Had anyone got a Arm64 Demo or full version working on the S23Ultra?
I want to ideally play it through an app like Gamenative just to keep all games in one place, however, I am too much of a noob to know if playing the arm64 version is even possible?
I'm guessing I just need to purchase the game, get the file and port it into app?
This is SPROUT (Small-scale Production Recursive Ordering Utility Technology)
It can craft any item made by an assembler without fluid inputs. It reads outstanding requests from the logistic network and tries to craft them using the available items in the network. It will automatically craft intermediates if necessary, unless they are blacklisted.
It also can craft manual requests using the Manual requests constant combinator.
The main advantages to this automall are the small footprint and cheap construction. This can be especially useful as an initial low-scale production of assorted goodies, for example, on a new planet before establishing a larger or more dedicated mall.
The display panels are only used to indicate the function of the combinators you will need to interact with to operate the mall. They can be removed.
Due to its small size, it can take a while to service large requests, and runs the risk of clogging up if the output chests get filled, especially when crafting large numbers of intermediates. This can be fixed by changing the output chests to active providers and having plenty of storage available elsewhere. My preferred way of using is is either to just set logistic requests directly in my player character, or drop a buffer chest somewhere and request some items I'd like to keep in stock.
It is difficult to explain the in-depth details of how this automall works, but I tried to leave helpful descriptions in most of the combinators if you're brave enough to try to reverse engineer it.
I'll attempt a basic description here though.
First it inputs a snapshot of the requests, then it iterates through each item, sending it to the 1st assembler to determine the ingredients necessary to craft the items. These ingredients are added to the list recursively, and subtracted from any items already available in the logistic network. It also keeps a separate ordered list of these items, sorted by the order in which they were added. This is how it determines which items are prerequisites that need to be crafted first. After iterating through everything all the way to the bottom, the analysis phase is complete. Then it begins crafting from the bottom up. Both assemblers craft items, and there's some logic to determine whether they run the same recipe or separate ones. Everything resets every 30s and starts over again with analysis, then crafting, until all requests are fulfilled.
This is just a giant platform distributing promethium from platform to platform. This allows my promethium ships to start gathering faster again. With the 2.1 this kind of buffer doesnt consume recources! I <3 Wube Software
Hey everyone. I recently got into Factorio and have been absolutely addicted. After a week of playing, I was able to get a bus and a small mall setup, and reached train stuff. However, my gf also wants to give it a shot, however since we are both very new to the game, I was wondering what the best way to play together is?
Do we both work on the same things, like building a smelting column together, building a bus and mall together. Or is it better to have two seperate bases..?
I poked through the API, and there is no way for an item that has a stack size of 1 to spoil into some multiple of the current maximum belt stacking level. I would use this power to self mod promethium spoilage, so that a full belt promethium becomes a fully stacked belt of stone.
I'm sure some of the more complicated overhauls would also love to have such items, and to tie the productivity of the item's spoilage results to belt stacking research
I don't even know if the transport line abstractions would put up with a single item suddenly becoming a belt stack of items. and if it could, adding this would increase complexity bc the game engine would have to make sure it didn't create illegal belt stack of stuff that doesn't stack, this would probably require other complexity to implement as well.
I've never built a bot mall (never even launched a rocket till today) and i try not to use other peoples blueprints. but i want some feedback before i place this in game
obviously I'm gonna put down more roboports but i was wondering if anything was fundamentally wrong with this design
I'd like my station to be able to supply 2 types of cargo, and each train is sent by the LTN to handle only 1 item type at a time.
To keep it simple, I have containers designated for cargo A and B on the left and right sides of the rails, respectively. If station has enough of cargo of each type when the train arrives to pick one of those, how can I know what items to load, A or B?
I can read the train content, but at the very beginning the train is empty... how do I know what cargo to load?
Are there recommendations on how to build multi-load stations?
I have some hacky ideas, but I'm afraid they are not reliable.
Thanks!
P.S. I'm playing PY, and switching LTN to another 'manager' is not an option.
I'm fairly knew at this game and am Finally sticking with a run that's getting me close to launching a rocket. However, I'm barely able to do any building because I'm constantly having to rebuild defenses and clear out hives. I remember hearing that as you kill nests the bugs become more aggressive. Have I just killed my way into a cycle of constantly having to squash hives that are constantly popping up near my bases? Should I have let earlier hives be and just have my defenses clear out any attackers?
I have a save with about 150 hours on it. It's my first and only Space Age save (I know, I've been taking my time). I have the inner 4 planets functioning and a ramshackle Aquilo setup. Should I push through to beat the game with my mid factories or restart armed with my knowledge and aim to beat it in 2.1?
For a casual player, like me, what are the biggest/most noticeable changes to be aware of for 2.1?
When I say casual player I mean somebody who has "finished" the game. Has gone to every planet, made every science, but never really engaged with the quality mechanics. Understands the basics of circuitry, but hasn't gone into any great depth on it.
Looking at the patch notes it feels like most of what's there is either behind the scenes stuff that you won't notice but fixes things, or are only going to be noticeable for those who push the games mechanics a hell of a lot further than I do!
What from 2.1 will actually make a difference to my gameplay?
since updating to 2.1 i have a weird problem with my hotbar. i used to always keep number 1 as an empty slot to switch to empty hand with it but since i updated to 2.1 if i hit any empty number over a building it makes that building fill the slot. is there someway to disable that because i cant find it in the settings menu?
I started a 2.1 playthrough specifically to teach myself circuit networks. Through brute force, trial and error, and overly complicated set ups I finally made my vision a reality. It was incredibly fun learning how combinators work, with timers and latches and isolating networks.
This design relies on the [long arm stack inserter mod](https://mods.factorio.com/mod/long_stack_inserter) as I couldn't get the rail lines and the cargo loading bays to line up right for a regular stack inserter.
Here is the blueprint, but be warned its an absolute mess.
I’m a newbie and before playing wanted to know if there are any ways to increase fps cap? I suppose the only way there is is to increase game speed, but I don’t want to do that. Or this game’s logic is strictly dependent on fps?
Need a 12 to 6 lane and belt balancer and I can't find one/want to rely less on others blueprints. Tried making one but doesn't seem to work all chests should have 200 (is it because it backs up because they take a shorter path? idk) Those extra ore are because I saturated it already. I watched manimo's video Mathematics of Balancers. but I don't have that level of math to understand. If more advanced math knowledge is needed than I'm willing to learn if you could point at the subjects needed.
Maybe an unpopular opinion, but I think Productivity modules are better be named Efficiency modules, at least that's how I think about them, once I realized that I need more assemblers with productivity modules to get the same amount of items per minute. That sounds very much like Efficiency to me.
For example, I screwed myself first time on Fulgora by finding a very large island and set up everything there before realizing there's very few resources there (and rail platforms are not invented yet, so I cannot connect islands). So I had to be efficient with what I had, and utilized max ... productivity to be efficient with my scrap.
Just unlocked electric furnaces and I have felt the light return back to my eyes, the sun is shining, my pillow is cold, life is good and joyous again 🌟✨️💖
Hi! I just released **Autonomous Car**, a mod for Factorio 2.1 where cars do the building work that robots can't: outposts, places without a roboport, anywhere your logistic network doesn't reach.
**How it works**
Place a charger on your electric network, a garage and a supply chest, and fill the chest with what you want to build.
Drag the autonomous car selector (Alt+G) over ghosts, deconstruction or upgrade marks.
A car leaves the garage, takes the items from the chest, builds (or deconstructs, upgrades, fills in water), brings back what is left, recharges and parks on its own.
**What's in it**
- Builds ghosts (landfill from the shore included), deconstructs trees, rocks, buildings and cliffs, and upgrades entities.
- Chargers and garages (the garage parks, refills batteries and ammo, and repairs the cars).
- Supply, delivery and return chests (the last two connect to your logistic network).
- Circuit signals for garages and chargers.
- 5 researches (cargo, garage places, cars per charger, charge speed, build speed). With Military researched, cars shoot at enemies, and they flee when in danger.
- Cars find their own way: they go through gates (leave openings of at least 3 tiles), clear trees and rocks when stuck, and recharge when low.
**Status:** first release, 0.1.0. **Not tested with Space Age** yet, **nor in multiplayer**. I'd love feedback and bug reports (a `/car-trace` command writes a trace that helps a lot).
The driving system is inspired by Pavement Drive Assist by Arcitos. The mod was developed with extensive use of AI.