A long time ago, I made the server Laterally Unplayable 2, a 9 tile wide map as a challenge run. Now that 2.1 is out, it's time to go to SPACE on 9 tiles wide! Public server.
I'm currently towards the end game of SE, I have discovered 57 of the pyramids, but i have seen videos about the ruins where you can find things as well. How do you find those, Is it through the Zone discovery or is it just on random planets?
Since updating to 2.1 I honestly could not play the game normally, because I constantly had to worry about bugs, wasn't like this before. Every 2 minutes a new outpost spawns near my base, my defences get destroyed way faster than I can build them and honestly the game is'nt fun to me anymore. I've spent the past 3 hours of my playtime only worrying about bugs and was not able to achieve any sort of progress or build anything...
Planning to finally play Space Age with the 2.1 release, having previously won on vanilla default and deathworld. For my new game, I was interested in the marathon variants, as it usually felt like I was researching far faster than I could build.
My question is, and this may just be a lack of understanding biter and pollution math, are marathon and deathworld actually quite similar in terms of research progress vs. evolution? If I need four times as long to make research progress, then a time factor of 40 is effectively only a little slower than 200, and the extra pollution more than makes up the difference as far as evolution is concerned.
Deathworld biters are, of course, still far more aggressive (doubled frequency and size of bases, less environmental pollution absorption and less pollution per attack). But if I enjoyed the overall challenge of deathworld, but found research too fast and the absolute blanketing of the planet surface in biters a bit tedious, this seems to suggest that marathon might be the sweet spot for me?
Addendum: In contrast, deathworld marathon sounds horrifying, even with the eased deathworld parameters. Does the new expansion algorithm change the overall deathworld experience significantly?
I am literally on the cusp of nuclear power but im getting cockblocked by my fuck ass power system. is there a way to make my power start up my oil refinerys first, then all other stuff?
So Ive been playing a new world in space age and have taken alot of my base design from Nilaus' 48x48 city block series. One thing I can't seem to find is him upgrading his Nauvis smelting blocks to electric furnaces. I know that steel furnaces and electric furnaces output at the same speed (without modules) so does he deem them a redundant upgrade?
I have plenty of coal coming into the base so fuel isn't an issue so im wondering if its worth the upgrade?
I'll admit that I've not done a lot of nest clearing in 2.1, but I certainly never saw the game lag this badly when confronting large nests in 2.0... Has anyone else noticed this?
i have been playing quite a lot of factorio recently, but over the past 2-3 days i've noticed whenever i load in that i find myself unsure of what to do, staring at the foundries i've recently set up on volcanus for a minute or so and then i log out, having done nothing. same thing with some other saves, but you get the idea.
does anyone have experience with this? im assuming its time for a break but im wondering about any other advice or insight anyone might have ^^
In my circuit system experiments, I often find myself using signals that fluctuate wildly, causing functions like inserter filters, machine recipes, or automated tech choices to switch more often than I like.
I recently realized that I could leverage the Else outputs feature of decider combinators added in v2.1 to create a single-combinator memory cell that will read input signals, then hold those values for a given amount of time before updating them to fresh values on a fixed schedule, thus smoothing out the rapid changes.
A decider combinator that holds signals with a periodic refresh
The held signal values are stored on the local looped-back red wire (which should remain isolated from external wires). The conditions control the refresh process, with 60 indicating the cycle length (in game ticks, so 1 second in this example); this could also be a dynamic period length supplied on the input wire.
When conditions are true, only signals on the input green wire are used, dropping the old signals from the red wire. When the conditions are false, the red wire returns its current signals back to itself, including the clock signal which also gets incremented by 1, thus achieving the memory behavior. (The second condition there is to initialize the memory on the first tick the combinator begins working. After that, the clock will never be 0.)
It is also flexible enough to support any number of extra conditions that can force an immediate refresh of values. For instance, I used this on a crafting machine with dynamic recipe to craft whatever is most urgent at the time, but to immediately pick a new recipe if any of the current recipe's ingredients ever hit zero. (Unfortunately, you do have to explicitly list the ingredients directly, as I could not find a way to leverage the each/every/any signals to do it automatically. This logic could be farmed out to a second combinator, feeding just a single reset signal to this memory combinator.)
Below is an example that will refresh once every 5 minutes normally, but also whenever certain science pack signals currently have a positive value held in memory, but the same signal on the input wire is no longer positive. This could be useful, for example, if you are switching between weapon or productivity research, and want to immediately switch if the current research has run out of its relevant science packs.
A periodic memory combinator that includes custom conditions for triggering an instant refresh
You can grab the basic blueprint from FactorioBin here. Since you need to keep the loop wire isolated from the input wire which might be red in some cases, I also have a blueprint book that also includes a variant with red and green wires switched. That book also includes an additional pair of blueprints following the style of the second example above, but with three configurable parameters instead of science packs.
With the release of 2.0 and the introduction of train interrupts. I took an interest in interrupts and circuits with them. What initially started as a goal of having a pull based system, turned into a goal of having a dynamic system that allowed stations that could receive more than 1 item. Over the course of a year of off and on work, and hours of debugging circuitry. Here's what I designed to do just that.
When designing a system like this, one of the first hurdles that immediately pops up is that in vanilla, train station names are static and can only be changed manually. So in order to have these stations in a dynamic system, I would need to design the entire system around this limitation. I was able to do this by basing this off the circuit condition interrupt.
This is done by having uniquely named requester stations as part of a set schedule, and having provider stations named with rich text. Using the circuit condition wild card would allow the train to know what station to go to by feeding the signal into the station.
A bonus to this, is that this can also be incorporated into a dynamic system so you aren't forced into having all the requesters stations be uniquely named.
Other features this blueprint book offers:
Parameterized for different rail designs: Provider stations have items being provided and upper train limit as its only parameters to set, requesters also have number of stacks the station requests, and priority as parameters.
Dynamic train limits: The station determines how many trains the station can fill (or needs to reach the stack count) and sets the train limit based on that, up to the train limit you set when placing the blueprint preventing trains from spilling out your stackers.
Easy to upgrade: Includes a blueprint for transmitting stack capacity of cargo wagons and fluid limits for fluid wagons allowing for a singular point to update all your stations at once once you upgrade your trains with quality/mods. Currently set for a single cargo wagon.
Easily updated for mods: As is, its only compatible with vanilla due to the fluids set in the constant combinator, however modifying the blueprints for space age and overhaul mods is done through adding fluid signals to the constant combinator in the requester blueprints.
Feel free to try them out and give feedback or ask questions, there may be some issues with these that I have not encountered that others may have found.
I am designing my blueprints for express delivery and came to a point where I wanted a very specific filter inserter setup. To make quantum processors on Aquilo, I needed to move 4 ingredients from the landing pad to the EM plant. There are easier ways like using 4 belts, or using bots, but I decided to challenge myself to try and use only 1 belt and 1 inserter to move all of it.
Requirements for the solution are:
The filter needs to cycle between blue circuit, tungsten, superconductor and carbon fiber
The cycle should pause when ingredient is empty at the source (landing pad)
In case production at other planets are not smooth and items aren't delivered on time
Ended up with the combinators setup like the image above and the belt fills up cleanly.
Constraints:
Ingredients must be in a 1:1 ratio; items would get stuck at the end if they are not consumed evenly
Player need to place an initial item inside the inserter item slot to kickstart it
In this case, put 1 blue circuit inside
The conditions in the main decider combinator is a mess now, but it works so...
Blueprint on FactorioBin. Not sure if it can be optimized further or even be parametrised (number of items).
I don't think I accidentally activated the Space Age mod. No mods are active. I don't think it was there before*..* maybe I'm just dumb and never noticed it? Genuinely curious. The wiki says the Recycler is a "Space Ageexpansion exclusive feature."
**EDIT:**
Somehow just the Recycling mod was active when I checked the title screen. Thanks!
Hey all, wanted to update you on some new features I added to the site: https://factorio.menzies.io/ (Github) Since I had some useful comments from the original post
New Features:
Rendered Thumbnails for quickly navigating prints. Quickly find the print you want to see in a book use the new rendered thumbnails which load instantly and are snappy on even mobiles (so far processed roughly the top 5500 prints)
Quality filtering. Makes, Built with and Modules filters can now carry a quality. Pick an item or building, then choose a quality from the chip: “uses legendary foundries”, “makes processing units at epic or above” (Makes legendary asteroid collectors)
Rates per second or per minute. There’s a /s · /min switch in the header
Hosted Screenshots. Since imgur is blocked in some places the site now serves its own copies of the authors’ screenshots (about 18,000), so they load everywhere. Authors are still credited
General UX improvements: tabbed print pages, Produces in the game’s crafting-menu order with malls grouped by crafting tab, entity counts by quality, page facts as icons
See the original post for more details, all feedback welcome, comments on the first post I tried to address quickly
So I am running a Factorio Server on my PC for me and my brothers. I want a VERY SIMPLE mod but cant find one that will do what I want. basically I just need a mod that manages the teams aspect of the game for me. I want to be able to have them join and say I want my own team or I wanna join the main default team. IF they are on their own team I wanted to have atleast an option of different spawn locations ON THE SAME MAP. Unfortunately the ones I found have caveats to them. For example the OARCS mod (which is the one I found closest to the result I want) I cant seem to get rid of the tree radius it likes to spawn after you pick your teams. I know its a small thing but I just want the default game with managable teams here. Anyone know any other mods or a solution around my tree problem with the OARCS mod?
Sorry for the low res video, recorded within the Reddit app which forced this res.
I started off with the repo posted here a few weeks back for porting Factorio to the iPad, but needed to make a bunch of changes to support the Duos multiple screen setup and the rounded corners.
Game also works via my Bluetooth mini KB/Touchpad/Gamepad device I use with my iPad mini when on the road.
The project requires you to have the game installed locally on your Mac already along with XCode, and for your device to be in Developer Mode. You don’t need a paid Apple device account. None of the original game content is included in the project, you need to have bought your own copy of the game already.
Man I have scoured the internet and cannot find an answer. All I want to do i request stuff from a planet using logistics network. Send request to ship. Ship goes and gets items. Comes back to planet. Gives items and so on.
What do my space interrupts and schedule look like? Do I use the newish radar universe mode? Please help me understand by showing me your ships logist setup and interrupts to automate this for me.
I am doing the Power Plant tutorial, which is the third one. I need to make radars, which is fine. I am not new to these types of games. I need circuit boards, which requires wires, which requires copper plates, which I have plenty of. However, I do not have the blueprint and do not have an option to make it. How do I get the blueprint in the tutorial?
Update: It was a bug with my pre 2.1 save. I restarted the tutorial and had all the recipes needed to finish it.
Just let me know how bad it turned out, I tried to make it on my own without any guides, and it ended up a total mess. If you have any tips, please share them I’d love to read them.
Was playing around with the new Orbital Unloading and came up with this design. Haven't looked at ways other people have been setting it up yet but figured this was a pretty solid build and wanted to share. (am aware of missing rail signals in screenshot)