#Factorio
1 messages Β· Page 15 of 1
you mean like higher quality resources?
(blue chips, LDS, rocket fuel)
you can't make quality rocket parts
but you should be able to send quality products to a platform
oh yeah theres a small list of things that dont do quality, watch out for those
but you can fix that with a mod
though, not sure how it works for stuff like rails or concrete nvm that just places as normal
for those things its effectively useless to do quality on anyway
some floor tiles dont do quality
I think they do, they just place the same regardless of quality
huh
maybe everything does quality then
but some just dont do anything
ah dont worry about me
rails don't, neither does transport belt or trains by default
if you place a floor tile it'll lose its quality
and fluids just dont have quality, period
as seeds lose it as well π¦
ermagerd pentapods, enough already
look, your swamp is literally made up of craters, just go home
Yeah was trying to make the rockets. Figured I'd try and go full ground up quality to make everything as high level as positive and turns out you can't make higher quality rockets
Is there an easy way to make an upgrade blueprint to just say increase quality? Like I guess you can manually input this to this but that feels like there should be an easier way
not really, as you still need to select the item to upgrade,
but what i used myself were just make one for each quality level,
of the most things i wanted to always upgrade.
so say Assembler from Any Quality to Legendary, and so on.
and then store said Upgrade BP in your Global BP Library
you can do the same with modules as well, using the Upgrade BP
"changed piercing ammo to be cheaper" this will have drastic consequences
think of the poor speedrun leaderboards
and not just a little pit cheaper, either
whats the new cost?
the wiki has this
also remember the speedrun achievment needs a harsher map start
(or does it)
so it has reduced copper cost by 60%, and that's about it.
the other things even each other out
makes 2 instead of one, but takes twice the time and twice the standard mags, so thats essentially 1 to 1
ohhh ok
i missed that part about yellow ammo
so its shifting it from taking copper to taking even more iron
no, same as before
it's essentially the old recipe -60% copper plate
just handled in a different way xD
funky
Wait, it's an 80% reduction of copper
instead of 5 for one, it's 2 for 2, so that's 1 for 1
it's also 1 steel for 2 mags, instead of 1 for 1
it's now almost even for iron/damage,c ompared to standard mags
that did not show it whay duff posted xD
so i missed that one
that also explains why the change in production amount
the 2 for 6 seconds instead of 1 for 3 seconds,
due to the 1 steel for 2 ammo
i wonder what prompted this change
has red ammo been that much of an issue for people?
maybe its to combat people skipping military science often
it's probably talked about in FFF, but i haven't followed that for quite a while xD
not in my experience, and it already became less of an issue since SA, with both steel productivity and foudries
afaik the last fff was like many months ago
that explains why i haven't seen any videos about it from Xterminator
oh, i see. so the other changes were concerning gleba spore absorption, it would make sense that making red cheaper is an effort to make gleba easier
i still haven't gone to gleba :)
or played factorio really
oh yeah, the marsh, swamp and such having a much higher absorption of spores
Red ammo does shit on Gleba just fyi...
Its not the production output thats the issue, its getting enough rounds down range to kill a big stomper before it kills your guns
I feel it would have been a nicer change to add a foundry recipe for ammo
cant you make it in foundries?
No
Just assemblers
does shit, or does shit?
it throws faeces at the pentapods
I've been putting off going to gleba for so long that I'm trying to go full rare quality across the other planets lol. Also trying to see what Aavaak will do for his "final" version before leaving planet
iirc he is at his final version in the vods
Hewwo fello engineers. I built myself a lovely omnismelter to fit in my train grid base, but I have realised a potential problem on the horizon: Furnaces can get stuck with insufficient ingredients if there's a demand for brick and/or steel.
No blue science yet, so inserters max stack size is 1. Am familiar with logic (my stations are pretty intelligent), but am stuck on where to start for this one.
Annotated version. (I have since updated to steel furnaces.)
Best solution IMO would be to input the items into a chest, then apply combinator logic to set stack size/item filter?
oh yea that would easily work + having some buffer chests would be good
How fancy π never tried an omni smelter before, i think road trains thought is quite close to what you want, i think
then you'd have to solve the problem of getting new stuff in when you're still working on old stuff, especially if that new stuff is different
oh actually since its sorted you already solved that problem
think i would have attempted one input station but that also sound like another headache π and a bit of latching comonator magic
you might be able to get away with just reading a belt and detecting which item it is, then having something hold that value until you see a new item and use that value to select your stack sizes and filters
latch yes thats the word
i think
π close enough
yeah id just latch it with the output and then wait till the last belt is empty then start unloading again π but i also have the habbit of doing over sized and complex builds π
also less related but steel furnaces would be nice to use less coal
An expensive chest-less solution is to use the stack inserters from Gleba because they only swing with a full hand. Which means you can limit them to 5/2 for steel/stone brick respectively.
oh, another solution is you could dynamically set stack sizes based on how much is in the furnace. so if theres nothing in the furnace and you're smelting stone, the stack size is 2, but if it detecs 1/2 stone in the furnace set the stack size to 1 by reading whats in the furnace
however if theres no stone left it dont work
That only works with electric furnaces.
you cant read from other types of furnaces?
I built an omni smelter on the multiplayer server, and an input chest using filtered (and stack limited -- all by logic) inserters was the way I controlled what got smelted.
oh like a buffer just before each furnace? that would increase size a lot but would easily solve any jamming problems
One chest would serve two smelters, to cut down on footprint, too.
should i update and boot up the Server, so Blueprints and the like is available to pick up?
whuhh??
Glad to see the hive mind thinks alike. I DM'd this to a friend before I went to bed.
Of course as I shut down my PC to sleep (yay nightshifts) I think of the solution for my factorio problem... So excuse me while I use you as a notepad:
Box between furnaces, inserter feeds filtered to stone/ironPlate. Boxes as end cap filtered to just one, depending on side.
Box to furnace only active if furnace content + box content > (2 stone OR 5 plate).
if there's both 2 stone and 5 plate how will you make sure it sticks to just one until its finished
It doesn't have to.
Inserters can't put in stone while there's iron plate inside and vice versa
It'll eventually run out of the ingredient once the output station has 20k of the resulting product on hand.
I feel clocking the inverters based on the smelling mat would work wonders as well
Explain what you mean by "clocking"
the solution is... blue science :p
also Kovarex has probably updated all his mods and got bored now xD
Why can't circuits read only input slots? Why it gotta be "Read contents" causing my steel furnaces to be fed iron if there's iron plates in the output?!
I thought it was watertight, until the output belt backstuffed.
though if its being used in a craft its no longer in the contents, right?
i just wish we could put combonators on splinters π
I feel like we're in a miscommunication, allow me to elaborate:
- Furnace turns 10 Iron ore into 10 Iron plates
- Output belt is full, 3 iron plates stay behind in the output slot.
- "Steel/Brick box" has 2 iron plates.
- Inserter detects 5 iron plates total, and starts moving iron plates into furnace to make a steel.
- Output belt clears up, 3 iron plates leave the output slot.
- "Steel/brick box" is empty, furnace has 2 iron plates and is locked to steel.
Problem isn't needing to use more steel, it's that the iron gets backstuffed.
I feel there must be a way to keep the exit clear, even if its a buffer chest maybe
I'm doing a bunch of rewiring.
Tyrope, there IS an option to read output buffer, and deny a new craft until that is emptied
using some logic
Iron ore can now no longer enter the system, unless:
The iron plate supply is low OR
The steel plate supply is low AND the average amount of iron plate in the "steel/brick boxes" is below 5 (they're set to fill up to 10 now, was 100 which is why the average is so high)
This will only ever output both in+out. How do you propose to split those signals?
Unless you count every item that goes in and memory cell it, but that's a footprint I'm not okay with.
Yeah, it is a combination of using "Recipe Finished" and "Read Contents"
Oh, I see. use the "Read recipe finished" pulse in an arithmatic, multiply by -5, output as iron and send it to the count.
... still too bulky tho.
or only let it input if the recipe is finished and it is empty?
^
And given any time that pulses there is garunteed to be 1+ item in the output... that logic will never return true.
have it trigger a constant combinator or something, idk this is all above my pay grade xD
Even more confusing now is that sometimes, but only sometimes, the inserters decide to take iron/copper ore from the furnace and put it on the output belt?
gotta watch those inserters like a hawk
you never know when they might just snatch something from a passing robot
I triple checked, that belt's only input is those inserters, and yet...
maybe you need to filter them, brute force I know
gonna be hard to tell if they're doing the same for iron or steel
AHA! But.. how?
probably changing recipe mid craft
something they added in 2.0 is a 'waste' slot
Yeah. I know it's the waste slot.
I just don't understand how the ore ended up there.
It should've been smelted.
my thought is something made it change its mind
well I return to pentapod spam
also my mining brick, kinda liking how it performs so far
killing it out there, in the remains of Vulcanus
the planet broke before the worms did!
they dug too deeply, too greedily
say, with arty, can I set auto-fire on/off via circuits?
you can load them with it which will have a similar effect, out side of that not played with arty and logic too much
hmm, did they update the molton metal icons?
the pot (crucible?) seems more blueish
apparently its called a 'ladle'
oh yeah that is really blue
man the factorio devs really cant decide on what icons they like
did they make the copper ones orange
more orange it seems, but I didn't actually look
and the wiki hasn't been updated yet
though it is the ladle that is blue, not the material in it, cus I'm sure any sufficiently hot metal looks the same white hot
Technically, the liquid iron should be whiter than the liquid copper, since the melting tem of iron is so much higher. But seeing as copper and iron ore are the colors that they are, I don't think realism is a factor for the devs
well realistically raw Iron comes in like half a dozen variants, or so I've found in my limited research
The real question is: is your factory still growing?
I might need to rethink my artillery plans
the lack of land on an island Nauvis, is an interesting issue for a mega base π
seems it will be power and lab only π
Been doing another 5 wide engine module for space, anyone got thoughts on it
still need the pump logic to better manage the fuel π
Lasers?!
yeah find them good enough for most cases between the planets
i tend to have guns up front and lasers on the sides seem to do the job
but back to the landing pad, is it supposed to be a passive provider?
if you mean the planet space hub thing? then yes.
but its ok, I have my new armour
hol' up. That's illegal.
Biters can't fly either.
(Also, only uncommon rarity? Recycle that thing into a rare at least, c'mon man)
Strafers can still hit it with its live ammo
plus I don't really need more HP or grid size - with 2x rare legs it gets up to like 500kmh
its not a static ship π but lasers will do for when its parked (hopefully) π and im at quite a high laser damage level now
Can labs use various quality science packs or do they all have to be the same level? I.e. can I have a rare red science in the same lab as a common green and still do research?
they can use whatever you stick in them, since the beakers are an end product
though it might still be better with prod modules
Cool I wasn't sure after finding out the hard way you can't use quality on rocket parts
thats cus rocket parts don't have a quality xD
if you Alt + click on something it'll open the factoriopedia page
and on there it'll tell you how quality affects it, if it does
They're not mutually exclusive.
Oh wait, you mean prod on the flask assembly, not the labs
Yeah there is some math on the wiki to say you can get more overall SPM if you prod the flasks rather than quality modules
Of course, that doesn't take into account quality material
Say, how long would you reckon base factorio taked to beat? 20h, 30h or closer to 90h?
It Dependsβ’οΈ
8 hours, obviously ;P
I think I took 60 hours to beat Factorio the first time, including some restarts.
I take ages to beat it but I'm also A mega baser so they tend to get out of hand real fast π
But like a 1 and done rocket launch
I'm very distractible, so even my last run before SA took something like 60 hours, but I was also trying to do the lazy bastard achievement, so I was going slower than usual. SA took me 180 hours, though I had everything I needed to finish somewhere around 160
i can't do a one and done i must make my cpu hurt π
well i took like 500 hours of playtime to get to a rocket cause i kept restarting, but the run only took 20 hours
i could probably do it faster if i wanted to but usually my brain gets fried from this game pretty quick
ive got like a mental block for factory games atm, i boot up shapez 2 and my brain is just shouting at me like "this is the worst i hate it here make it stop"
its very strange i dont really get it
but check #chit_chat xD
Hey, how about https://factoryio.com/? ;P ||(It's mostly a joke)||
Hello! This is my first time trying to record a full tour of my Factorio Megabase I have been working on for the last three months.
This is an uncut raw 2 hour long tour of my base. This turned out much longer than I anticipated... Fun fact, this base produces 110.6 Million science over the duration of this video and researches an effective 50...
hello factorio professionals. i have never beaten factorio, not even before space age for context, and i am having trouble and a half in my factorio world. my base is limping along with very low production because of a shortage of oil and almost no stone left over; however, all the oil and stone is very far away and covered in biter nests and they're too evolved for me to effectively take out that many. help
Deploy the dakka
dakka?
don't believe i've got that researched yet, i'm afraid
Got grenades?
i've sent my first few rockets to space, got space science all set aside, but no yellow science yet because blue circuits are annoying and god help me i don't have red circuits as is
and it's very difficult for me to build a wall around anything because oh hey no stone left
sir yes sir
Two options, depending on your style:
Flamer tonk.
Grenade car.
Wanting to keep your science flowing is a very understandable trap, but evolution is a combination of time and pollution. If the nests don't feed, they can't spawn as much.
hm ok
i'll try both out. problem is, nearest oil patch is out where the biter bases start getting to the "ridiculous" size - the ones where i reveal em on the map and immediately u-turn to go stare at science production until i feel better
If you have any trickle of oil, you can redirect 99% of it to flamer fuel.
gotcha. stone is less defended, fortunately. i think the game plan is:
- stop science so help me god
- kill the biter bases right next to the stone patch because of course there's a few biter cities just sitting next door
- acquire more stone, bring it in by train and make walls
- take out any biter bases that i can by the oil patch until i can get a little box around my oil
- just pump it back to the base through a pipe
so, quick question. i have driven around with the tank before with flamethrower fuel, and my biggest problem is that it just hits everything, slows down, gets hit with spitter stuff, and then it's a death spiral from there. any tips to avoid that aside from just getting good at piloting the tank?
I've never used flamers. But I find having a gunner on board helps, yay for multiplayer
You can also lean on the goold ol' turret creep method.
If you have space stations set up, that's a huge plus, because with relatively little investment they can keep your iron / copper flowing pretty much forever.
Even if only at a trickle.
So, if you find yourself struggling with tanks getting slowed down and dying, you could try to drive close to the base (but not so close as to activate it)
Lay down some turrets, fill them with ammo, the amount is up to you (and often comes down to trial and error till you get a feel for how much you need to deal with whatever level of threat you're trying to clear) then once they're in a nice clump, hop back in the tank.
Now your aproach should be to drive in ever broadening circles, with the terrets inside your turning circle; effectively orbiting the turrets, with each 'orbit' moving closer into the enemy's base.
On each pass, do a bit of damage, it'll ellicit a reaction, and before it gets too hot, orbit back around the far side of the turrets, letting them mow down the defenders before your orbit brings you back around into range to attack the base again.
Your focus with this strategy should /alway/s be the bases. The worms, even big worms, will have a hard time accurately predicting where to shoot to hit the tank (by orbiting you're never moving in a straight line, but the worms and spitters /always/ try to predict where to shoot assuming you WILL be moving in a straight line)
In summery; turrets with your best ammo exist to mop up the defence crews the hive will spawn; the tank exists to eliminate the hive buildings when they're in range, with a strict priority list of > spawners > worms, and once you've eliminated all buildings in range of your current orbit, you expand it a bit closer to the base again and repeat until everything is dead.
Hope that helps :)
This works nomatter what ammo the tank is using, or if you're just driving a car and leaning out to shoot things with your pistol. (though if you're using a car, grenades are your best bet if you can get them!)
Copper in space might be an issue if they haven't got to another planet
but if you have got other planet tech you can even make oil in space
oh, good point!! I forgot that you can't get copper until deeper in the research tree; but iron will still be available (as will carbon, for steam turbines, meaning you can possibly save come coal for grenades)
But even with iron, you have an effectively inexhaustible supply of basic ammo.
I would suggest cannon shells or rockets, but they both need oil products
though another option is speed modules on the oil pumpjacks you do have (since it'll last forever technically) and then production modules in anything that uses oil and its products - though you will take a hit with power usage
They mentioned they lack blue / red circuits (I forget off the top of my head, but think those would be needed for modules)
Rather, they said they have a very small supply, so probs same issue as oil.
To fix the dwindling supply, you'd need more supply, so it's a vicious circle.
I assumed they had a trickle of oil at least, enough to make blue science
They detail their situation a few posts up, worth a read.
Yeah, to me sounds like they have the ability to launch rockets, or had
Bit of an assumption, but not an unreasonable one; I tend to be a bit more precise with my language and assume the same of others -- they said they have sent rockets, past tense, which offers no useful information as to whether they still could.
But since it costs nothing to send things back down from space once you have production up there, the iron / carbon being produced to make space science can be repurposed and just sent down as is (as they mentioned they'd pause science for now)
Yeah, Turret creep using basic ammo made in space (to completely eliminate planetary pollution!) is also a valid option.
Hadn't thought about that.
Actually, does a landing pad create pollution on Nauvis?
if you have a tank, tanks R great!!
try using regular cannon shells instead of explosive, they have amazing damage and pierce, excellent at taking out bases
then just use your tank flamer for biters that get too close
also if you're able use rocket fuel in your tank, going faster helps you outrun the biters
I'd argue explosive is better for biters
The splash helps the hordes
its better for biters but its so slow against bases
my strategy using regular shells is just do circles and take out the bases first, largely ignoring the biters unless i need to clear them
plus it avoids the grievous self damage you take from explosive shells
ah i should have clarified. i can (probably) still send rockets - i haven't had to in a while, since space science is completely backed up, but it shouldn't take too long for me to get an iron supply down at the base. i hadn't thought of using space iron for bullets, though, thank you. and, re: circuits, i do have red and blue circuit production, but since red circuits are red circuits and blue circuits require sulfuric acid and probably oil products in some way that i forget about, i don't have many of them. i can speed module the pumpjacks, though. thanks
Speed is probably the best for a depleted oil well
If it wasn't SA, Coal liqufaction is probably the best option
Red chips use plastic, aka oil, as well.
ah right ok cool
i can still scrape a few off the top for modules, though. i have plenty "stockpiled" (read: sitting on the belts)
Don't forget to prod everything
I've always liked to have some poison capsules with me when dealing with biter nests once they get to a certain size. Throw enough poison capsules in there while circling around with a tank or car, run away while the poison kills the worms, come back and take out the spawners without as much acid damaging you
I never thought is see the day where my base was limited by underground belt π
Solid advice from Duffelfish though, on the speed modules. Not sure if it's better to use prod while the wells are still reasonably full, but once they are depleted (by Factorio standards... oilwells being functionally infinit and all) then speed all the way.
Depends if you throw in some beacons, and how rare everything is
2.0 did increase the power of beacons threefold, so maybe prod the well and have a speed beacon next to it
Duff, are you a legendary fish?
because i need one xD
figured i could just grab you and skip the grind
Just upcycle it
you need to reach the next stage to get me
Up AND away!
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Hey, I know that emote! 
you can also do it with a hexagon π city block π
monsters all of them π
ah that one menu simulation of the pentapods spoilings and the alarm sounding always - every time - breaks me out of whatever train of thought i was in, because the alarm is the same as my wake up alarm
if i knew how to change the menu simulation i would do it so fast
very nice new feature
i dont know what compound bonus rate means but it does mean turn faster by some amount, which is nice
If I had to assume, it's whatever the offset to 100% is. So if the fuel gives 20% more acceleration, tank turns 5% faster.
ahh that makes sense
yup, after all who want to be in a tank that goes 100MPH but can only turn 90 deg every 100 miles
was just watching some factorio and i had a thought. why bother with capturing all those asteroids when you can just grow your own ores using bacteria from gleba
Because Gleba rockets and cargo bay extensions are a big bottleneck.
i was talking about shipping up some bacteria and growing it on your ships
Doesn't that require nutrients?
oh
darn
well it was a cool idea at least
it might still be possible shipping up bioflux but that makes it a bit more of a pain
means youd need something like an interrupt when you run out of bioflux or it rots
at least bioflux lasts a while
you could even use quality bioflux for it to last longer
this all assumes that you can even breed bacteria on a spaceship and a biochamber can be placed on it
If you're shipping bioflux up, the bottleneck remains.
also, bacteria can only be made on gleba itself
Are rockets really a bottleneck on Gleba?
It's the combination of silos and landing spots on the platform
Idk how many bacteria/ore fits in 1 rocket.
wouldn't that be the same issue on any planet though
Yeah, it would be.
(500 ore or 1000 plates per rocket btw)
How about bacteria?
1000 says the wiki, which I find a bit off tbh
So hypothetically, sending up bacteria is smarter than ore.
But honestly, Volcanus is the real place one should turn into a forgeworld.
unless it spoils in the rocket
Given Gleba doesn't care about pollution, and power is free (just feed the heating tower fruit products), sending up plates is more failsafe.
I'd want to see the setup that produces, fills a rocket, and launches iron bacteria in under a minute xD
i wonder what happens if the bacteria spoils while in flight
does the ore rain down in a glorious mineral hail
the issue with sending bacteria in a rocket is that if they spoil while the rocket fills, the spoilage products have to be cleared and replaced with fresh bacteria before the rocket can launch, which gives time for more bacteria to spoil
yeah sending plates would be just as efficient without all the headache
literally only takes 50 (less because you also have a chance of getting a chunk back and might have productivity) metallic asteroid chunks to equal that amount of iron, which in a moving ship of any size takes almost no time.
see thats why you have to create, fill, and launch within the spoilage timer
on my mid-to-end-game ships, I literally throw away so much iron cuz I need copper for AP ammo
ive been wondering whether its better to just make more rocket turrets and use explosive rockets
simplifies your ammo production a bit by using less types
imo, you can just survive with yellow ammo, and suitable physical damage research
i'll likely update my ships at some point to have rockets for anything medium or big, guns for anything small or medium, and lasers for anything small.
now, the issue with explosive rockets is that the turrets are not smart enough to not target rocks around the target of an in-flight exp. rockets
I believe there's also huge asteroids and one more weapon, if memory serves me from browsing the tech tree.
Aavak you need to visit Vulcanus first xD
same, except no guns for me at the end-game, as one rocket is enough to kill one medium asteroid
ah but what about nukes...
and even if the rocket turrets are overwhelmed with bigger rocks, enough lasers will deal with the odd medium asteroid well enough
what level of damage research are you on? O.o
I don't remember, but around 10? by the time rockets kill a big asteroid in 2 (or 3? again, don't remember) rockets, smalls are already well within 1-shot range. excluding promethium asteroids, since they have twice the health
I've heard you need 7 in explosive for a 2 shot, and possibly about 15 for one shots
I do know with enough laser damage research you can one shot a big stomper with just PLDs
(but its probably better to use Discharge Defence)
3-shot large at level 8, one-shot medium at level 5, according to the values on the wiki. though from what I remember, turrets somehow get double the bonus damage, so it'd be level 7 to 2-shot big, and level 4 to 1-shot medium asteroids (excluding, once again, promethium asteroids)
yeah turrets get a damage modifier too
using nukes for breaking asteroids sounds very fun
youd need a good quality rocket turret to keep the blast radius away from your ship but it might be possible
there is a meta to reach shattered planet with nukes
doesn't the nuke also increase the weapon's range, though? for that exact reason?
the problem I feel is hitting the asteroid before it is close enough for you to get hit by the shockwave
Huge, and rail guns.
Rail guns are basically required to deal with huge rocks due to their resistances.
After a night's sleep I thought of plenty of ways to improve the station loading / unloading times.
Trains, the final frontier
if only you could run trains to the other planets...
idk, I'm happy it didn't go the SE route of trainships
yeah SA and SE are different enough and i personally like it that way though I'm not looking fowerd to migrating my 0.7 SE base to 0.8 that will be a big job π
Correct.
the factory grows
at about 3 hours of playtime now, should be able to get offworld soon
β‘
I can't wait till SE is ready for 2.0 ill be hosting a server for it if any one wants to join in on that madness. π
Idk if SE will get updated, because the SE mod dev was hired by the devs to make SA.
they are working on it alredy...
Neat.
it's curently in closed testing π as its a bit broken for 2.0 but they do have it "running" enough to test it
Yeah whatshisface was always planning more SE, since it is markedly different to SA
Though I imagine SE won't be using anything from SA like the space platforms, or the planets
atm they are just moving over to the new API where they can as far as the dev notes have mentioned. but i cant see them not using some of it just not all like the new world gen would add more options for hazardous planets
Though I still wonder if you could make clustorio work for planet surfaces that would be a fun way to see how far you could scale a factory π
Earendel have stated that SE will be incompatible with SA, from what I have heard. So nobody will need the expansion to play SE from what I understand
Incompatible with, or not requiring?
Both. Well, the first one by definition implies the second too
Right.
Left?
Up?
Spidertron unlocked
It won't use SA code or assets I'll say
But that's not to mean Earendal doesn't make something similar
But I think they like the idea of space elevators, and space docks more than just space platforms
Also iirc the ability to make multiple surfaces has existed way before SA and is by no means unique to it
it will have to use SA code IS the new modding API and the game and mods generally use different langs unless your insane and wanna write an entire interface layer ie C++(game) -> lua (interface) -> C++ crazy modder
Nope, Factorio 2.0 itself is perfectly fine for modding, no need for SA stuff at all
I was not clear i was meaning the 2.0 Modding api
One would only need SA if one actually wanted to use the things from SA. You can even use the features Wube added to Factorio which isn't in the executable those who haven't bought the expansion without needing to activate SA either. But you need the 2.0 executable you only can get if you have bought the expansion, and a mod that itself allows you to use the new features; https://mods.factorio.com/mod/enable-all-feature-flags
But that still doesn't require Space Age, since 2.0 itself doesn't require SA
That is why i said i was not clear... as i made a mistake
I'm assuming you mean that "it will have to use SA code" is the wrong thing here, then?
π€¦ Do you want me to clarify my clarification?
Yeah, actually. Nothing in what you wrote there seemed clear to me, really.
EDIT: It becomes funny in a way that you end up calling me essentially "the most patronizing person in a long time" when you've basically made a "this should be obvious, why aren't you understanding things" (according to your later explanation) comment to me asking if I got things correctly now.
Punctuation might've helped make it more understandable, too
EDIT: Note that I only made this comment after I'd made it clear that the message this whole thing was about wasn't understandable. The other previous messages by Tiny_Goliath were clear enough even without proper punctuation that I didn't comment on it. So it's about one specific message being extraordinarily difficult to understand, not about being a stickler for punctuation and such for its own sake (although I do really prefer when things have proper punctuation since it's less difficult to read things that way)
Now you are just being a bit of an ass. but ill humor you last request. Yes, I meant the 2.0 modding API not SA Modding API.
I'd argue against your claim that I'm being a bit of an ass. I'm really saying what you wrote is hard to parse and understand, and you used π€¦ towards me when I asked a clarifying question about what in particular you meant you weren't clear about because you made a mistake. I'd probably peg that emoji use as more of a condescending than me pointing out how punctuation would help you not confuse other people.
You haven't changed/edited it to not say "Sa code" in the original message either, which contributes to it being confusing what you meant was the mistake
now that's a way cut down version of the Konami code xD
i know the code by heart, even though i have actually never used it.
never had any original Konami games on NES.
had some on a "190 in one" cartridge, but most of those had cheats built in xD
or rather, there were 100 games where 90 of them were repeated with built in cheats.
I had the same thing for the GameBoyAdv. π it was good fun till it messed up the saves, I was not a happy kid that day π the joys of needing A battery to keep you saves.
@hearty meteor look I don't like having to explain this to everybody as it quite tiring, and I just don't mention it most of the time. but as this is the second time we have clashed, i will. I unfortunately have both dyslexia and dyspraxia, which ends up making spelling, typing, and reading quite hard so I tend to miss a lot of punctuation as I'm more focused on getting the spelling correct but when I'm called out on it in what I read as A sassy tone/way I do get snappy as it's kinda tiring most of the time.
The facepam was more of I'm asking what should be rhetorical but asking it anyway. I'd still say "Punctuation might've helped make it more understandable, too" come across as patronizing and maybe A bit smug.
It's unfortunate that you feel that way, but I was quite simply stating what I saw as a fact with how what you wrote didn't make sense as written. Without the punctuation it becomes even more difficult to understand what you meant to convey
I am personally quite fond of all the tools that help me avoid making spelling mistakes myself, even though I'm generally quite good at avoiding them. But the red squiggle underneath some words can help me too
Since you haven't edited the original I'm still quite confounded as to what it was actually meant to convey too
It has been along time since I have met anyone as patronizing as you, as such this will be the last time I interact with you.
I am also extending you more slack than other people, otherwise I'd have been nagging on your spelling and such a lot more.
Oh dear.
Well, that's a shame that you felt that I was patronizing, but if that's how you feel then that's how you feel, and if you do exactly was you say you won't get another impression either. I'd wager most of it comes from misunderstanding or assuming things in the reading of it more than any actual patronization from me, since I did not intend to be patronizing, but I wanted to know what was actually meant to be conveyed.
I really thought you were more reasonable than that from what I'd gathered from interactions with you previously.
It's unfortunate that the whole thing started from you seemingly saying that SE would require SA code and me saying that it shouldn't, and you not updating the originating comment to make it clearer when asked about it. Especially since I made it clear that it wasn't clear to me, even with what you refer to as clarifications.
been making some rails to expand to an iron patch when i realised, why dont i just go to vulcanus already
then i dont have to bother at all with expansions
Can't you just make asteroids into iron and send that down to avoid more expansions?
yeah thats a good idea, gotta get there first
Space should be a shorter trip than Vulcanus, right?
And space above Nauvis is "safe" or something like that, isn't it?
yea no asteroids to smash into my platforms there
brain is complaining though so i think i gotta take a break from the factory
Sucks when the brain is complaining, but it's important to listen
I like how someone wrote about maintenance; "Schedule time for maintenance, or the machine will schedule it for you"
Wow, handbags at dawn for you two xD
I'd call it A somewhat polite disagreement but it's done and dusted so lets leave it there π
anyways, i really should go back to factorio at some point.
played a bit too much with Platformer and burned myself out
want to go back to COI as well, but the constant patching is annoying me...
I think there is another mod where its just space
and I was just commenting on the drama xD
throws squeaky toy hammer at duff
no thanks xD
with a few extra mods, you too can carve out a niche in gleba
I for one am not a fan of gleb, mostly due to how i build π (yes, it's a skill issue)
when i played through SA, i more or less handcrafted my way through Gleba xD
i did to start but i had to scale it so i have mostly automated it now
I kinda want to re-do gleba, cuz by the end it was a mess of belt spaghetti, but I liked most of my solutions for semi-expandable production
the only reason I havent yet is because 1.: I'm not about to rip down and remove a system that works, and 2.: a new run is going to be dozens and dozens of hours before I even get to gleba again, and I haven't been able to get much momentum going on a new save
ALL the mods xD
Yeah I'm trying to rebuild gleb, I can't sus out away to make a train base make sense for most of it:'D
maybe if you can just produce a ton of fruits then you'll load a train fast enough for it to work
or maybe just put your train on a time based schedule rather than cargo
that's one option then you still need to manage the spoilage somehow π kinda what makes it fun
ahhh i gotta get to gleba already
its like how valcanus can be a fight to keep power up if you scale too hard without cliff explosives π
lol my base is such a mess a biter ran in and got shot and i couldnt even find the turret
never had that issue once i found the acid to steam recipe xD
I like your tagliatelle.
noms pasta
it's fine, you will eventually need them xD
yikes i put that all down without accounting for the power it uses
but at last, glorious ore is here
and soon ill have nuclear to solve all my problems
I don't think that means what you think it means.
MORE POWER!
i am an exceptionally poor car owner
2-3 cars eaten, one blown apart by a shotgun because i mistook it for a rock while shooting trees
If only I could not drive mine in to worms... it would help keep them alive
just put shields in it...
no my car need more legs so it can go faster π
my car isnt advanced enough to have shields in it :<
Biter zoo island, I see
a prime target
I smell an artillery testing range coming.
look'in like a good wee factory π
ill get to space eventually :>
Just enjoy the trip in the ever expanding factory π
been a while since i played xD
I'm feeling sick
its ok its ok
i dont need more than 2 red belts of throughput for copper so the balancer is fine
ahh i wish i was on vulcanus right now
i neeed foundries
its ok ill just go kill some biters then itll all be better
and my electric engines might be done by then to make my silo
ooo fancy blue biters
all it needs is too pieces of belt, and you call yourself an engineer xD
made a little circuit to cycle through science packs to get around the 5 limit on filtering inserters lol
each science pack is assigned to a 10 frame interval where that will be the filter on the inserter, and the back facing ones have their own set for a future line on the top of the labs
yes i know ill be ripping it all down when i get biolabs anyway and wont even have this problem, but it was a fun
added lights :p
been doing freeform rails this run, very chill and nice
much less effort than making a whole grid snapped rail bp set and swapping through a blueprint book just to lay a line to a stone patch thatll run out in a little
tiny science platform
aahhghhh it not right
dangit
oh nvm easiest fix
the belts now corrected
im glad i didnt have to ship anything up
decisions decision
s
ahh its boring but i reaally want vulcanus tech
i want easy mode
ill do vulcanus gleba fulgora
all walled up, time to go
workin on a shapely barge
i wanted a reactor, but its an odd number of tiles, so i had to make two
i think this looks sweet
ahh theres a bottom and top limit to the spaceship
cant make it too long
no idea if this is enough ammo
looking pretty well
that will do
im hoping 15 turrets at the front will be enough to blast them asteroids
looking good π
To me that seems like an awful lot
Though I guess it depends what you're doing with it
But to echo Zang, you might need more guns on the sides

Aquilo either needs rockets
Or enough yellow ammo to fire 2k shots a second
Yeah, asteroids tend to sometimes come in sideways
Also maybe double check your reactor math
sideways asteroids has wrecked my ships more than once, even if a had enough damage output to handle them if they came straight on
Depends how long it's going to be on station imo
If you go fast enough and don't hang around you don't have to worry
You seen the guy who went non stop to the system edge at 350kms?
on my Platformer run i had to set up automation to cut 2/3 of my Thrusters when going there, or my base got wrecked
Yes, but did you see that they had Nukes, as well as were running Creative Mod?
I was meaning the railgun setup
once you get them it's easy xD
i didn't at that time xD
then i started to rebuild my entire base, and haven't played after...
Save is from version .28, latest is 55-56?
No idea
.55, .58 on Experimental
Railguns are needed for the promethium asteroids iirc
Yes, but you need to get to Aquilo to get them iirc
Oh, my mistake 1000kms
https://youtu.be/KG4-EQ83YH4?si=HtqrzEeb2wf2yHoW
In this video i showcase my space ship that reaches the shattered planet at 1000km/s without slowing down.
Sorry about my English, im still learning.
If you have any questions, feel free to comment them, i will respond to most,
and there is a pinned comment with the main questions and answers.
If you want to discuss this with other people, ...
Okay, this dude did not cheat.
but some of the first videos of people doing this ran "Creative Mod"
And yes I do know of the nuclear needle design
I think creative mode is fine for theory crafting ideas, unless they're doing things you can't do normally
its complete overkill, its for going around the core worlds, i just felt like making it fancy
Still, I have questions if that nuclear is ratio'd
A steam buffer might be an idea though imo
yeah its ratiod fine, 2 reactors makes 160mw, which is consumed by 16 heat exchangers and 32 turbines
i did the math
should only need 28 turbines (technically 27.5) since one turbine is 5.82MW to an exchanger's 10MW
i just take the numbers to be 5MW to make the math easier
"the risk was calculated sir, but boy am I bad at math"
You're not going to need that much power iirc
i know
Hear me out what if we just put layers and layers of legendary walls on the front and just tanked the damage lol
That's why they need to be legendary walls and however many you think is enough double it then raise it to the Nth degree lol
Tank all the way!
it is complete
finally, vulcanus tgime
the one thing i forgot, a landing pad lol
hello new neighbour :p
Helloooo fwend! xD
Just import some glowing rocks and they go away easily lol
Make sure to go for the headshot. And bring a reload in case it didn't work
(and I don't mean a second kaboom. I mean a quicksave)
i have killed these before
i used kill tunnels, but since then ive found out you can just spam turrets to do it easier and lazier
should be fine
For a moment there, I thought were saying laser turrets...
wow these worms are strong
misjudged one but managed to bring it away before it started on my base
i let one loose before on my base to see what would happen and they take no prisoners
time for big train
ah.. maybe smaller trains
how am i gonna fit this next to a tungsten patch surroounded by lava
You need a better... foundation
im a little ways away from that
And whatcha planning to do, legendary speed module some big miners? xD
i just wanna build big
You also need resources from all 4 planets iirc
it sparks joy
You just want to put an entire tungsten deposit in a train
One Single Train? xD
of course not, it would be lonely
many big single trains
i think im getting a bit ahead of myself though
Gonna put the whole planet into trains
convenient radar gizmo
all of that power for only 1000 sulfuric acid per second
thats like a GW
its so unreasonable i love it
vulcanus is the best
pretty okay tungsten grouping here
definitely gonna speed module all these
finally, belts of doom
i wonder why they made the rocket stack size smaller
do they hate me
green belts only ship 50 at a time ;-;
ohhhh
wait no
no ohhh
is there an ohh?
i was thinking i could just ship the materials and make them on other planets
but they say they're only made on vulcanus
ok yeah they are only vulcanus
It's not like it's hard to make rockets on vulcanus

and yes, some things can only be made on specific planets,
Forge based stuff on Volcanis, Bio stuff on Gleba, Electric stuff on Fulgora and ||Fusion|| stuff on Aquilo
huge
so much im not bothering balancing it
and i dont have a 12 to 12 balancer on me
wowie
will only work with blue and green belts, undergrounds are too short for the other ones
but this one is essentially an N to N balancer
so 1 to 16, or 8 to 12, and so on
it's the way it balances as well.
if you put in 16 items at one input, you should get one on each output
may not be perfect though xD
someday ill learn how to make balancers myself
Why reinvent the wheel?
because i could make it rounder

when it comes to the new production builds based on new recipes and buildings from SA, i have done all myself.
but balancers, as well as "standard" smelting setups, i just use the tried and true old design someone else came up with xD
same with Nuclear setups, as well as normal oil setups (including standard refinery Adevaned oil)
well yeah i mean i know theyre easily available
i just want to learn about it because its cool
why i made my own Furnace setups and such, as well as the designs on Fulgora and Aquilo.
Gleba i just hand crafted all i needed to open up Aquilo xD
Technically making balancers N to M is simple, but not necessarily easy
And a lot less easy if you want them to be compact
and theres side balancing
i did see a video about an interesting style of balancers they call crossbar switches
theyre pretty simple
apparently its based off of a similar thing used in networking
I remember before we had priority input and output
That... is not balanced.
here's another he made
Also, not balanced.
First one prioritizes the top belt, this one prioritizes the bottom belt.
i think its more like a different way of doing input and output balancing
the belts wont be balanced but the ins and outs will be distributed
Oh, for sure.
The top one is a solid overflow buffer, and the bottom one a "distributer"
But they don't balance
Remember though if you filter with a decon planner, it won't push anything down that side
As opposed to just prioritised outputs
im not sure
it seems like using these "switches", the belt or belts is like a rolling capacity being filled up and drawn off of using these lines of switches
if you use deconstruction planners you block off a whole lane cutting off all that capacity
Cutting off the lane that isn't going anywhere
it might go somewhere if its output gets full
The ones where it joins a line without any balancing
The top horizontal splitters and all vertical splitters can be filtered with a decon planner (or any item that won't ever be on that belt) to keep those "dead ends" empty and therefore don't "waste" production.
(and in fact, the leftmost vertical splitters are surplus to demand if you don't plan on scaling this ever)
i think the idea is that they're not dead ends, they would continue on
if this whole thing is just to turn it to the right, no splitters needed
the ones splitting off sure
but i personally am not bothering with that
I use a setup similar to the second one, but for filtering the output of a scrap recycler array on Fulgora.
I see that I could have saved some space by using the undergrounds on the N/S belts rather than the E/W ones, but it's not worth changing now that it's built.
ahh fulgoran scrap arrays have gotta be one of my favourite looking builds from the dlc
wish i could figure out how to get rid of that combinator on the right that only serves to convert signals to L for train length
the two on the left are just for clamping the train limit to a max value
the top one is if L is less than or equal to the train limit (locomotive signal) then output L, the bottom is if the train limit is smaller than L output the train limit
if i could get the bottom one to output as L i could save some space
woah they can do that???
thank you selector combinator this is perfect
wonder what happens to fluid signals
huh... nothing
well thats a problem that means its not usable for fluids
wow, now my system is even smarter
i dont even need to manually assign a stack size anymore
i can just have that stack size selector come off of the cargo signals from the station's buffer chests
and with some deciders, if its a fluid (which outputs nothing on the selector) i can just set the "stack size" to 50000, the storage of 1 fluid wagon
perfection
aaand done
so the previous system took a max train limit, a value for how much a train can carry which would need to be manually calculated, and the items stored in the station's buffer chests. then, does some calculations and logic to figure out how many trains worth of cargo the station has and set the train limit of that station, clamped to a max value
the new system takes a max train limit, the amount of cargo wagons a train docked at that station will have, and the cargo in the station's buffer chests. it auto detects the stack size of that item and calculates how many items would be in one cargo wagon, and finds how many trains of cargo there is by dividing wagons worth of cargo by the wagons on the train. then, it clamps the trains of cargo available to a max value and sets that as the station's train limit. it also supports fluids, by setting wagon size to a fixed value of 50k
and theres some nice lights there to display the current train limit set to the station
it is a fair bit bigger in size as a trade off, but i dont mind
i think its laid out nicer, one side handles only the "provider" logic of calculating how many trains there are, and the other handles only the "limit" logic of clamping the train limit to a max value
mmm big train
i can give you a blueprint string if you'd like
i were so happy when they changed the combinators, enabling me to do an S-R latch using one combinator instead of 4
im not that advanced yet i only do high level stuff
high level in the programming sense not as in im super smart :p
time to take it down with your pickaxe xD
I would almost pay to see that done π
π
could probably be done, with 100's of people with "god mode" so they would not die xD
i think i like this one
its got a territory that looks like a little tap
and it does funny circles
i have no need for land, it can have its swirlies
Ah, but what damage does the pickaxe do
Pick can't hurt demos
100's of people with Pistols it is then xD
I don't think pistol can either.
100 pistols with green ammo, and 100 levels of research
Oh wait nvm, it can injure it;
Physical: 50% (head), 5/50% (body)
(Small one)
Just need enough to counter the 2400/s regen.
Impact is what it's immune to
why the 100's of people xD
my spaceship vorasha has a speed issue :/ it goes too fast when it starts off and runs into an asteroid every now and then, but is fine when it's cruising normally
just occasionally getting a bleep is quite distracting
Probably cus it fills the engines when it's orbiting a planet
Or have the pumps only active when it's travelling
im not sure what that would do
the engines would still get full until the ship uses up its fuel buffer
I mean have the pumps to the engine stop when it's orbiting a planet
good enough tileable red chips
oh dangit why am i still using assembler mk2
oh wow i have like 200 speed module 3s
thats great
fixed
yep, going back to vulcanus lol
How goes the factory? π
well when i went back to upgrade nauvis i was sort of thinking "i kinda want advanced asteroid processing" and then i kept finding stuff to do on vulcanus and now i gotta clear some worms...
the usual factorio cycle
i think i need more trains on vulcanus
that would solve my problems
belt only bases can feel "claustrophobic"
ohh no power sploded
this is why i needed to go back to vulcanus
seems like i need some kind of priority for giving sulfuric acid to the power plant
ooo maybe i can use a power switch!
to make sure i dont completely blackout, i could have the power related stuff disconnect from the network if the steam buffers are running dry
well looks like that wont be necessary
sulfuric acid buffering works well enough
Orrr... solar
You get like 200% solar power iirc
It'll give you a baseline amount of power, so you don't get a blackout
of which i havent planned space for
the fab use so much power it would be a paint to do solar i think
tearing it all down and replacing it with trains
itll be so much nicer
and therell be trains rolling around everywhere
so wonderful
i need to get foundation before i start that prosses π
i think this land mass is big enough for it, then i can canneloni my way over to others as required
ive got some cool ideas for how i want my trains to act; ill have a central silo area where trains drop off stuff for exporting as well as rocket ingredients
and i can make buffer stops for raw resource trains to go to instead of all going to different places
fair but i want my world in need blocks π
This is why my games take so long and why i can't have nice things
ahh i see
i like to do a bit of a compromise
i dont mind about how big my blocks are, but my little factories for different things are kept fairly separate and trains handle logistics between them
it might have to do with the over scaling addiction i have π
very nice looking bots
looks like in the time i got that done i dont have a bot problem anymore
they all finished their jobs
look at them go
looking solid
...
im trapped on vulcanus... thjeres so much to do
ill go and have fun with other new stuff... eventuially..
ill be done soon... i swear... for real tis time./.
You can work on Vulcanus whilst flying to fulgora
Looks like you've got plenty of train on top of you xD
Where even is your output?
oh ya
well not really
those are only to merge half belts, it only has 3 belts of throughput if you tried to use it as a 6:2
oh actually that wouldnt matter anyway
yeah i could use that as a 6:2 huh
cool
"but throughput" shoves 6 belts of stuff down 2 belts
lol
i too would like to know
Read on, friend. π
in the close up, see the underground with the yellow highlight, and its friend on the other side. those are the outputs of this lovely mess
π i still fail to get the balance of this π
the inserters are merged into 2 full belts on the sides and half belts in the middle. the middle halves merge with one side of it, then the last balancer splits between both outputs
so every belt has access to every other belt, and its uhh proobably balanced
havent tested it or really know what im doing
but it looks neat and it feels about right
π i just use the design i have used for years now π
this is the infinitely simpler way of merging 3:2 belts
whatever the case, my wagons somehow unload into 8 belts, and thats all im worried about
i think this looks pretty sweet
this is this is how i have done it since the beginning of time π
and even unloading π with once bit of circits π
I.E all chest should empty about the same time π
i havent balanced all my stuff but each triplet of wagons should have equal draw so effectively they should run out at the same time
you want a hint on how to do it?
sure
full how to or just a hunt?
balanced unloading of chests and yes
sure whats your solution to it
-<chestCount>
and everything > 0 on the inserter
you divide by -48?
48 chests, so it gives me A - average to use to enable/disable the inserters
hmm
I'm not great at explaning it in a non code kinda way π
try explaining it in a code kinda way
I think I get it. Total in all chests/-48 gives the average. Compare that to the contents of each individual chest. If that is greater than or equal to the average, allow the inserter to withdraw.
nailed it
ohh so only export from a chest when its contents are above an average value
that makes a lot more sense thank you
yeah, I'm not great at describing how my brain does stuff, it's all wibbaly wobbly stuff in there.
I also do stop priority based on number of train loads a stop can fill or receive
thats smart
i could probably add that to my system but for now it just calculates the train limit
im working on that logic now actuaolly
turns out the only difference between requesting and providing is a single arithmetic combinator
I could use the same logic for train limits π
I SHOULD do that... why did you put that worm in my brain. π
:p
this was my last trip in to madness MAXIMUM LABS with trains...
8 1/2 belts of every bottle π so 120/s of each input should be fun once i have legendary set up
that is a looot
maybe?
8 and a half belts of input for each bottle seems like a bit more than 120
your trains will be busy :D
its 8 half belts of each, I should have wrote it like 8/2 π
so its more like an equivalent of 8 full belts π that i can provide
The plan in to have only power and labs on my island on navus π every thing else should be shipped in form space
ahh ok
Still a lot to provide and use... the factory's must grow and devour my time.
im not sure what to do with my nauvis, ive seen many people opt for the same minimalist nauvis but it seems a waste of its natural resources
but at the same time its true that the other planets are pretty great and in vulcunus's case pretty muich just an upgrade
yeah, its kinda why I went with an island as it make it a bit more limiting, and let me look more at the other planets. Funglora is also insane and is where i plan to have most of my prod even if it costs more ups over vulk at the scale I'm going for.
plus I enjoy the belt sorting and what not.
ill have to keep that in mind for the future, yeah an island start sounds like a good idea for space age
did you boost richness or any of that stuff on nauvis?
wow this black lamp looks neat
i think i can tell by the fact i just added a combinator for the colour of the lights, that i'm finished with my smart train provider and requester :p
requester is blue and provider is orange, and you can set the max train limit and how many wagons the trains serving that station will have. then all you do is connect green to your station's buffer chests and red to your station itself
that's one way of doing it π i was just gonna use the same value as my priority system I.E has enough for 3 train loads set limit to 3 π keeping it simple this time
yea the idea of mine was that if a station wouldnt have enough space in laybys or wherever, i can cap how many are coming to prevent potential deadlocks due to backups
Yeah, that might be an issue is some cases will probably use it for mining/supply stops with buffers.
you know somehow it never occured to me that oil cracking can be done in biochambers
who needs all that oil anyway π
would that i had biochambers
Biochambers need feeding though
And typically have alternate recipes for stuff that needs oils
I'm going for each planet to have a main export just for the fun of why not
hmm is there a way to fit multiple values into a single signal, then get those discrete values back at the other end
not sure what you mean.
multiplexing.
Enjoy learning real computer science!
https://en.wikipedia.org/wiki/Multiplexing
In telecommunications and computer networking, multiplexing (sometimes contracted to muxing) is a method by which multiple analog or digital signals are combined into one signal over a shared medium. The aim is to share a scarce resourceβa physical transmission medium. For example, in telecommunications, several telephone calls may be carried ...
aahh
this is not very helpful in figuring out how to convert that to factorio
i now know what multiplexing is but not how it works
actually i could figure out time division multiplexing i think
just send both the value and a time value
with only two channels green/red wires it might not be able to get a lot of data density.
I know people have done it before, I also don't know how, but now you can google "multiplexing factorio" and learn! π
why did you open that can of fun π
well i think i figured out time multiplexing already7 which is surprisingly simple
there are mods... xD
i had one that added blue and purple wires as well
nahh i dont want more channels i wanna use my channels more efficiently
no mods in this playthough π
the logic should not be too hard π just a bit tricky
I dont want OP i want UPS
less machines though xD
instead of 100 machines, maybe you only need 10
seem you missed my no mods in this playthough comment π
No, i did not, i'm just having fun xD
Did you see that 4M megabase tour video that appeared out of nowhere on a channel that didn't have anything before? St. Algorithmus praised that video hard among my fellow factorians.
"Lasers can shoot larger asteroids"
If only we could mod ppl to have fun detectors π
i also have grenade launchers
hmmm problem
now i would need to have a different time counter for each time muxed signal
maybe
Frequency Modulation?
Nilaus
done a 1mil/min wich was quite fun to see
I know, that's why i said the value he done.
Hello! This is my first time trying to record a full tour of my Factorio Megabase I have been working on for the last three months.
This is an uncut raw 2 hour long tour of my base. This turned out much longer than I anticipated... Fun fact, this base produces 110.6 Million science over the duration of this video and researches an effective 50...
nilaus did do 1mil a minute
i REALLY should get back to my "Platformer" Playthrough
4mil is impressive
Not saying he didn't, saying that's not who I meant. Should've probably used more words.
Spaceblock is a different and older mod, from before Space Age
I was just saying his 1mil/min was fun to see but he has practice in presentation π not the the other person does not have a good base just not as well presented
this one is a "There are no planets, all you have is one ship/floating base"
Yeah, it's very much a "I'm going to show this thing to my friends" vibe, instead of a well edited story.
Which honestly, I'm okay with.
I kinda cant wait till SE has 2.0 compatibility sorted i really wanna host a server for it!
and that's part of its charm π
you can create the save/map, and i can host it here.
for a 24/7 run time
I have a good enough server for it π
i know xD
π
that said, i do think Earendel has their hands full with SA and Factorio 2.x
I just cant deal with the fans 24/7 not built the server room up yet
my server is not in the same room as me, also it's just an older computer and not actual server hardware
π no one want rack servers in there office... probably
it's not a whine it more like a WHHHHHHREEE...
just put you desk in a data center it would be fun said no one...
in one of my computers when i were 18-20 i had 4. 80x80x30mm Delta fans xD
it's a wonder the computer didn't just take off
one sec
just looked at mine they pull 48w each @14000 rpm π might be a bit much for my use case, just a bit
it really is amazing how factorio is the only game where i'd be considering simething like multiplexing signals
minecraft is maybe the only other one, if i was really into redstone
what a unique pair of games
i wonder if any zachtronics game makes you use multiplexing
i think they might but need to ask some whos played them
i havent got far enough to know :p
i bought TIS 100 cause its cheap rn, but im not sure that woudl be possible
very space restricted
have you seen the video of someone making a computer inside Terraria?
ahhh right
the other game with a circuit system lol
it even has built in timers its probably even more suited for it
iirc they made a game for a computer inside a game xD
I'm deep in bitburner atm π just been getting my startUp script going fully
there are quite a few proggraming games and most of them are good
i sorta struggled with direction in bitburner. it wasnt until aavak mentioned all the stuff that he does like taking all the security and money values and stuff that i thought of it that way
