Factorio I made a train station that can load different types of fluids into different trains


I made a train station that can load different types of fluids into different trains

Posted: 10 May 2018 11:25 AM PDT

Splitter logic gates (AND, OR & NOT)

Posted: 10 May 2018 08:22 AM PDT

Belt Based Full Adder

Posted: 10 May 2018 12:20 PM PDT

Inspired by the logic gate post, I created a NAND gate, which can be used to construct every other gate.

Posted: 10 May 2018 08:49 AM PDT

TIL: 1 Urianium ore is about 1 GJ worth of energy (without neighbor bonus)

Posted: 10 May 2018 02:43 PM PDT

The calculcation assumes productivity 3 modules in the fuel assemblers and ore processing centrifuges, which is the most you can do.
There are 5 important recipes of interest:

Recipe Name Input Output
Nuclear Reactor 1 fuel cell 200 sec @ 40MW, 1 used fuel cell
Uranium Fuel Cell 1 U-235, 19 U-238, 10 iron 14 fuel cells
Nuclear fuel reprocessing 5 used fuel cells 3 U238
Kovarex enrichment process 40 U-235, 5 U-238 41 U-235, 2 U-238
Uranium processing 10 uranium ore 0.0084 U-235, 1.1916 U-238

Calculating the total energy to be 200sec * 40 MW = 8 GJ, and combining the first three recipes leads to

Combined Energy Extraction 1 U-235, 19 U-238, 10 iron 14 fuel cells
112 GJ, 8.4 U-238

Subtracting "catalytic" materials in this combined step and in the kovarex process yields the follwing simplified form:

Combined Energy Extraction 1 U-235, 10.6 U-238, 10 iron 112 GJ
Kovarex (reduced) 3 U-238 1 U-235
Uranium processing 10 uranium ore 0.0084 U-235, 1.1916 U-238

We can also chain uranium processing and the kovarex process to get U-235 directly from ore:

U-235 Creation 10 uranium ore 0.0084 U-235, 1.1916 U-238
0.4056 U-235

Finally, we first process enough uranium ore to obtain the needed U-238, and create the rest of the needed U-235 directly, to then chain everything so far:

U-238 Creation 88.96 uranium ore 0.075 U-235, 10.6 U-238
U-235 Creation 22.81 uranium ore 0.925 U-235
Total 111.77 uranium ore, 10 iron 1 U-235, 10.6 U-238, 10 iron
112 GJ

This yields almost perfectly 1 GJ per ore (1.0021 GJ to be exact), or about 4 with 300% neighbor bonus.

Bonus: Nuclear fuel uses needs 1 U-235 per craft, or about 24.65 ore, but yields only 1.21 GJ, e.g. just 49.0776 MJ. Since it also burns with only 50% efficiency, nuclear fuel is almost 50x worse for power generation than nuclear power!

TLDR: 10*[10.6/1.1916+(1-10.6/1.1916*0.0084)/0.4056] = 111.77 ore process into 14 fuel cells, totaling 112 GJ, or 1.0021 GJ per ore.

submitted by /u/Allaizn
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Full 4-bit adder using only belts! (Blueprint book inside)

Posted: 10 May 2018 12:43 PM PDT

4-bit adder using only factorio belts

Hello!

A few hours ago, /u/Tallywort posted this very creative way of doing combinational logic (wikipedia-link) with only belts (using mods to spawn and despawn items, however this is not necessary as explained later).

Also we needed a Signal Amplifier to duplicate the incoming signal so it can be split to multiple places. The design in image is made by /u/Robobrine.

It could be created with circuits in my design here but that would be cheating. I decided to make Robobrines design smaller.

So the I started by making the original designs a lot smaller. After that, I made a NAND-Gate which can be used to implement all other gates. (wikipedia-link)

A NAND-Gate is off only when both inputs are on, hence the name "Not and".

Then I proceeded to implement all the necessary gates (OR, XOR and AND and created a full adder out of those. A full adder adds two bits, and carries the overflow to the next full adder. Chaining these will make n-bit adder. This is basically how a computer adds two numbers. Subtracting is done by inverting one of the inputs and then adding them and finally adding one. I did not implement that, but this is how two's complement binary numbers work.

The four bit adder

Here is the image: 4-bit adder. it can be seen to add 0101 (5) and 0111 (7) which is 1100 (12). Bits are in reverse order in the because the adder was build this way. The 5th output line is the overflow bit.

Some things to consider:

  • I used only NAND-Gates and Signal Amplifiers to create this. This makes it HUGE. The OR gates are really big, but they could be replaced with the much smaller version in the first image. Also a dedicated XOR gate, made without NAND gates would be much smaller.

  • I wanted to make gate boundaries very clear, so there is always grass and concrete between them. Everything could again be made a lot smaller if so desired. If you look at the blueprint image in comments, you can clearly see the gates arranged like in this full adder schematic.

  • This is horribly slow. It takes a long time especially for carry-out bits to propagate to next adders. Again, this was not an attempt to make it fast or small, but make it with only NAND-gates.

Performance

  • Appears that the creative matter-void and matter source are extremely bad for performace. The four bit adder runs at 30 UPS on my machine, in an empty world. But those are required in order to make the gates function.

  • Another option would be using belts to transport the items in and out, but that would make them enormous and more complicated. I might give a try though. EDIT: I gave it an attempt. As seen from the originals, there were four inputs and six outputs. So each NAND gate would require 10 belts of "power" transferred into them and then two input and one ouput signal. That's a lot of belts.

  • Possibly better option would be to use bots to move items to and from the chests and use creative loaders (or just inserters in wanted to go vanilla) to place items on belts. This would require a lot of bots though, but it could be made slower by using red or even yellow belts. I might want to try this one too. EDIT: I did it, a FULL VANILLA version of a NAND-gate. With blue belts and max non-infinite research, this uses about 200 bots. I might want to recreate the n-bit full adder tomorrow with these.

Blueprint book here. EDIT: Added NOR and SR-Latch (Flip flop)

Thank you for reading!

submitted by /u/vmainen
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if we have a portable fusion reactor, why do we not have regular fusion reactors?

Posted: 10 May 2018 05:12 PM PDT

gameplay-wise, we already have solar energy for free energy. i think this would be a nice endgame upgrade, trading a massive cost increase (im thinking about as costly in processing units as the portable version is) for a large decrease in size footprint

submitted by /u/NexGenration
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A 38-tile in diameter radioactive sign (pics + blueprint inside)

Posted: 10 May 2018 03:05 PM PDT

I just finished this thing, so i share it.

Details

  • Diameter : 38 tiles.
  • Radius 19 tiles.
  • 696 tiles for the outside (gray)
  • 428 tiles for the details (yellow)

Pictures

Links

If you like it, use the autotorio link to customize it (swap concretes, etc.).

submitted by /u/TheyHateWhenYouThink
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Cosmetic mod idea: Stripminer

Posted: 10 May 2018 12:00 AM PDT

It's weird to me that I can grind thousands of tons of ore out of the earth, and when I'm done there's a pristine grass field left behind. I was thinking of a mod where mining a square, even once, replaces the terrain under it with with a bare dirt texture. (Or bare stone if I could find a good texture pack.) IIRC dirt absorbs less pollution than grass, so there's a realistic mechanical effect too.

submitted by /u/PhasmaFelis
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anyone know what causes these glitches in the minimap?

Posted: 10 May 2018 05:49 PM PDT

Tech Maniac: Death World Marathon

Posted: 10 May 2018 10:51 AM PDT

So I bought the game about a week ago and...

Posted: 10 May 2018 07:43 PM PDT

Well, let me tell you what happened.

Imagine me, laying in bed around 21:00 watching the good old YouTubes and I get an idea for how I should do my train system.

I excitedly jump to my desk and start the game.

I realize after a while how much I've done in such a short time. I made a system for the third science packs, I built a railroad system, and I even optimised productivity in the entire base.

In a relaxed state, due to all of my accomplishments I happily check the time to see if I have time to play some more.

Blood runs cold

04:30

School starts in three hours...

Please send help

submitted by /u/Jupiter_Doge
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My mobile setup for creatures hunting

Posted: 10 May 2018 09:19 AM PDT

I finally understood how trains work!

Posted: 10 May 2018 12:41 PM PDT

Map: https://i.imgur.com/dAEKdjy.png

I have to say this is one of the most rewarding things in Factorio. Up to this time I was using separate railway (visible artifacts near Connor Hildebrand and Maik Roseboom) for each material I needed to transport, but they must cross eventually. It was really hard to understand (mostly because I used two-way rails for everything), but now it's a pleasure to add another rail and route it through fuel refiller.

Thank you /r/Factorio, it was one of the posts complaining about rails that motivated me to understand this! :)

submitted by /u/tLxVGt
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A small snippet of my Spaghetti Kingdom :)

Posted: 10 May 2018 10:51 AM PDT

Power poles that can cleanly connect 2 roboports

Posted: 10 May 2018 12:18 PM PDT

So I am setting up roboport coverage to make sure my logistics network covers my whole base. Sadly my power pole coverage looks totally like crap because of the size of the logistics network coverage and distance the large steel power polls cover. Devs, can we get a third high-tension steel power pole that can connect 2 roboports on the diagonal? My OCD demands it.. :D

submitted by /u/redditusertk421
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My first real fight.

Posted: 10 May 2018 07:37 PM PDT

[Seablock 0.16] 6.07/s Crushed Ore Creation

Posted: 10 May 2018 07:34 PM PDT

Playing co-op with a new player

Posted: 10 May 2018 01:24 PM PDT

Hey, I have over 180 hours in this game.

I have a friend with 3 hours time.

We tried to make a factory together and it ended up being unfun for the newer player. Because I was making all the design decisions and telling them what to do, where to build etc.. I killed the joy of exploration.

What can we do to make the game fun for both of us?

submitted by /u/Esqarrouth
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Finally managed to make smelting that I am happy about

Posted: 10 May 2018 10:16 AM PDT

How to create hostile spawners in creative mode?

Posted: 10 May 2018 02:34 PM PDT

Question is in the title. I can craft and place biter/spitter spawners but they seem to be on my team while I want them to be hostile. Is creating enemy spawners in creative mode possible at all?

submitted by /u/I-am-fun-at-parties
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Robo's Railway Ruleset, feedback wanted!

Posted: 10 May 2018 06:43 PM PDT

Fanart proven (Foki foki engineering club)

Posted: 10 May 2018 07:38 AM PDT

Could the Factorio files be consolidated?

Posted: 10 May 2018 02:54 PM PDT

Hi! I was surprised to see even Factorio does this, but for some reason the save files for Factorio are saved in the user's AppData folder, regardless of which drive the game is actually installed on. Now I know it's not a massive game, but it does take up some space in my SSD, and I'm really running low. Is it possible for me to change the save location of my saves and get rid of stuff in the AppData folder? If not, and if any devs are reading this, could we get an option to move it? Thanks!

submitted by /u/isaiahtx
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My first base! (~3 hours) Any tips/tricks would be greatly appreciated!

Posted: 10 May 2018 06:36 PM PDT

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