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Look a bunch of pages back for how someone used logic to swap between accumulators and steam engines. They did it by enabling a grabber to pick up coal and put it in a chest. You can use the same logic to grab items from your main bus to a smaller bus. That would only work on a priority system though, not a queue system.
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# ? Sep 3, 2014 21:30 |
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# ? Apr 28, 2024 09:33 |
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Joda posted:Is it possible to set up proper logic circuits yet? I've been looking over circuits, but as far as I can tell this is not really an option. What I really wanna do is have a single bus belt that ferries down resources when a given production chain (Y)'s supply chest goes under a certain number of material X, and make sure that no grabbers along the bus take the items that are being ferried to Y. I'd also need a queue system, so that if another production line also requests X, its order isn't ignored/overwriting the order of Y. I already have a pretty decent idea of how I'd implement that if I had some basic logic gates and latches, but so far I haven't come across anything resembling this. Did I miss something? If not, does anyone know if this is a thing they might implement in the future? You can make a state machine. https://www.youtube.com/watch?v=Je4vbVv1Uf8
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# ? Sep 4, 2014 03:24 |
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Shintaro posted:Also, read the game tips. A logical conclusion they missed - burner miners can output to burner miners. This seems incredibly stupid to do, until you realize that you can have two coal burner miners output to each other so that they'll supply each other indefinitely, and then you can just walk by and control click them to remove the coal from them. No muss, no fuss, incredibly easy automated coal mining right from the get go.
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# ? Sep 4, 2014 03:40 |
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GodspeedSphere posted:Can you recommend someone better? Because I just spent the past hour trying to figure out why my red and green research lines weren't working, only to realize that I hadn't told it to research anything. I really like the game, but by god the complexity is boggling. This guy has an LP series based on setting up a large scale bus system, as well as a nice basic rail tutorial (he says he's planning on adding a tutorial for rail signals and such, which would be very useful): https://www.youtube.com/channel/UCwTLrdvrscYPXBZ3Z0kzX0g
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# ? Sep 6, 2014 22:39 |
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Cockmaster posted:This guy has an LP series based on setting up a large scale bus system, as well as a nice basic rail tutorial (he says he's planning on adding a tutorial for rail signals and such, which would be very useful): You don't really need a factorio tutorial for rail signals; they function just like openTTD's block signals do. You can just use all of that documentation to assist you in your needs.
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# ? Sep 8, 2014 07:02 |
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Can anyone explain the relation between Watts and Joules in this game? I'm playing with Dytech Energy which means I need to think about which accumulators I want to use. There are accumulators that charge at 500kW, discharge at 500kW, and have a capacity of 150MJ. Based on my last nights power usage, I'm guessing that 150MJ is far more power than can be discharged in a single night at 500kW. I had my accumulators going at full blast and I only lost about 25% power over the course of the night (had tertiary steam engines providing power so I know my accumulators were at max). Wondering if one of the lesser accumulators would work just as well for my case, but I can't really figure that out until I know how long it takes a kW to make a MJ.
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# ? Sep 8, 2014 19:36 |
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FISHMANPET posted:Can anyone explain the relation between Watts and Joules in this game? I'm playing with Dytech Energy which means I need to think about which accumulators I want to use. There are accumulators that charge at 500kW, discharge at 500kW, and have a capacity of 150MJ. Based on my last nights power usage, I'm guessing that 150MJ is far more power than can be discharged in a single night at 500kW. I had my accumulators going at full blast and I only lost about 25% power over the course of the night (had tertiary steam engines providing power so I know my accumulators were at max). Wondering if one of the lesser accumulators would work just as well for my case, but I can't really figure that out until I know how long it takes a kW to make a MJ. 1 MJ is a 1000 kW* 1 second; real time, not gametime so there is 416 seconds in one day-night cycle. Your 150 MJ will give out 500kW for 300 seconds, more than twilight and night last together. Pyromancer fucked around with this message at 19:59 on Sep 8, 2014 |
# ? Sep 8, 2014 19:53 |
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FISHMANPET posted:Can anyone explain the relation between Watts and Joules in this game? I'm playing with Dytech Energy which means I need to think about which accumulators I want to use. There are accumulators that charge at 500kW, discharge at 500kW, and have a capacity of 150MJ. Based on my last nights power usage, I'm guessing that 150MJ is far more power than can be discharged in a single night at 500kW. I had my accumulators going at full blast and I only lost about 25% power over the course of the night (had tertiary steam engines providing power so I know my accumulators were at max). Wondering if one of the lesser accumulators would work just as well for my case, but I can't really figure that out until I know how long it takes a kW to make a MJ. A joule is a Watt-Second, so it would take 300 s to charge/discharge 150 MJ at 500 kW. code:
E:FB
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# ? Sep 8, 2014 19:57 |
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Finished my retool of Scrap Mod. Now includes recycling!
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# ? Sep 9, 2014 04:31 |
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That's pretty bad rear end. Any idea if I can load this up in an already existing map, or will I have to start a new one?
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# ? Sep 9, 2014 14:28 |
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It should be fine introduced to an existing map. It *might* have issues if you're porting over a map with old scrapmod in it, but that's all.
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# ? Sep 9, 2014 15:26 |
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How do you change the mod load order, is it as simple as adjusting the mod list in the mod directory? The salvage mod is working fine for base game items, but doesn't even recognize the Dytech or MoarInsterters stuff I want to reclaim. It's loading before both of those mods according to the mod list when I fire the game up, so my assumption is that the mod isn't picking up the recipes.
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# ? Sep 10, 2014 18:15 |
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I should fix this, and I will, but in general: Go to the info.json file for the mod. Under "dependencies" add "? modname >= version" The ? before the modname indicates that it is an optional dependency; if the mod is missing nothing is affected. But having it as a prerequisite enforces mod load order accordingly (and having a lot of mods listed as dependencies also causes a generic 'this is a late-load mod' value that should affect other, nonspecified mods. You can see that the existing mod has an entry for DyTech and F-mod, but Dytech has since been renamed and I never changed this. I will add it and Tree Mod and whatever other popular mods there are. Edit: updated and uploaded. e2: again, after adding MoarInserters Loren1350 fucked around with this message at 19:27 on Sep 10, 2014 |
# ? Sep 10, 2014 19:10 |
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Shintaro posted:I should fix this, and I will, but in general: I'd suggest adding MoarInserters to the dependencies as well. The inserters are way cooler than the ones in DyTech as they allow you to adjust the output face for each inserter. You miss out on the high tech super fast inserters that DyTech offers, but IMO they're pretty unnecessary and if you find yourself relying on them you probably need to take another look at the area that you think requires them. Plus, they use the new inserter graphic, which looks a lot better than the old ones. E; I should mention the only drawback I've run into; the inserters seem to disappear altogether if you try to disassemble them using construction bots, which is kind of a nuisance. Construction bots also don't pick up inserters that have had their output face changed, but I prefer that over having them disappear altogether.
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# ? Sep 10, 2014 19:23 |
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Versions 0.10.10 and 0.10.11 are out. quote:Hello, quote:Factorio 0.10.11 has just been released, we consider this a stable candidate again. Mainly bug fixes. Hopefully 0.11 is soon.
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# ? Sep 16, 2014 11:58 |
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Version 0.10.12 is now out. This is the stable version.quote:Hello, 246 bug fixes between 0.10.0 to 0.10.12. Kinda a lot I would say. Nice to see devs who care about these things.
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# ? Sep 20, 2014 17:59 |
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Aurium posted:You can make a state machine. Hot drat I love this and this is basically what sold me the game, but this seems like a huge setup for what are essentially just a click away from building for 20. If you want to make something though like advanced circuits could you make a simple test that when a resource goes over a value in your chest it fires off a rock that just says "Yes you have enough PLASTIC to do this" and when all of them fire it goes "Yes we have the required number of resources, Start the program, put all the readyup stones back in their proper place"?
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# ? Oct 1, 2014 09:35 |
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Forer posted:Hot drat I love this and this is basically what sold me the game, but this seems like a huge setup for what are essentially just a click away from building for 20. If you want to make something though like advanced circuits could you make a simple test that when a resource goes over a value in your chest it fires off a rock that just says "Yes you have enough PLASTIC to do this" and when all of them fire it goes "Yes we have the required number of resources, Start the program, put all the readyup stones back in their proper place"? This is relevant to what you're describing: The input chest represents your plastic inventory. The two smart inserters remove the green chip (your rock) from the output chest if plastic levels are too low, and insert it back into the output chest once you have enough plastic. Or vice versa, whatever you choose. You could also use logistic conditions instead of green wire conditions if your inventory and inserters are in the same logistics network. The output chest would be directly wired to smart inserters elsewhere in your factory to start up chip production. It's highly dependent on your factory layout but you're probably better off monitoring your inventory of advanced circuits and produce plastic on demand (from the chem. plant directly to a belt that feeds your assemblers.) I haven't played for awhile so maybe there are more uses for plastic now or you're using something like Dytech. These aren't explained well, but here are some other logic gates. The 'and' conditional is handy if you rely on two or more different things to trigger something, like 'turn on green chip production if red chips are being produced; turn both on if blue chips are being made'. http://imgur.com/a/fn2UL
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# ? Oct 1, 2014 17:46 |
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I wish they'd stop loving around with multiplayer and get back to bugfixes about things that matter and content. The people that are going to multi-play this (for more than a laugh) are in the minority.
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# ? Oct 2, 2014 02:51 |
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Gibbo posted:I wish they'd stop loving around with multiplayer and get back to bugfixes about things that matter and content. I'm looking forward to the co-op multiplayer kinda like the Anno 2070 multi. It'll be fun to split up, work on separate systems and try to hook them all together.
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# ? Oct 2, 2014 02:57 |
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Multiplayer is the #1 reason I bought the game, and is 90% of the reason I was able to trick 5 friends into getting it too. Now they're all kinda mad at me.
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# ? Oct 2, 2014 05:21 |
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Evilreaver posted:Multiplayer is the #1 reason I bought the game, and is 90% of the reason I was able to trick 5 friends into getting it too. Now they're all kinda mad at me. This but without the mad friends because I haven't tricked anyone into buying it yet, because multiplayer isn't out yet
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# ? Oct 2, 2014 11:40 |
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Gibbo posted:I wish they'd stop loving around with multiplayer and get back to bugfixes about things that matter and content. Yeah just like Minecraft! People hate building poo poo together!
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# ? Oct 3, 2014 16:09 |
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Mr. Wynand posted:Yeah just like Minecraft! People hate building poo poo together! Hatred will flow like oil the second an inserter places a copper coil onto a belt, and the entire population will run amok, deconstructing filled Factorio MP will be glorious. e: vvvvv still glorious snooman fucked around with this message at 21:08 on Oct 3, 2014 |
# ? Oct 3, 2014 16:40 |
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snooman posted:deconstructing filled chests with full inventories. They "fixed" this so it no longer item bombs, you just aren't able to mine the chest.
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# ? Oct 3, 2014 18:53 |
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FISHMANPET posted:They "fixed" this so it no longer item bombs, you just aren't able to mine the chest. This should be a setting that the host chooses.
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# ? Oct 4, 2014 01:26 |
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I think you can still do it if you try to swap in a chest with lower capacity while your inventory is full.
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# ? Oct 4, 2014 06:01 |
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Happy Factorio blog post day https://www.youtube.com/watch?v=Kmi1lDRoBcc (MP not released yet) New enemy type coming up too: Spitters http://www.factorio.com/blog/post/fff-55
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# ? Oct 10, 2014 21:56 |
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Boogalo posted:Happy Factorio blog post day I don't think MP will be out in any sort for months. I mean, it's not dwarf fortress, but I expect indie games to have increasingly longer major release cycles as version numbers go up.
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# ? Oct 10, 2014 23:14 |
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For everyone who loves the game and wants it more complicated and harder, Dytech (Worst name. All I can think of is LOST ANOTHER LOAN TO DYTECH DOT COM~) just made a major update and is the best mod for the game right now, by a mile and change. It rules.
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# ? Oct 18, 2014 12:00 |
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ikanreed posted:I don't think MP will be out in any sort for months. I mean, it's not dwarf fortress, but I expect indie games to have increasingly longer major release cycles as version numbers go up. New blog post regarding release! quote:Hello,
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# ? Oct 18, 2014 12:08 |
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Apoplexy posted:For everyone who loves the game and wants it more complicated and harder, Dytech (Worst name. All I can think of is LOST ANOTHER LOAN TO DYTECH DOT COM~) just made a major update and is the best mod for the game right now, by a mile and change. It rules. Dytech adds a lot of things to the game not all of which are useful, some of which are very imbalanced, some that are just plain bad, and a few really great things. I wouldn't install all the dytech modules because it just creates this complicated unbalanced game. Mods I'm using: Belts+ BeltStorage CleanPipes TerminalChest Dytech Modules I'm using: Dytech-automation Dytech-Core Dytech-Energy Dytech-Inserters Dytech-Logistics Dytech-Transportation I think the rest of the Dytech modules are unnecessary and don't add anything worthwhile to the game they just simply make it more confusing and unnecessarily bloated. ModeSix fucked around with this message at 15:40 on Oct 18, 2014 |
# ? Oct 18, 2014 15:38 |
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What about automatic rail laying machine? Not using that for some reason?
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# ? Oct 18, 2014 16:56 |
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ikanreed posted:What about automatic rail laying machine? Not using that for some reason? I don't really use trains, never have, so no use for it.
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# ? Oct 18, 2014 21:57 |
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ModeSix posted:I don't really use trains, never have, so no use for it. Then you are a fool! Trains are amazing, once you work out how the gently caress they work.
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# ? Oct 18, 2014 22:05 |
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Neruz posted:Then you are a fool! I guess I just don't have the patience to learn a second logistics system. Maybe in my next game I'll try out trains.
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# ? Oct 18, 2014 23:19 |
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Trains won't be too difficult if you aren't going to run multiple sets on a single rail. That said, I've died to trains more than biters at this point. Protip: exiting a moving train will leave you close enough to be ran over by the following cars.
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# ? Oct 18, 2014 23:55 |
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ModeSix posted:I guess I just don't have the patience to learn a second logistics system. You really should. It's actually pretty easy to set up a track with a stop at each end with a train with engines on both ends. Trains are simply amazing at transporting large amounts of items. They do take a lot of space though, so it's worth it to plan in advance. Trains are also incredibly deadly if you don't look both ways before crossing the track. Safety first!
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# ? Oct 18, 2014 23:59 |
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ModeSix posted:I guess I just don't have the patience to learn a second logistics system. I'd use more trains if there were TRAIN TUNNELS. That's all that I want.
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# ? Oct 19, 2014 01:30 |
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# ? Apr 28, 2024 09:33 |
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Uncomfortable Gaze posted:Trains won't be too difficult if you aren't going to run multiple sets on a single rail. Protip: Play in sandbox mode then you don't have a player character that can die
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# ? Oct 19, 2014 01:50 |