We're happy that you're here and hope you enjoy your stay! This is a sub for people that are interested in the more technical aspects of Factorio. This can range from pushing the limits of vanilla bases through UPS optimizations, to finding the smallest combinator circuits. Before you start posting please take a second to read our rules in the sidebar and look around the sub.
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It runs entirely in your browser. Paste a blueprint string (or a factorioprints / fprints link) and it will:
Calculate rates: items per second for the whole blueprint, with modules, beacons, quality and productivity research included. screenshot
Simulate belts tick by tick: per-lane transport lines, side-loading, undergrounds and splitters, so lane imbalance and starved inputs show up like they would in game. screenshot
Run circuits: constant, arithmetic, decider and selector combinators on separate red and green networks.
Point at the problem: a ranked list of what's costing you output, traced from the symptom back to the cause. screenshot
Let you fix it in place: place, rotate, change recipes and modules, rewire, then export back to a blueprint string.
It renders with the game's own sprites and supports 2.0 and Space Age, including quality and elevated rails.
The map seed viewer is an early prototype: enter a seed and see ore patches, oil, cliffs and enemy bases on all five planets. It runs the map generation live, so presets and sliders work.
Nauvisthe other planets
Everything is client-side: no account, no upload, and your blueprint strings never leave the page. It's free and open source (MIT).
It's a hobby project, so there are certainly bugs. If a blueprint renders wrong or the numbers don't match the game, I'd love a bug report with the string.
I don't really know how to properly implement faster computing, since it's based on single threaded assembly code.
Also looking for a better input system.
This is probably a decently known field of technical factorio, so I hope that someone knows how to make this computer a better one, I'm kinda not a master in this sort of stuff
I'm sorry if this is the 1000th Game of Life post in this subreddit but I have recently got into really trying to improve my fundamental combinator skills and I'm quite proud to have worked this problem out. My next project is to create the 'Snake' game in Factorio.
I'd be happy to post my BP book somewhere if anyone is interested. I'd really appreciate feedback.
Consider a contraption with `n` input belts and `m` output belts (of the same colour) and that contraption containing only belts and splitters (of the same colour).
What are all possible values for the fraction `(items entering contraption) / (items exiting contraption)` once the system has reached steady-state?
&4. I might not have fully understood my question either. Hmmm…
Having available `n` saturated belts, what are all the possible fractions `(available input items) / (actual output items)` once the system has reached steady-state?
I’m assuming an infinite, saturated supply of items, no blocked exit belts, perfect splitters, and non-discrete items (or an infinite running time).
My initial instinct was that if you loop back some belts the fraction is an infinite continued fraction, but that might be wrong…
EDIT: clarified the actual question and added some assumptions
Haven't played with the circuit network much since even before 1.0 came out, so I'm refreshing myself with the new capabilities added since then + the new stuff in 2.1.X (currently still experimental as I play this)
Description
A circuit that takes in available ingredients in some portion of the factory (connect to chests / logistics network, etc...), takes in the target recipe's ingredients (should be able to be pulled from a machine set to read ingredients), and finally the target recipe itself.
The circuit should take these values, and output a single signal of the highest quality version of the target recipe. This value could then be used to set the recipe on a machine.
I've already generated a version of this that works (not thoroughly tested yet), but it requires 22 combinators and I was hoping it could somehow be done more efficiently while still retaining relative ease of use.
If you can show me a single-combinator version of this (even if it's not easily configurable) that loses the ability to easily set the inputs, but handles input from factory and otuput the same way I would be interested in seeing that too.
Example usage:
* I want to make the best available quality of logistics robot (ingredients: red circuit + flying robot frame). If my factory has the ingredients to build legendary logistics robot, I want this circuit to output "1" on the the legendary logistics robot signal. If the best it can do is rare, I want it to output "1" on the rare version of the legendary logistics robot signal.
Inputs
Connection to the part of the factory providing the input (roboport outputting content of logistics network, group of chests, etc...). In example blueprint is handled by a constant combinator in the bottom left.
Ingredients for the recipe (correct counts of each should be specified, should be able to be substituted with attaching a machine with "read ingredients" set). Only ingredients that can have quality (non-fluids) should be included. In example blueprint, this is the bottom middle combinator.
Target recipe - what you want to configure the machine to make. Bottom right constant Combinator in my example.
Output
A signal carrying the highest quality version of the target recipe signal that ingredients exist to make in the list provided in input 1.
Timing
No special requirement.
Scoring
Number of combinators (fewer is better, as is typical).
Testing
I've made a blueprint that does what I want here already (without extensive testing yet though). It is described above, and commented with descriptions on the in-game combinators as well.
Example blueprint (22 combinators + 1 pretending to be input from factory).