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Night Detector (lemmit.online)
submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Rahmstat on 2024-04-08 08:00:33.


I built a night detector. In the evening it trips an alarm. I made this cause I play with a pitch black night mod and thought it would be neat to get a warning that the night is coming. I have heard that some people like to adjust nuclear fuel usage at night, so maybe you guys can find some use in it!

It works by constantly pumping water to the right hand tank. There are two radars to ensure that any slight drop in power from the solar panel will cause the left hand tank to start filling as the pump can no longer maintain the level in the right.

The circuit is just a rising edge detector, so when it begins detecting that water in the right tank has dropped below some threshold, it only trips the alarm one time.

To set it up, fill the tanks to any level, then see where the right hand tank fills to when powered. Then in the decider connected to the tank, set it just beneath that number. For example, if when fully powered the right hand tank has 5.5k water, set the decider to: Water < 5.4k.

Blueprint:

0eNq9VkuP2jAY/Cutz8mKhIRHVFWq1EsvW6mn3a2qyCQGLPyS7bBFKP+9nxNIAoQNcOgFET/G45nxZ+/RghVEaSosSvaIZlIYlPzeI0NXAjPXZneKoARRSzjykMDcfWlMGSo9REVO/qIkKL3BKcZKjVfEt1hsOlPD8o+HiLDUUlIvXX3sUlHwBdGA3SBwktOC+4SRzGqa+UoyAvhKGpgshVvZAc6ip9hDO5T4QTh5ikvH7QwzbDCVliuNOccLRnyjCN5Afw9m0GICPNAHpayWLF2QNd5Sqd3IjOqsoDaFvryZvqTa2PRCnC3VtoCWVp9qhP+CanADOoEnI/fBFdbYujXQ16r7sI5r5sQSbRxwDZBuMTiaUpMqarM1SpaYGeLkNlYXHIRIaV6rKi2p/s/LekkButIqAHsUuB9N8q4jbuy4Xd19gntu8ikRxfBugbNNupWscHuDxZq2FZMLzBhICXSAF/yX7ylYuVNrKXYHvqXrIPpii2sYW3Ucp1ctUqQcq2OTC/FB74rjdclz2LB/0J1Tk/mMrtYWNYtzYgxEFkY+uw5gxj794JwKEOQz6gvWuMHGmto1MIecgoELKioDe5I1PuYqrnKVU13bgJJJf8pa5DZo5oGkvbmNGuIwbp/06iZJRSCPFUf07fk7DJKFVcV9Kb8jdNF56LyT7vgykx4Kr2BVie1xLrrfubBTE8r/51VbHIJTK15+/nrAite7rLhL67NiEVyRPu4eSJoTPXRihnU/AN0m+pIVQK8h8Y6h3JxW4TgenRfiLw9I/Vajqh3wKqAQL7XkKRWAcSx7txsRBB9KH51L7z3izKT/9r70ZDppPAku6ljYgzxtb2Cq+m7x6bRFnPbf4rMWo+CqD2N+RJjcwmk+yGk+yCkYDYLMhkGCW3XvvEsOuj92jq8FIAiHtjMbDW9nfO8Trit0dAU0OmHmW+mvNJyq/OOKEUQXt2wfeNx56eZYDyQ+vEKxc3wkw9pXWBA2sN1rWNNBRp37qEaBh3X1BE86j3wPbeEtVR+BWRBN55DHaD6ezCdl+Q++Iwhq

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Oliverious04 on 2024-04-08 04:33:56.

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Just play it :D (lemmit.online)
submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/theEsel01 on 2024-04-08 08:23:47.


Stop asking if your build is good! Just play the game and have fun! You will get better by time. Trying to optimize everything from the first run on sounds a lot like work to me :D.

Learning by failing is usually the most wholesome way go learn something. And so rewarding when you realize your improvments work ;).

So in essence, build crappy shit fast. Observe, improve, repeat. That is real engineering.

A real engineer :)

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Playjasb2 on 2024-04-08 04:11:13.


Based on what I think, as soon as the DLC is released, a lot of the overhaul mods will require some time to be updated to make use of what Space Age has to offer. Whether or not each of the mods will depend on the DLC, which will be treated as a mod, would depend on the premise of the mod.

Space Exploration:

Earendal has noted in his Discord that Space Exploration will make use of what Space Age has to offer. How much of the DLC it would use? Well, we're not sure. Based on what the developer has said, it seems that they will use almost all of the Space Age content, and they will only resort to the SE way in some scenarios where it already works "the SE way."

The dev did answer the question on whether or not it would require the Space Age DLC in the future. They said that supporting one highly conditional codebase, where one part of it requires Space Age and the other not requiring it, can slow down future development. They suspect that most SE players would get SA, so they could have move onto making SA a strict requirement to streamline development. But they did make it clear that there will always be a playable non-SA version of SE, but it won't keep getting any new features.

Krastorio:

We are unaware of any updates from the developers for this mod, but the content already contains elements that are space related. The update to the mod would just mean requiring you to go to space, and requiring resources that can only be found in other planets. So it would use what Space Age has to offer. It can also allow conversion of matter to any of the new resources being introduced by the mod. They may raise of the endgame requirements to include any new resources.

Pyanodon:

Pyanodon is a series of mods, where each mod would overly complicate a certain aspect of technology in the game. For example, Pyanodon Coal Processing overly complicates coal processing, and Pyanodon High Tech completely rebuilds circuits and high tech production chain. I can assume that the dev could bring their own Space mod for Pyanodon that could require Space Age, and add its own set of complexity to the game, and rework their existing space science that they have going.

Ultra Cube:

Again unaware if the dev provided any updates on this. I wonder how, if anything would they properly scale up the mod to take into account space, since the whole premise of this mod is that everything you make requires the one cube that you have, and you can only have one cube. So getting the cube out to space, and getting it onto other planet, would be quite a pain if you require resources across different surfaces.

Not sure how the devs can handle this. They could introduce a different cube for each surface, or make multiple cubes, or have a fast way of transmitting the cube across surfaces. Again not sure.

Seablock:

The entire premise of this mod is that you are stuck on a tiny piece of land, and you make everything from the sea you are surrounded by. It's a massive time sink as you'd be constantly rebuilding things, and optimizing the space that you have as you attempt to expand outwards. I'm not sure how it could depend on Space Age, as it would feel too "tacked on." Like Space Age would take you outside of the whole premise itself.

So again, I have no idea how they could expand it if anything. Maybe you have to redo seablock again on other planets? Well, if you have the resources to leave the planet, then you'd have solved the problem of getting all this landfill. Hmm...

Warptorio:

They can expand this by having you warp to space or other planets. Everything else could remain about the same and it can use the new Space Age content.

Industrial Revolution:

The mod is major rework of the major content in the base game, so I can imagine they could a new version that would use the Space Age content, and rework its mechanic to its own style.

Any other overhaul mods:

I believe for any other overhaul mod that they would have to scale them up proportionately with the Space Age content, meaning that its set of requirements would be scaled up to require the new resources. So it's pretty much like Krastorio there, where if you have Space Age then everything shouldn't be done on Nauvis and it has to require the player to leave the planet to proceed.

As for any of the overhaul mods requiring Space Age...

Earendal did explain for SE, that having a highly conditional codebase can slow down development, but it depends on how much of their mod mechanics needs to be modified to make use of Space Age.

For SE, it makes sense that at some point, they would need to make SA a strict requirement because everything is space related, and there's going to be deep integration there.

There are mods like Krastorio and other overhaul mods that simply requires scaling up its content to Space Age. So they could make SA optional, and have a condition set in place depending on whether or not they have it to scale things up. But how the devs would approach it is up to them. Maybe for Krastorio, they could make a "Krastorio 3" they requires Space Age, and they could rework everything for it, but they can still leave Krastorio 2 playable for those that don't have the DLC. This may be more likely the scenario for Industrial Revolution where they could introduce another sequel to the mod.

As for the case of Seablock, again not sure if it could require the DLC. They could disallow it to run with Space Age, which would force you to disable the DLC, or they could somehow scale it or make a sequel that different set of premise.

What do you think?

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ZjY5MjFk on 2024-04-08 00:28:54.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Fr33zurBurn on 2024-04-07 21:02:20.


I know that if I start playing either of them now, I will not be as motivated to play them when the updates drop.

Big sad :(

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/azureal on 2024-04-08 02:18:37.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Baird81 on 2024-04-07 23:48:49.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Electronic_Age_3671 on 2024-04-07 22:25:11.


I really like this game, but I keep finding myself several hours in and feeling stuck. Like I need to tear everything down and restructure to keep going. I've yet to complete a single run.

How are you guys approaching the game? Any tips on a better mindset to approach the game?

Does it even make sense to ask this question?

Edit: Thanks for the suggestions/input everyone. I appreciate you all :)

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/mildlygay8022 on 2024-04-07 17:53:09.


Compact Chemical Science [45/m] [30x20]

Compact chemical science build, 45 science per minute, 30x20, 600 tiles surface area, optimized specifically to be compact for your factorio world :) This is an update post to an older design, this new one allows green circuits in from the BUS as per a comment suggestion. I wanted to post here as I accidentally posted it on the wrong account, plus the earlier post was getting long.

Advantages:

-only 30x20, can fit in a starter base easily, the numbers are divisible by 10! :D

-BUS import, all inputs on the left, output on the right, green circuits on the bus now

-no speed modules required

-blocky design, i.e. all chemical science in top right, engines bottom right, red circuits left, copper wire bottom left, easy to expand by simply doubling engine + chemical science section to the right side, and by doubling the copper wire + red circuits to the left side

Disadvantages:

-47 red and 12 yellow undergrounds, expensive :C

-power poles asymmetrical :C

-messy spaghetti, particularly bad near bottom left so can be complicated to setup and visually unappealing but thats the cost of a 30x20 build

String for the blueprint:

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/End3r7k on 2024-04-07 18:20:57.


I'm new to Factorio and have barely got trains going. I got some decent routes layed out but wanted to know if there was a way to do what the question is asking.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Enough_Research4370 on 2024-04-07 16:50:16.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/sciencelover1988 on 2024-04-07 16:30:49.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Mrdood92 on 2024-04-07 15:36:46.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/KuuLightwing on 2024-04-07 14:50:49.


I'm not a beginner player anymore, but I always built my starter bases the same, and frankly they all had the same pitfalls due to me using a bus design, and honestly not planning properly or expanding it properly. So I wanted to try something different.

Recently I made a post asking about base designs and main bus, and how to approach designing a base without it. So here's my attempts at deviating from main bus. This base was meant to research all the science up until infinite research, and provide the materials for the further construction and expansion. It took me probably too long to build it, but here's how it went.

Part #1 - Starter science and mall.

This part of the base tracing back to the very start of the run - I just set up a little bit of science, and started the mall - namely everything that took only gears, circuits, iron and copper. I automated combinators early because I wanted lights, and considering that circuit network components take the same ingredients, I fit them here as well. The rest of the mall is fed by the second part of the base, which is

Part #2 - Steel and military science -> Chemical science

This part of the base has separate furnace stacks feeding it, and the goal of it was to produce robots, advanced construction materials such as substations, stack inserters, roboports, logistics chests, as well as explosives and battery products (lasers accumulators and solars, which honestly weren't utilized much)

Part #3 - Advanced science and endgame materials.

Again built a separate furnace array, this time using electric furnaces. Also a new production line for green and red circuits. I was a little bit surprised just how much steel would actually be needed to feed purple science. Here I also added the production for nuclear reactors and beaconed factories. Blue belts and atomic weaponry were added later as well.

Part #4 - Advanced modules factory.

This one I designed in a lab and I miscalculated the ratio for red circuits - there's about 50% more than it really needs, but nevertheless I like the footprint. It produces 3 of each modules per minute, and has been chugging along quite happily. You can also see beaconed iron and gear factory that feeds the blue belt production to the left. Before I built it, the entire base was just using yellow belts, and 90% of it still does.

Part #5 - Power.

For the most of the base's lifetime it was powered by a simple steam powerplant, nothing unusual, currently switched to Nuclear

Two 800MW reactors. I like the rectangular footprint and they also can be built on the shore. No steam storage and no circuit control, because I like simpler design and don't want to switch reactors on and off all the time. At the moment base doesn't need two, quite frankly, but I built a second one for future proofing.

Uranium processing is done at the mine itself, and at 2.5M uranium patch, I have my doubts that I'll ever need to move it. Well, unless I'd be too overzealous with atomic bombs.

Conclusion:

I'm kinda satisfied with the result. The approach of building essentially a new furnace stack for each new section of the base helped me to avoid the pitfall of having not enough materials for ever expanding demands of higher tier sciences, which was inevitably what happened to all my other starter bases. It's really nothing special, the final SPM was like 45, but at the same time I think it worked much better than any of my previous starter bases. The only part of the base that was starved for resources in this run was the initial modules production line, which I expected as I essentially designed it to utilize the leftovers from advanced sciences production. I don't know if it could be really classified as "spaghetti base" as I still bus design through several parts of the base - namely feeding malls and some parts of advanced science. I don't think it's as compact or as chaotic as "true" spaghetti bases.

No rocket launched yet, I'm planning to develop this save into some sort of a megabase unless I give up again. This base now essentially produces materials for the megabase and other general supplies, like fuel, atomic bombs, artillery shells and so on.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Jem_Jmd3au1 on 2024-04-07 10:19:11.

Original Title: The rule for placing rail signals is that you should use Chain signal when train cannot fit into next "chunk". With that in mind, would it be correct to place Chain signals along the entire track as seen on the picture?

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Agador777 on 2024-04-07 06:22:54.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/abrielmcpierce on 2024-04-07 01:59:33.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/NeoVortexUltimate on 2024-04-07 01:22:01.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ToasterKoishi on 2024-04-07 00:01:19.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/KrAsTaLaR on 2024-04-06 23:55:11.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/TKS9902 on 2024-04-06 20:10:38.


I have three Steam Achievements left to complete all of them before the major update comes out.

Had turned away from Factorio for a while (2-3 years) but came back after learning about the upcoming expansion.

My goal is to get the three remaining achievements before the update. But I’m curious to know, how many of you have completed all of the steam achievements and which one was the most challenging?

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/GiustAlecs on 2024-04-06 18:40:56.

Original Title: Hi everyone, so i wanted to make this train station where every station has 4 trains in total (1 on the station and 3 on the waiting lines behind them) the problem is that i would want to make the trains that goes on the 4th station for example, stack on the 4th waiting lines not on the 1st, thanks

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/PortAuth403 on 2024-04-06 18:23:09.

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submitted 5 months ago by [email protected] to c/[email protected]
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Proxy_PlayerHD on 2024-04-06 17:52:47.

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Factorio

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