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
- Splitter logic gates (AND, OR & NOT)
- Belt Based Full Adder
- Inspired by the logic gate post, I created a NAND gate, which can be used to construct every other gate.
- TIL: 1 Urianium ore is about 1 GJ worth of energy (without neighbor bonus)
- Full 4-bit adder using only belts! (Blueprint book inside)
- if we have a portable fusion reactor, why do we not have regular fusion reactors?
- A 38-tile in diameter radioactive sign (pics + blueprint inside)
- Cosmetic mod idea: Stripminer
- anyone know what causes these glitches in the minimap?
- Tech Maniac: Death World Marathon
- So I bought the game about a week ago and...
- My mobile setup for creatures hunting
- I finally understood how trains work!
- A small snippet of my Spaghetti Kingdom :)
- Power poles that can cleanly connect 2 roboports
- My first real fight.
- [Seablock 0.16] 6.07/s Crushed Ore Creation
- Playing co-op with a new player
- Finally managed to make smelting that I am happy about
- How to create hostile spawners in creative mode?
- Robo's Railway Ruleset, feedback wanted!
- Fanart proven (Foki foki engineering club)
- Could the Factorio files be consolidated?
- My first base! (~3 hours) Any tips/tricks would be greatly appreciated!
I made a train station that can load different types of fluids into different trains Posted: 10 May 2018 11:25 AM PDT
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Splitter logic gates (AND, OR & NOT) Posted: 10 May 2018 08:22 AM PDT
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Posted: 10 May 2018 12:20 PM PDT
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Posted: 10 May 2018 08:49 AM PDT
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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.
Calculating the total energy to be 200sec * 40 MW = 8 GJ, and combining the first three recipes leads to
Subtracting "catalytic" materials in this combined step and in the kovarex process yields the follwing simplified form:
We can also chain uranium processing and the kovarex process to get U-235 directly from ore:
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:
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. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Full 4-bit adder using only belts! (Blueprint book inside) Posted: 10 May 2018 12:43 PM PDT 4-bit adder using only factorio beltsHello! 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 adderHere 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:
Performance
Blueprint book here. EDIT: Added NOR and SR-Latch (Flip flop) Thank you for reading! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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
Pictures
Links
If you like it, use the autotorio link to customize it (swap concretes, etc.). [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
anyone know what causes these glitches in the minimap? Posted: 10 May 2018 05:49 PM PDT
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Tech Maniac: Death World Marathon Posted: 10 May 2018 10:51 AM PDT
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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 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My mobile setup for creatures hunting Posted: 10 May 2018 09:19 AM PDT
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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! :) [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A small snippet of my Spaghetti Kingdom :) Posted: 10 May 2018 10:51 AM PDT
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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 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 10 May 2018 07:37 PM PDT
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[Seablock 0.16] 6.07/s Crushed Ore Creation Posted: 10 May 2018 07:34 PM PDT
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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? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Finally managed to make smelting that I am happy about Posted: 10 May 2018 10:16 AM PDT
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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? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Robo's Railway Ruleset, feedback wanted! Posted: 10 May 2018 06:43 PM PDT
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Fanart proven (Foki foki engineering club) Posted: 10 May 2018 07:38 AM PDT
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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! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My first base! (~3 hours) Any tips/tricks would be greatly appreciated! Posted: 10 May 2018 06:36 PM PDT
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