Factorio Friday Facts #259 - Scan-codes, Prototype IDs, HR worm


Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Posted: 07 Sep 2018 05:00 AM PDT

I was watching the furnace scene in Toy Story 3 and all I could think was “that’s a lot of conveyors into that furnace, how do they keep the input from them consistent so the furnace does get overwhelmed and the conveyors keep moving?”

Posted: 07 Sep 2018 08:56 AM PDT

I'm currently in the process of making all kinds of personal blueprints, this is my favorite so far!

Posted: 07 Sep 2018 05:21 PM PDT

When you play so much that you can't think straight.

Posted: 07 Sep 2018 12:03 AM PDT

Diverging Diamond in Factorio

Posted: 07 Sep 2018 09:32 AM PDT

Main Street, Factorioville, USA

Posted: 07 Sep 2018 05:04 AM PDT

This is my first oil refinery design that I've ever actually been happy with

Posted: 07 Sep 2018 10:21 AM PDT

I got my teacher addicted

Posted: 07 Sep 2018 06:24 PM PDT

I told my teacher about factorio before summer vacation and when we got back, he comes up to me and says "I just got factorio a week ago and I play way too much. Wish there was a way to put the real time clock in the game."

submitted by /u/FactoryBuilder
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Great deathworld island spawn

Posted: 07 Sep 2018 03:26 PM PDT

Wanted a buffed deathworld island spawn and found a pretty good one after a bunch of regenerations.

>>>eNpjYBBgMGZgYGBk5WFJzk/MYWJl5UrOLyhILdLNL0oF8jiTi0pT UnXzM3MYWVnZUlKLU4tKGBmYWVIyi0qYmZm5UvNScyt1kxKLU1mBIL0 osbiYlZWZI7MoPw9qAktxYl4KUAtrcUl+HkiAtaQoNbUYqJm7tCgxL7 M0F6QQaDoD4+Odrzc3tMgxgPD/egaD//9BGMi6AHQiCAMBCwMjUAAGW JNzMtPSGBgaXBgYFJwYGRmrRda5P6yaYs8IkddzgDI+QEUidkNFHrRC GRGroYyOw1CGw3wYox7G6HdgNAaDz/YIBsSuEqDJUEs4HBAMiGQLSJK R8WPG446tP77YMf5Z+fGSb1KCPUKEkZEdFP5McGLWTBDYCfMBA8zMB/ ZQqZv2jGfPgMAbe0ZWkA4JEOFgASRSDjIxMArwAVkLeoCEggwDzGl2M GNEHBjTwOAbzCePYYzL9uj+UHFgtAEZLgciToDTCQPcSKDLGKHMSAeI hCRCFqjViAHZ+hSE507CbDyMZDWaG1RgbjBxwOIFNBEVpIDnAtmTAid eMMMdAQzBC+wwHjBumRkQ4IP93dV3VQAzupgW<<< 

0.16.51

I buffed the enemy expansion settings a bit to make it a bit harder to get of the island.

https://imgur.com/a/eBqBn93

submitted by /u/Reflectaliciuos
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Has anyone fully figured out the mechanics behind flamethrowers?

Posted: 07 Sep 2018 06:22 PM PDT

There's conflicting info on the in game tooltip and the raw data. Various explanations make sense but don't seem to cover everything.

This and this helped give me an initial understanding.

From what I've gleaned from those and the raw game data: (flamethrower means any of handheld, turret or tank)

Streams

According to raw data, a flamethrower shoots a "flamethrower-fire-stream". (turret is just that, it's prefixed by "tank-" or "handheld-" for those)

Where a stream from handheld or turret hits there's a 2.5 radius splash which does a small amount of damage and puts down a "fire-flame" on the ground and puts a "fire-sticker" on nearby enemies.

Where a stream from a tank hits there's a 4 radius splash which just does a small amount of damage. Tanks do not create flames or stickers, which is confirmed by them not being in the raw data. A tank is listed at 60 shots/s in tooltip but has a 1.125 consumption modifier in raw data which appears to be accurate - a tank really consumes 67.5/s.

Both handheld and tank flamethrowers have their damage listed under the ammo tooltip. The turret has it listed directly. This tooltip claims 13 dps "damage over time" with a duration of 2s and 60 (90 for turret) dps "area of effect" with a 2.5 radius. These claims appears to be misleading - more on that later.

Fire-Sticker

Fire-stickers are pretty straightforward - fire hits the ground, splashes, and puts the sticker on nearby enemies. It does 1.667 damage per tick aka 100 dps. It lasts 30 seconds and each enemy can only have one (refreshes duration on further hits). It does not go on nests - nests are only damaged by fire-flames on the ground or direct fire.

Fire-stickers do not appear to be in any in game tooltip.

Fire-Flame

In raw data, "fire-flame" does 13 dps base (0.21667 dmg/tick) and can stack 6 times per tile. Stacks have a 10 tick cooldown, meaning it takes a full second (60 ticks) to get 6 stacks. The handheld thrower puts down 2 stacks on initial contact. There's a 0.005 "damage_multiplier_decrease_per_tick" which seems to indicate damage goes down a very little each tick. It appears from in game testing that adding more fire resets this reduction, the raw data is silent.

A tile targeted for a single tick will have a fire-flame that lasts 2 seconds. With a 4 tick cooldown another fire stream shot hitting will add 2.5s, to a maximum of 30s. Thus, a continuous stream for 1s will create 6 stacks and give a 30s duration. (duration maxes out after 48 ticks, technically)

Are those numbers familiar? They're the 13 dps, 2s duration "damage over time" from the tooltips. But in reality only the handheld and turret gets this, not the tank, and the duration and damage goes up with time under fire-stream.

In game a tile under flames gets bigger the more flame you put there, which is supported by some things in the raw data. However, it is unclear whether this spread is still considered the same fire-flame of the center tile or whether the tiles around it are also gaining stacks. This is further complicated by trying to observe coating an area with fire. Entities are definitely damaged for coming into the edge of a field created by targeting the center tile. It is unclear whether an entity is damaged by multiple fire-flame tiles or not. Lots of questions surrounding this.

Oh, and turrets only shoot 15 shots/s, one every 4 ticks. Remember how it's a 10 tick cooldown to add a stack to a flame? For turrets it's then effectively 12 ticks, though overlapping turrets can temper this.

Area of Effect?

So DoT is fire-flame, fire-sticker isn't there at all, and Area of Effect isn't answered for. The 2.5 radius in the ammo tooltip matches the raw data's splash size for a handheld flamethrower but not the 4 radius of a tank. Also, the damage numbers make no sense. Handheld is 60 shots/s that raw data says do 2 damage each. Turret is 15 shots/s that raw data says do 3 damage each. Tank is 60 shots/s (but consumes 67.5/s) that do 7 damage each. None of these match the 60 (handheld, tank) or 90 (turret) dps number the tooltip claims.

Armor

Then there's the hairy subject of armor. If damage is being done per tick is armor being applied each tick? Raw reduction then hurts DPS a lot more than if it's per second.

Research

According to the tooltips and damage types research should improve direct stream, fire-flame and fire-sticker damage. Testing indicates this appears to be true, but is hard to prove for sure. It's also unclear if the multiplicative benefit to turrets is properly applying - the tooltip says yes, but raw data has no specific indication on how research flows through to actual upgrades.

Conclusion

Tooltips are misleading. Flamethrower mechanics aren't explained well in game at all and even the wiki doesn't add much info and even scouring the raw data doesn't add much info.

Does anyone know more about this? Any chance of the devs adding some clarifications on this in game?

submitted by /u/Cribbit
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Trains Or Belts?

Posted: 07 Sep 2018 07:37 AM PDT

Disgusting isn't it but do you like it

Posted: 07 Sep 2018 06:17 PM PDT

What if blueprints could contain map markers?

Posted: 07 Sep 2018 11:32 AM PDT

Like the title says.

For example

When I throw down a furnace bp for iron it automatically puts up a little iron icon on the map for me.

Thanks, Sark

submitted by /u/Sarkazeoh
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Bots behaving strangely, took forever to figure out why.

Posted: 07 Sep 2018 07:40 PM PDT

File this under things that shouldn't be possible, but if you use the creative mode wand to paint concrete directly over water, then place a blueprint with a different type of concrete, it causes problems. I assume this is because the bots remove the one type of concrete to replace it with the other so suddenly there's water there and it disables the ability to place the item. The behavior is different every time so the timing of the bots factors in as well.

https://reddit.com/link/9e0wrm/video/dhdbbw9rexk11/player

submitted by /u/Tofu4679
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Unce unce unce!

Posted: 07 Sep 2018 11:26 AM PDT

FPS/UPS

Posted: 07 Sep 2018 07:19 PM PDT

I'm starting to get a real big base. I mean really big and my FPS/UPS is starting to suffer. Is there a strategy I can use to increase this?

submitted by /u/therobotisjames
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Arms and Legs

Posted: 07 Sep 2018 10:40 AM PDT

Shower Thought: Exoskeletons and Personal Roboports are the engineer's arms and legs in late game. That is all; continue growing the factory.

submitted by /u/TurrPhenir
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Experimental Unloading

Posted: 07 Sep 2018 07:20 AM PDT

Hey all,

I saw a really interesting post on the Factorio Facebook group about trying to create a fully compressed blue belt right off of a train.

This was the "best" result in the video that I turned into a 1-4 unloading station.

I don't have an opinion on it yet, but thought I would share so other folks could give it a try and see if they like it.

Image: https://imgur.com/a/PFy9jTF

Blueprint Stringhttps://pastebin.com/qRsk7QwR

submitted by /u/wampastompa09
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4 Lane Diverging Diamond Intersection for 2-4-2 Trains(RHD)

Posted: 07 Sep 2018 12:37 AM PDT

After watching several videos on various intersections, I was inspired to work on a definitely overkill, much-too-large diverging diamond intersection for trains in Factorio; After making a 2 Lane version (relatively) quickly, I set about to making this monstrosity. This is the third iteration, and is incredibly large, mostly due to how many buffers I shoved in there. Any tips, comments, criticism, etc. is appreciated, bearing in mind I know this isn't the best for throughput and is nearing the worst for compactness - it was largely for aesthetic satisfaction.

(Map Screenshot) [https://i.imgur.com/SJkdCSv.png]

!blueprint https://pastebin.com/e8k2pw5X

submitted by /u/BiohazardousFallout
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Arcade mod, what does it do?

Posted: 07 Sep 2018 03:05 PM PDT

I started a new map with this mod by user angelickite.. anybody knows what it Includes?

submitted by /u/LittleBigMachineElf
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Any mods that you guys recommend?

Posted: 07 Sep 2018 07:32 AM PDT

I have about 100 hours put into factorio so far but I've never used mods before. Are there any that you guys recommend?

submitted by /u/ATM0123
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Do you guys build your main bus vertically or horizontally (or both?)

Posted: 07 Sep 2018 07:55 AM PDT

Thoughts about the enemies

Posted: 07 Sep 2018 08:24 PM PDT

Lately I have been playing maps where the enemies are highly aggressive and all the games have been developed in the same way. You spend 1-2 hours making a wall with its turrets and a conveyor full of magazines. Big enough to surround your future base. Then you play as if the bitters did not exist until they evolve. So you have to upgrade the wall with red magazine/laser/flame turrets. If needed you have to go outside of your base, destroy some nest, and build a mini-version of this wall to surround the new resource and maybe the way back to base.

All along the main challenge is this time trial of you vs the evolution factor. That is the only thing that can make you lost.

For me this is far from being fun or interesting. Its just tedious and boring. But the option of playing with not so aggressive bitters or even without them make almost half the tech of the game useless.

Am I the only one who thinks like that?

I mean, at first glance, and if you are a new player, they are a (fake) threat that creates a sense of danger what drives the player to never stop growing his base. So they have a reason to be. But once you know how they work they lost all their sense.

Also playing around pollution make they interesting enought to give them a try. But it doesnt avoid the wall and increase the tediousness.

That is why I think they need some kind of change. Either to make the defense less tedious or more interesting, at least in games where you want them to be a threat.

I know that are mods to improve their behaviour. I just think vanilla enemies are not as good as the rest of the game.

TL;DR: When you know what you are doing the enemies are just a waste of time. They are not fun neither interesting. I think they need a deep change.

English is not my first language

submitted by /u/Irx99
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A work of art

Posted: 07 Sep 2018 08:04 PM PDT

Point-based requesting system (circuit logic stuff)

Posted: 07 Sep 2018 08:44 AM PDT

Point-based requesting system (circuit logic stuff)

Hello engineers! This is my first post in the community ever, also I'm not a native english speaker, so forgive my speech mistakes...

I'm writting this post becouse I want to share a build that took me along 3 days to figured out and solve bugs caused by mixing red and green wires. But finally I got the most of it done!

This system works by setting the filters of the objects you want to get in a constant combinator, and checking wheter your currency/points are enough to buy those requested objects. When the desired objects are selected and player can afford them, set a green signal in the same constant combinator and switch on. This will send a pulse to the requester chests, which will request the exact amount of objects, while inserters get out the objects the requesting amount decreases. Finally objects can be picked from a belt.

The total cost of the requested set is shown in a 8 digit display, which become red when it gets in negative numbers. Poits can be sum by droping fish (currency object was arbitrary) in the right belt. The only problem I didn't solve yet is reseting the system for the next user.

https://i.redd.it/dj599uma7uk11.jpg

The main idea to apply this system is on a Collosseum like build, where gladiators would choose their gear before getting in the arena. I would like to create a server only for this purpose and test how well this system works (obviously I would cut off some permissions to avoid griefers messing up the 8th marvel of Factorio).

Tell me in the comments if you would like to join a server as such, replicate the build in your games or know if it can be done totally high (I could). Here is the blueprint string:

https://pastebin.com/6zuxKTK3

submitted by /u/bitxuro
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