1
24
submitted 5 days ago* (last edited 4 days ago) by [email protected] to c/[email protected]

Picture unrelated to question; built for style, not functionality. I've learned that the most efficient (and boring) platform design is a spear.

I think of all the planets, I like Fulgora the least. I have tried two or three approaches to dealing with the sushi belts of parts; my biggest issue is the monomanical logic of inserters, which -- given a storage chest of a dozen different items, seem to get stuck on one item for extended periods. For instance, unloading a train of random stuff, I'll get 15 inserters all pulling out gears for several minutes, ignoring everything else in the chests. It's frustrating beyond belief, so I think I'm not looking at this the right way.

The biggest issue is buffering. I'll get nothing but gears for a few hours, but then they'll dry up and I'll get nothing but low density structure for a few hours and almost no gears. If I were paranoid, I'd think the devs did this on purpose to maximize jamming.

What I'm going to try next is building a train system with per-item trains, or maybe cars, and see if that helps. Transport raw to an island, recycle it, and load up trains with product and send them to a big factory island. I suspect it's simply going to get jammed up at the recycling center and I won't be any further ahead, but maybe I can mitigate that by just having one, really long train that stops every 12 cars and every series of 12 cars has each car containing a single item.

I don't know. Fulgora just feels stupid, or makes me feel stupid. How do you folks handle Fulgora?

Update edit

I completely redesigned everything on Fulgora, and it doesn't get jammed, and I'm only having to "throw away" steel (the plate, not the girders; I'm not sure why the game calls "girders" "plate", but whatever).

My solution, as it is, is based on the suggestion of having a recycling plant rather than recycling at the miners. I'm using trains: I mine ore into trains and ship it to a recycling island, where the output is filtered into train cars - one type per car. I run the trains full of product to wherever I have factories set up, and pull specific items needed there. I avoid sushi belts and sushi boxcars; my production islands are consequently much simpler, and as yet I'm not having to waste product.

I will point out that I initially used recyclers to reduce the amounts out items, but found I had to keep changing what I was recycling because what was overflowing kept changing, and by recycling I was regularly running out of items; this, again, is related to whatever the RNG is doing to me. Honestly, I have a mind to actually keep a counter, because it appears as if I'll get a run of copper coil, where it's the dominant item mined for dozens of minutes, then it'll be blue chips, and so on, cycling through each of the items. It swamps me with one thing that I can't even manage with belt weaving, then suddenly that'll dry up and I'll get only a trickle of that thing for the next couple of hours. I've frequently had launches completely stop because I had to recycle one component to built rocket parts, and then it dries up and I have to built an assembler to produce the product until the RNG deems me worthy to have it start being a mined item again. If the cycle happened over a period of less than hours, I'd record it. Although, the fact that the inserters (almost) all get stuck on the same item pulling from sushi boxes, I could easily show. If I, of anyone else, cared enough.

In any case, with trains and enough storage boxes I have it set up to weather the droughts and floods of specific items, and am assuming either it's coded this way on purpose, or only doing it on my machine because I don't hear anyone else complaining about it.

2
6
submitted 1 month ago by [email protected] to c/[email protected]

I've been playing space age with 0 evolution increase over time (killing bases still increments it). So I've been eager to work around biter bases and pentapods.

Biter spawners can all be blocked by a pattern like the image; surrounding them with walls or solar panels or pipes prevents spawning. (This is intended behavior.) What is not mentioned anywhere afaik is that this also seems to prevent biter expansion from that base.

The same is only partially true for pentapods! Small egg rafts only spawn wrigglers (at low evolution?), and it seems you can block them off as in the image above. I have yet to see one try to expand from a surrounded small spawner.

In both cases, surrounded spawners seem to absorb a small amount of pollution/spores, be unable to spawn anything, and sit passively. No attack triggered.

But (regular) egg rafts are different. They spawn stompers and strafers which can spawn and stand directly on top of the raft. I tried and failed to prevent this spawning by packing the space with spider-trons. Also, given enough time a surrounded egg raft will eventually expand (afaik, it seems to spawn a wriggler in a crevice which then attacks its way out. I've never seen it just spawn a wriggler).

Relatedly: Stompers and strafers can stand between tiled solar panels, but not walls. Stompers only damage buildings with each step if they are aggresive.

3
34
submitted 5 months ago by [email protected] to c/[email protected]

It's been a little bit since Space Age released and I'm curious to hear what everyone has been up to lately in their factory!

On my part I've been ready to go to Aquilo for a while now but I got distracted rebuilding everything on Nauvis with a rail-based city block design. I also got a calcite mining platform up and running and switched over a bunch of production to use molten metal.

I'm hoping to check out Aquilo anytime now but I might have to do a bit of work on Gleba and Fulgora before I can afford to be stranded again.

What sorts of things have you been working on in your factory?

4
27
submitted 7 months ago by [email protected] to c/[email protected]
5
24
submitted 7 months ago by [email protected] to c/[email protected]

there are no ennemies neither pollution cloud. so why is it in the UI?

6
27
submitted 7 months ago by [email protected] to c/[email protected]

I only just discovered that efficiency modules work in biochambers to reduce nutrient cost! Such a game changer for Gleba.

7
13
submitted 7 months ago by [email protected] to c/[email protected]

Why.

Why can't my non-nuclear dreams not be memes.

8
13
submitted 7 months ago by [email protected] to c/[email protected]

I landed on Vulcanus, setup a base so that I can launch rockets from there. Unlocked of course the drill and foundry. I could not kill a worm yet. I need more weapon upgrades from Nauvis.

My question is :

What do you transport from Vulcanus to Nauvis? only the drills, foundries and orange science?

9
63
submitted 7 months ago by [email protected] to c/[email protected]
10
9
submitted 7 months ago by [email protected] to c/[email protected]

my understanding is that you have no way back. thus your main base can be stuck or swarmed by biters.

is that true?

11
19
submitted 8 months ago by [email protected] to c/[email protected]
12
114
submitted 8 months ago by [email protected] to c/[email protected]
13
51
submitted 8 months ago by [email protected] to c/[email protected]

Only a few days before Space Age!

14
25
submitted 8 months ago by [email protected] to c/[email protected]
15
44
submitted 9 months ago by [email protected] to c/[email protected]
16
21
submitted 9 months ago by [email protected] to c/[email protected]
17
22
submitted 9 months ago by [email protected] to c/[email protected]
18
29
submitted 9 months ago by [email protected] to c/[email protected]
19
14
submitted 9 months ago by [email protected] to c/[email protected]

cross-posted from: https://biglemmowski.win/post/2418820

For me, the most interesting point was the short mention of open sourcing Factorio (around 2:40). Kovarex seems to be very much open to the idea, he mentions that (as an approximation) maybe two years after the DLC after things calm down ...

20
21
submitted 10 months ago by [email protected] to c/[email protected]
21
29
submitted 10 months ago by [email protected] to c/[email protected]
22
26
submitted 10 months ago by [email protected] to c/[email protected]
23
22
submitted 10 months ago by [email protected] to c/[email protected]
24
45
submitted 10 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]

Factorio blog about new enemies!

25
7
submitted 10 months ago by [email protected] to c/[email protected]

cross-posted from: https://lemmy.ml/post/19176020

Compressed using ImageMagick and oxipng as cosmic-screenshot produces huge sizes that Lemmy doesn't want to handle.

Desktop

Wallpaper

Appearance (based on Factorio.com)

  • Dark: true
  • Accent color: #FF9F1C
  • Application or window background: #242324
  • Container background: #313031
  • Interface text tint: #FFE6C0
  • Control component tint: #242324
  • Use theme accent color as active window hint: true
  • Style: Square
  • Active window hint size: 6
  • Gaps around tiled windows: 12
  • Experimental settings > Apply this theme to GNOME apps: true

Other configuration should be visible, just a matter of taste and Factorio UI.

Factorio.ron

282 lines

(
    palette: Dark((
        name: "cosmic-dark",
        blue: (
            red: 0.5803922,
            green: 0.92156863,
            blue: 0.92156863,
            alpha: 1.0,
        ),
        red: (
            red: 1.0,
            green: 0.70980394,
            blue: 0.70980394,
            alpha: 1.0,
        ),
        green: (
            red: 0.6745098,
            green: 0.96862745,
            blue: 0.8235294,
            alpha: 1.0,
        ),
        yellow: (
            red: 1.0,
            green: 0.94509804,
            blue: 0.61960787,
            alpha: 1.0,
        ),
        gray_1: (
            red: 0.105882354,
            green: 0.105882354,
            blue: 0.105882354,
            alpha: 1.0,
        ),
        gray_2: (
            red: 0.14901961,
            green: 0.14901961,
            blue: 0.14901961,
            alpha: 1.0,
        ),
        gray_3: (
            red: 0.1882353,
            green: 0.1882353,
            blue: 0.1882353,
            alpha: 1.0,
        ),
        neutral_0: (
            red: 0.0,
            green: 0.0,
            blue: 0.0,
            alpha: 1.0,
        ),
        neutral_1: (
            red: 0.105882354,
            green: 0.105882354,
            blue: 0.105882354,
            alpha: 1.0,
        ),
        neutral_2: (
            red: 0.1882353,
            green: 0.1882353,
            blue: 0.1882353,
            alpha: 1.0,
        ),
        neutral_3: (
            red: 0.2784314,
            green: 0.2784314,
            blue: 0.2784314,
            alpha: 1.0,
        ),
        neutral_4: (
            red: 0.36862746,
            green: 0.36862746,
            blue: 0.36862746,
            alpha: 1.0,
        ),
        neutral_5: (
            red: 0.46666667,
            green: 0.46666667,
            blue: 0.46666667,
            alpha: 1.0,
        ),
        neutral_6: (
            red: 0.5686275,
            green: 0.5686275,
            blue: 0.5686275,
            alpha: 1.0,
        ),
        neutral_7: (
            red: 0.67058825,
            green: 0.67058825,
            blue: 0.67058825,
            alpha: 1.0,
        ),
        neutral_8: (
            red: 0.7764706,
            green: 0.7764706,
            blue: 0.7764706,
            alpha: 1.0,
        ),
        neutral_9: (
            red: 0.8862745,
            green: 0.8862745,
            blue: 0.8862745,
            alpha: 1.0,
        ),
        neutral_10: (
            red: 1.0,
            green: 1.0,
            blue: 1.0,
            alpha: 1.0,
        ),
        bright_green: (
            red: 0.36862746,
            green: 0.85882354,
            blue: 0.54901963,
            alpha: 1.0,
        ),
        bright_red: (
            red: 1.0,
            green: 0.627451,
            blue: 0.5647059,
            alpha: 1.0,
        ),
        bright_orange: (
            red: 1.0,
            green: 0.6392157,
            blue: 0.49019608,
            alpha: 1.0,
        ),
        ext_warm_grey: (
            red: 0.60784316,
            green: 0.5568628,
            blue: 0.5411765,
            alpha: 1.0,
        ),
        ext_orange: (
            red: 1.0,
            green: 0.6784314,
            blue: 0.0,
            alpha: 1.0,
        ),
        ext_yellow: (
            red: 0.99607843,
            green: 0.85882354,
            blue: 0.2509804,
            alpha: 1.0,
        ),
        ext_blue: (
            red: 0.28235295,
            green: 0.7254902,
            blue: 0.78039217,
            alpha: 1.0,
        ),
        ext_purple: (
            red: 0.8117647,
            green: 0.49019608,
            blue: 1.0,
            alpha: 1.0,
        ),
        ext_pink: (
            red: 0.9764706,
            green: 0.22745098,
            blue: 0.5137255,
            alpha: 1.0,
        ),
        ext_indigo: (
            red: 0.24313726,
            green: 0.53333336,
            blue: 1.0,
            alpha: 1.0,
        ),
        accent_blue: (
            red: 0.3882353,
            green: 0.8156863,
            blue: 0.8745098,
            alpha: 1.0,
        ),
        accent_red: (
            red: 0.99215686,
            green: 0.6313726,
            blue: 0.627451,
            alpha: 1.0,
        ),
        accent_green: (
            red: 0.57254905,
            green: 0.8117647,
            blue: 0.6117647,
            alpha: 1.0,
        ),
        accent_warm_grey: (
            red: 0.7921569,
            green: 0.7294118,
            blue: 0.7058824,
            alpha: 1.0,
        ),
        accent_orange: (
            red: 1.0,
            green: 0.6784314,
            blue: 0.0,
            alpha: 1.0,
        ),
        accent_yellow: (
            red: 0.96862745,
            green: 0.8784314,
            blue: 0.38431373,
            alpha: 1.0,
        ),
        accent_purple: (
            red: 0.90588236,
            green: 0.6117647,
            blue: 0.99607843,
            alpha: 1.0,
        ),
        accent_pink: (
            red: 1.0,
            green: 0.6117647,
            blue: 0.69411767,
            alpha: 1.0,
        ),
        accent_indigo: (
            red: 0.6313726,
            green: 0.7529412,
            blue: 0.92156863,
            alpha: 1.0,
        ),
    )),
    spacing: (
        space_none: 0,
        space_xxxs: 4,
        space_xxs: 8,
        space_xs: 12,
        space_s: 16,
        space_m: 24,
        space_l: 32,
        space_xl: 48,
        space_xxl: 64,
        space_xxxl: 128,
    ),
    corner_radii: (
        radius_0: (0.0, 0.0, 0.0, 0.0),
        radius_xs: (2.0, 2.0, 2.0, 2.0),
        radius_s: (2.0, 2.0, 2.0, 2.0),
        radius_m: (2.0, 2.0, 2.0, 2.0),
        radius_l: (2.0, 2.0, 2.0, 2.0),
        radius_xl: (2.0, 2.0, 2.0, 2.0),
    ),
    neutral_tint: Some((
        red: 0.14117648,
        green: 0.13725491,
        blue: 0.14117648,
    )),
    bg_color: Some((
        red: 0.14117648,
        green: 0.13725491,
        blue: 0.14117648,
        alpha: 1.0,
    )),
    primary_container_bg: Some((
        red: 0.19215687,
        green: 0.1882353,
        blue: 0.19215687,
        alpha: 1.0,
    )),
    secondary_container_bg: None,
    text_tint: Some((
        red: 1.0,
        green: 0.9019608,
        blue: 0.7529412,
    )),
    accent: Some((
        red: 1.0,
        green: 0.62352943,
        blue: 0.109803915,
    )),
    success: None,
    warning: None,
    destructive: None,
    is_frosted: false,
    gaps: (0, 12),
    active_hint: 6,
    window_hint: None,
)

view more: next ›

Factorio

1934 readers
3 users here now

Dreaming of transport belts

Rules

Last updated: 2023/06/05

Useful links

Purchase

Factorio has never been on sale and will (probably) never be on sale

founded 2 years ago
MODERATORS