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Re: Factorio

Posted: Wed Sep 20, 2017 11:37 am
by Baile nam Fonn
Talvieno wrote:
Wed Sep 20, 2017 6:48 am
[..] my first thought would've been to build a circular track that would move an item into a box every time you passed a certain point, and then just count the items in the box.
Oh. That could work. It didn't occur to me. :(
Indeed, an indefinite rail loop (ie. a train hamster wheel that will keep it going full pelt until out of gas) has already been developed and posted to the forums, and test comparisons could provide some solid data on the relationship between straight track and curved. :geek:

Yet my extreme ribbon is not without it's unique strengths:
  • ample room for testing stupidly-long trains: my first planned test is 777 locomotives hauling 7,777 fluid wagons. :train:
  • submitting the map has potential to help the devs optimize performance: something very fishy is happening with my framerate while laying track
  • probing the limits of blueprints: gonna see whether or not a BP can handle describing 500 thousand rails in a line

Re: Factorio

Posted: Fri Sep 22, 2017 11:25 pm
by Baile nam Fonn
Baile nam Fonn wrote:
Wed Sep 20, 2017 11:37 am
  • ample room for testing stupidly-long trains: my first planned test is 777 locomotives hauling 7,777 fluid wagons. :train:
Test #1, complete. http://steamcommunity.com/app/427520/di ... 132408905/ :geek:

Re: Factorio

Posted: Fri Sep 29, 2017 11:37 pm
by Baile nam Fonn
I made my first ever 'smart' outpost! :D
3 deciders (reducing coal readings to a binary is there any coal?), 2 XORs, and an OR that will hopefully do my bidding. I haven't put it to the test yet.
The train stops are supposed to turn off as the relevant miners run dry, with the two lower priority ones turning on upon the demise of their predecessors. :ghost:
Image

Re: Factorio

Posted: Sat Sep 30, 2017 8:09 am
by Talvieno
Very nice Baile! That's a level of engineering much beyond anything I've ever accomplished in Factorio. :D I'm impressed... and wondering if you're going to start making self-expanding factories soon. :ghost:

Re: Factorio

Posted: Sat Sep 30, 2017 10:45 am
by Baile nam Fonn
Talvieno wrote:
Sat Sep 30, 2017 8:09 am
[..] wondering if you're going to start making self-expanding factories soon. :ghost:
Uh, don't hold your breath. I'd prefer to do that to the extent that it's possible without the using mods to circumvent blueprint limitations. Complex problem.

But for this factory it will be necessary to come up with a comptroller to keep all of the train traffic flowing smoothly, so there's quite a bit more circuit network monkeying in the pipeline.
It's gonna be all trains, all the time. No conveyor belts, no logistics bots, no boxes, and fluid storage exclusively on wheels.

On top of traffic control, I want to design a player requisitions platform, whereat trains rush in to fill the player's orders in mimicry of logistics bot deliveries.

Re: Factorio

Posted: Tue Oct 03, 2017 1:14 pm
by Baile nam Fonn
I've been trying to help a fellow Factorian debug his pulse emitter counter-with-a-reset.
If I'm reading his problem statement correctly, he wants the [X = 10, Output X (input count)] decider combinator to in his application function with [X = A, Output X (input count)], where 'X' is the Each wildcard and 'A' is a variable signal.
'A' would both determine the frequency of the pulse and the value of the pulsed signal.
The core issue (I think) is that the pulse ends up lasting for 3 ticks instead of the desired 1 tick, the result being that the signal value 'A' is multiplied by 3 over the course of the pulse.

Pretty sure now that I totally fabricated that problem statement out of who knows what, whereas his actual statement:
Yggdrasil wrote:I want to reset a counter after it counted to "a".
seems to articulate that the value primarily in question is that of of the signal S leaving the output of the [S + 0, Output S] arithmetic combinator, and he wants it to incrementally progress through the series {0, 1, 2, 3, 4,.., a (a = 10 in our test example)} in a loop, with the delay between all of the count progressions being equal (200 ticks each), including the reset to 0 step.

Any suggestions? :monkey:
Spoiler:      SHOW
Image

Hmm, maybe I misread the 10 being a placeholder for a variable signal, since that would really mess up the thing given that he makes liberal use of the Each wildcard signal.
Which leads to the question: why use Each in this circuit to begin with? :think:
Having reframed the question, I came up with this:
Spoiler:      SHOW
Image
What d'y'all think? :geek:

Re: Factorio

Posted: Fri Oct 06, 2017 11:06 am
by Baile nam Fonn
https://youtu.be/EH274yYcRhc -- do you see what I see? This design could be scaled up from calculator cage to a factory throne room. Not to say that this isn't a stunning contraption as it is! :ugeek:

From https://forums.factorio.com/viewtopic.php?f=193&t=52270. Check out the size of that blueprint! :squirrel:

Re: Factorio

Posted: Sat Oct 07, 2017 10:33 am
by Talvieno
Oh, I forgot to reply here. I talked with Baile and finally started to understand the Factorio circuitry stuff. All the combinators are essentially "if statements" with "and/or/each" tacked in front. After I had that figured out it all made sense.

Re: Factorio

Posted: Wed Dec 13, 2017 3:47 pm
by Baile nam Fonn
0.16 HYPE! -- https://www.youtube.com/watch?v=0zoaUtSxeHU
Artillery in Factorio, guys. Both as a wagon and a turret. It's here.
  • cliffs
  • buffer chests added to logistics network (huge)
  • robots in the air from personal roboport now count towards logistics requests for that robot type
  • nuclear fuel -> trains are OP
  • train scheduling can be modified with click and drag
  • trees slider!!! (technically dropdown) part of the new tab in map gen
  • optimizations, especially belt performance
  • resource (and biter) distributions got a balance pass
  • tanks can now plow through forests with impunity (no damage taken from tree collisions)
  • concrete and stone path can built right up to water now (transition graphics have been added for this)
  • lots of other cool stuff

Re: Factorio

Posted: Wed Dec 13, 2017 6:25 pm
by Talvieno
Oh, sweet! :D So many great additions, fixes and changes! :D

Re: Factorio

Posted: Wed Dec 13, 2017 8:14 pm
by Detritus
:mrgreen:

Re: Factorio

Posted: Thu Feb 22, 2018 8:39 am
by Baile nam Fonn

It's so --beautiful! :squirrel:

Re: Factorio

Posted: Sat Mar 31, 2018 11:40 pm
by Arclite
Factorio announced they're permanently increasing their price to $30 in a couple of weeks, so if you're interested in this game, better to make a purchase now while it's still $20.

Here's a demo if you want to check it out:
https://www.factorio.com/download-demo

Re: Factorio

Posted: Thu Mar 14, 2019 10:25 am
by Talvieno
They finally "fixed" the pollution "bug", so the first biter nest it comes to doesn't vacuum it up. Everything is much scarier now. :D You can get attacks from more than just the first base in line. Naturally, this has pissed a lot of people off. :lol: I'm all for it, though.

Re: Factorio

Posted: Thu Mar 14, 2019 4:01 pm
by Silverware
OHHHH! That was a bug?! that explains why it was so bloody easy!