didn't miss something accidentally

More screenshots

Turned on the grid to show how everything fits into 32x32 tiles

Red, green and black science production

Blue science

Yellow science

Purple science

White science

labs

Exactly 4 chunks. There are so many stackers to ensure the consistent flow of resources in the module

t-junction

guess the ratio is almost perfect? the troubles are lack of radar and roboport

broke the 32x32 rule because didn't see any other way around

The mall

P.S.

If anyone is interested in any blueprints or any other details about the base, feel free to reach me. Ready to share all of them if for some reason you might find anything useful in them

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The original was posted on /r/factorio by /u/Haydn_V on 2024-10-15 22:11:35+00:00.


Between quality and the changes to rails, most of my blueprint book is going to end up getting tossed out when Space Age drops. I'll probably only keep my belt balancers and some circuitry. How about you?

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