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So many oil product tanks
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# ? Oct 19, 2020 11:40 |
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# ? May 28, 2024 15:00 |
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MadJackal posted:I can't imagine trying to troubleshoot later game issues that would arise from that thing. Oh we are running out some other things now? keep on building more one by one until there's no trouble. MadJackal posted:I would absolutely run away in horror and go set up shop in the wilderness somewhere far away, sending nice straight lines of resources back to that... Rorschach test of a factory. But I managed to rope his setup back into ours by building an ultra long electric and oil interconnect complete with 50+ roboports and some radars in between. Thinking that will solve everyone's supply problem. It eventually broke everyone's robot/supply/request chest and had to be cut because who knew the robot will try to bring resources from a supply chest on one end of the map to another when everything is connected The robots eventually ran out of power and slow down to a crawl because the limited amount of distance/charging port each roboport provides. We did manage to launch a few rockets by ourselves with the spaghetti setup though! coke fucked around with this message at 13:44 on Oct 19, 2020 |
# ? Oct 19, 2020 13:38 |
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A decided lack of trains and rails, which might have been the solution instead of the very unique "pathway of bot stations" (Actually if you kept the roboports disconnected from each other you could have used buffer chests and storage chests on either side of their range to shift product across that relatively short distance, so they wouldn't poop out trying to cross the entire map to each base! Inserters to transfer from the storage chests into buffer chests of the next roboport and you would have had a really interesting transference scheme.)
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# ? Oct 19, 2020 14:01 |
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I'd really like to be able to manually assign roboports to logistics networks, like how you can tag packets in an enterprise network with VLANS. That way I can have different robo networks in the same area so they don't interfere
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# ? Oct 19, 2020 17:03 |
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LordAdakos posted:I'd really like to be able to manually assign roboports to logistics networks, like how you can tag packets in an enterprise network with VLANS. That way I can have different robo networks in the same area so they don't interfere I'm sure someone will mod it in. And then they'll add routing so you can force your bots to take a specific path between networks. Static, at first, but they're bound to add OSPF and BGP at some point.
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# ? Oct 19, 2020 17:20 |
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KillHour posted:I'm sure someone will mod it in. And then they'll add routing so you can force your bots to take a specific path between networks. Static, at first, but they're bound to add OSPF and BGP at some point. I demand token ring roboport topologies
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# ? Oct 19, 2020 18:43 |
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Factorio: Why not put your token ring topology in my base building simulator?
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# ? Oct 19, 2020 19:44 |
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LordAdakos posted:Factorio: Why not put your token ring topology in my base building simulator? I'm still mad I had to learn token ring for CCNA. gently caress I need to try it now...
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# ? Oct 19, 2020 23:00 |
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Horsebanger posted:I'm still mad I had to learn token ring for CCNA. It hasn't been on the test in at least 5 or so years fwiw If someone implements frame really in factorio I'm going to slap the poo poo out of them though.
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# ? Oct 19, 2020 23:20 |
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Renegret posted:It hasn't been on the test in at least 5 or so years fwiw Renegret posted:If someone implements frame relay in factorio I'm going to slap the poo poo out of them though.
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# ? Oct 19, 2020 23:24 |
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That massive line of roboports is the most criminal thing I've ever seen. You could probably implement a maglev with your repulsion from trains.
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# ? Oct 19, 2020 23:33 |
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Now I want maglev train mod. No fuel required as long as electricity to the rails are maintained! .. until that one time you 'accidentaly' run over a key power pole with a tank and all your trains crash and burn
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# ? Oct 20, 2020 02:42 |
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LordAdakos posted:Now I want maglev train mod. With 10x higher top speeds so you can get run over without even seeing the train that hit you
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# ? Oct 20, 2020 02:59 |
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K8.0 posted:That massive line of roboports is the most criminal thing I've ever seen. You could probably implement a maglev with your repulsion from trains. But all you had to do is just plop down the roboports and everything should work on it's own vs messing around with trains, signals, load/unload stations, and risk of getting ran over.
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# ? Oct 20, 2020 03:59 |
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coke posted:messing around with trains, signals, load/unload stations, and risk of getting ran over. None of what you just said is a downside though?
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# ? Oct 20, 2020 04:27 |
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coke posted:But all you had to do is just plop down the roboports and everything should work on it's own . It does work on its own, just very poorly.
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# ? Oct 20, 2020 04:37 |
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is there a good tutorial on trains that people are aware of? I tried setting up a rail network and so far I haven't figured out how to set up the rail signals and what not so that the trains can path appropriately, or at all. same thing with circuits. I tried using a circuit to turn on and off heavy oil cracking to light oil for a certain threshold and nothing I did seemed to work.
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# ? Oct 20, 2020 07:04 |
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We don't base shame in Factorio
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# ? Oct 20, 2020 11:00 |
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redpleb posted:is there a good tutorial on trains that people are aware of? I tried setting up a rail network and so far I haven't figured out how to set up the rail signals and what not so that the trains can path appropriately, or at all. same thing with circuits. I tried using a circuit to turn on and off heavy oil cracking to light oil for a certain threshold and nothing I did seemed to work. https://www.youtube.com/watch?v=Co136r7pkTk I've seen people joke about this video that it sums up Factorio - an 'absolute basics' video being over an hour long - but it just means it covers everything. It's split into segments so you can skip to the bit you're interested in. When it came to trains I took some of what I learned about signals in that video and just used these blueprints: https://factorioprints.com/view/-Ko4Un71BhDDTUvorRv5 - does a lot of the signals for you and makes the rails line up conveniently.
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# ? Oct 20, 2020 15:47 |
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The more important rule of trains is chain signals before rail crossings and train signals after crossings. I always have to learn this every time i start a game and reach trains.
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# ? Oct 20, 2020 17:40 |
I made the mistake of opening this thread and Argh I got pretty lucky with my world gen.
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# ? Oct 20, 2020 17:49 |
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The one thing I've learned (or maybe just decided upon without any real evidence) about trains is this - Never have 4-way intersections. Ever. Edit: Oh, rule 2 - Never put two intersections close together unless you enjoy realizing your base is shut down and there are 80 trains stuck in a gridlock because your two close together intersections caused a deadlock.
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# ? Oct 20, 2020 18:14 |
I'm working on a city block style base, but instead of a perfect grid of squares (with 4-way intersections) the rows are offset so every intersection is a 3-way. Like laying bricks.
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# ? Oct 20, 2020 18:18 |
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My plan for when I finally make a megabase ever is to have two differently sized square units, in a Pythagorean tesselation.
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# ? Oct 20, 2020 18:39 |
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redpleb posted:is there a good tutorial on trains that people are aware of? I tried setting up a rail network and so far I haven't figured out how to set up the rail signals and what not so that the trains can path appropriately, or at all. same thing with circuits. I tried using a circuit to turn on and off heavy oil cracking to light oil for a certain threshold and nothing I did seemed to work. Chain signal the entrances and regular signal the exits of intersections is the shortest tutorial on how to train. Trains will get a good bit easier to handle with next patch since some of the potential issues with clogging will be easy to alleviate with train stop reservations. Circuits can get tremendously complicated, but for something like cracking it's very easy. Hook a wire from a heavy oil tank to a pump. Set it to heavy oil > 24k. Connect the output of the pipe to cracking. Now, any time you have >24k oil in that tank, you'll get cracking. If you hook other tanks up to the same wire/circuit network, you will have to set your number based on capacity of the group rather than the single tank. From there you can start to expand your knowledge slowly - try hooking up a decider combinator, doing something like taking multiple conditions and outputting a single signal. You could do this to make it so that heavy oil only cracks if heavy oil > 24k AND light oil <24k. Then maybe read the wiki a bit. I don't recommend digging into any of the tutorials until you need more functionality than that, because you can do a lot of stuff and you don't want to try to learn it all at once, but an awful lot can be done by just directly connecting chests/tanks to inserters/pumps or with a single decider. The single most valuable circuit use outside of cracking is controlling production. Put a wire between every output inserter and the chest it feeds in your mall. This way, you can do stuff like set your yellow belts to only buffer 5 belts once you're producing reds, and you don't have to cap the chest size. Then you can easily dump any spare belts into the chest - and later, logistics bots can do it for you.
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# ? Oct 20, 2020 19:51 |
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LordAdakos posted:I'd really like to be able to manually assign roboports to logistics networks, like how you can tag packets in an enterprise network with VLANS. That way I can have different robo networks in the same area so they don't interfere I want VLANs for the circuit network. Balancing production vs consumption using a pricing model would be so much easier to implement without having to worry so much about circuit segregation.
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# ? Oct 20, 2020 20:10 |
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Dancer posted:My plan for when I finally make a megabase ever is to have two differently sized square units, in a Pythagorean tesselation. Use the smaller square for pinwheel-style rail intersections
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# ? Oct 20, 2020 22:37 |
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Kenlon posted:I want VLANs for the circuit network. Balancing production vs consumption using a pricing model would be so much easier to implement without having to worry so much about circuit segregation. Can you explain this post to me like I'm five years old? It sounds like a succinct way to describe a lot of information, but because I'm unfamiliar with the terms "VLAN," "pricing model," and "circuit segregation" in this context, I'm lost.
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# ? Oct 21, 2020 01:10 |
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When I brought up the whole VLAN issue I was referring to the way on .network where you can tag packets with IDs like VLAN1 or VLAN2, where VLAN is Virtual Local Area Network. This means that anything tagged with 1 will go to and interact with network 1 endpoints and routers, where anything tagged with 2 will stick with network 2. This way you can have like two hundred computers on a network and they can be grouped by VLANs and you can't see computers on other VLANs. I'm factorio-land that means something like ... If you have a big cross, like an X/Y axis graph of roboports . The ones on the vertical can be one network and the ones on the horizontal can be one network. That way robots and logistics on one network won't mess with robots or logistics on the other, without having to physically separate the networks. Like, specifically, you.can have a network of bot based unloaders from trains to smelters, and then another network from.smelters to intermediate products, etc. Idk if this helps.
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# ? Oct 21, 2020 03:25 |
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XkyRauh posted:Can you explain this post to me like I'm five years old? It sounds like a succinct way to describe a lot of information, but because I'm unfamiliar with the terms "VLAN," "pricing model," and "circuit segregation" in this context, I'm lost. So roboports in physical proximity network with each other, right? So what if instead of proximity, they each had a number 1-10 assigned to them, and 1s can only talk to/hear other 1s, 2s will only talk to/hear other 2s, etc? That'd be 10 VLANs. Ten separate networks, where before you could only have 1 (proximity-based). Practically speaking, it'd mean you can allow/deny resources to different parts of your factory, without having to physically separate any roboports. Or even change those allowances/denials on the fly, based on the current situation - I'm sort of thinking the 'pricing model' mentioned would play into that
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# ? Oct 21, 2020 03:38 |
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XkyRauh posted:Can you explain this post to me like I'm five years old? It sounds like a succinct way to describe a lot of information, but because I'm unfamiliar with the terms "VLAN," "pricing model," and "circuit segregation" in this context, I'm lost. Recap of how vanilla Factorio circuits work: there are red and green colored wires, and the signals sent on red will never interact with signals on green even when they touch the same power pole or the same object. Any time two of the same color wire touch on an object, they form a bigger network. Signals on the same circuit network interact by adding. For example, if you had one chest with 100 coal attached to a red wire, and another chest with 50 coal attached to a red wire, and both red wires are connected together by more red wire, anyone reading the coal signal on that red network would see 150 coal. Circuit segregation just means keeping your circuits from touching when they aren't supposed to. In this example, if you don't want the two coal chests to be counted together, you can either use red for one and green for the other, or you can make sure that their wires never touch. But what if you have lots of chests or other objects that you want to network together, and they're close enough that you can't reasonably keep the networks physically separate? The analogy of a real-life VLAN to a factorio circuit is letting one wire carry several virtual colors. In this example, the first chest can be connected to a red wire and talk only on virtual color 1. The second chest can be connected to a red wire and virtual color 2. Now even if those two chests are part of the same red wire network, their values can be read separately. An object can be set to "tune in" to just one of the two colors. I don't know what exactly they mean by pricing model, but my guess is that they would like to connect their entire base to a big circuit network, and then use combinators to decide when to produce and consume things and where to send them. VLANs would make that a lot easier, since they wouldn't have to worry as much about the wrong things adding or subtracting each others' signals.
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# ? Oct 21, 2020 07:06 |
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Logistic Train Network has that for its trains, you can set up a constant combinator input into a station to tell it what network it's in. Logistic Network Channels seems like is does the same for roboports. https://github.com/ceresward/factorio-logiNetChannels For circuit networks there seems to be a few "wireless" mods that mean you don't need to string wire, but unsure how they then deal with getting the correct input signal if you have three different transmitters transmitting ie. a coal-signal, and just want to act on one of them. E: It seems like Wireless Circuit Network allows grouping recievers/transmitters into separate networks. https://mods.factorio.com/mod/Wireless_Circuit_Network I added both to my Angelbob map, LNC has 8 networks to choose from, both roboports and logistic chests can be set to networks. WCN has arbitrary number of channels it looks like, they must be defined trough a GUI button in the top left of the screen before they can be assigned to transmitters/recievers. Caconym fucked around with this message at 12:06 on Oct 21, 2020 |
# ? Oct 21, 2020 11:41 |
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Dancer posted:My plan for when I finally make a megabase ever is to have two differently sized square units, in a Pythagorean tesselation. GotLag posted:Use the smaller square for pinwheel-style rail intersections Here's a picture of what I mean: The variation used on the lower two intersections gives you full use of the smaller square, at the minor cost of only being able to reach the inner track from a single direction. Using that size gives you a 20x20 useable square, although without the inner ring you can compress it down to 14x14 inner size:
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# ? Oct 21, 2020 14:32 |
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Are transport drones a train replacement, or just something different to try out? I'm just getting started in a heavily modded K2+SE run and am getting to the point where I need to decide what to use for longer range transport.
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# ? Oct 21, 2020 14:35 |
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It depends on what you're using them for. If you're building a modular base with a bunch of self-contained cells, then yes they'll replace trains for moving stuff between cells. (They'll also replace bots for that job). For moving bulk materials from a distant mining outpost to your base, you'll still find trains are superior.
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# ? Oct 21, 2020 14:42 |
Garfu posted:Are transport drones a train replacement, or just something different to try out? I'm just getting started in a heavily modded K2+SE run and am getting to the point where I need to decide what to use for longer range transport. I find they're best used for transporting intermediate products through your base. Basically, if it's a recipe for an item that you will later need as part of another recipe, you should make it somewhere and store it in a Storage Depot. Plates, chips, copper wire, gears, batteries, whatever. Then, anywhere you need that thing, set up a Request Depot. If there's a long distance between the Storage and Request Depots, set up a Buffer Depot to reduce travel time.
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# ? Oct 21, 2020 15:07 |
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If IR ever gets a new release and is compatible with K2 I'm definitely going all in on transport drones with it. Minimal if any trains and no bots.
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# ? Oct 21, 2020 15:16 |
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ConfusedUs posted:I find they're best used for transporting intermediate products through your base. Basically, if it's a recipe for an item that you will later need as part of another recipe, you should make it somewhere and store it in a Storage Depot. Plates, chips, copper wire, gears, batteries, whatever. And the main cost of them isn't the bots themselves, but the CPU cycles it takes to use them compared to the super-optimized character of belts.
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# ? Oct 21, 2020 15:25 |
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LordAdakos posted:Info about VLANs Ciaphas posted:Info about VLANs VostokProgram posted:Circuits primer and reminder
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# ? Oct 21, 2020 16:15 |
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# ? May 28, 2024 15:00 |
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Garfu posted:Are transport drones a train replacement, or just something different to try out? I'm just getting started in a heavily modded K2+SE run and am getting to the point where I need to decide what to use for longer range transport. They're more like a main bus replacement, I think. Instead of a line of belts through your base carrying intermediate materials and splitters branching off materials to consumers you have a road through your base with little drones carrying intermediate materials and depots branching off materials to consumers. The drones are not very efficient at transporting bulk goods over very long distances, you still want trains there. I've really enjoyed them in my angelbobs game because I really don't want to belt all those intermediates and I find having a road and depots much more interesting than flying robots.
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# ? Oct 21, 2020 16:49 |