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anyone ever try making a fluid wagon filling station with switchable inputs? like if i want to fill one train with lubricant and the next with sulfuric acid at the same station... seems workable but residual fluid in the pipes after filling the wagon could be problematic
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# ? Feb 20, 2020 07:13 |
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# ? Jun 10, 2024 11:38 |
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UraniumAnchor posted:Creative mod just broke because of the bot changes they made in 0.18.7 so I'm gonna have to disagree with you there. A modification to a vanilla sprite sheet isn't an unstable feature set.
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# ? Feb 20, 2020 07:25 |
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Spoondick posted:anyone ever try making a fluid wagon filling station with switchable inputs? like if i want to fill one train with lubricant and the next with sulfuric acid at the same station... seems workable but residual fluid in the pipes after filling the wagon could be problematic Have the pump from the tank to train only run when the tank is full have another pump from the pipe set to pump excess fluid from the pipe into another tank and then from that tank into the first. This has room for failure still though. Just stagger the tanks and stations. If you pump directly from a tank to a train it is much faster.
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# ? Feb 20, 2020 09:27 |
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Have fluid tanks A and B, and direct-link Z. Have Z capped off at exactly one car's worth (1/3 car per tank) via circuits, fill from A, lock pumps. Train comes in, empties tank to train, train leaves full of A. As soon as it does, circuit trips to pump residual A back to storage. After some time/testing, lock A-residual and turn on B-fill until full, etc etc Sounds easy as a theory, probably an rear end to actually implement.
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# ? Feb 20, 2020 16:24 |
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I thought pumps didn't connect to a tanker if connecting would mix fluids. So you could use a two pump setup, with each pump dedicated to its product, right? Edit: though I guess you'd have to leave some in the tanker car from where you drop it off, tomake this work... DelphiAegis fucked around with this message at 17:14 on Feb 20, 2020 |
# ? Feb 20, 2020 16:30 |
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Spoondick posted:anyone ever try making a fluid wagon filling station with switchable inputs? like if i want to fill one train with lubricant and the next with sulfuric acid at the same station... seems workable but residual fluid in the pipes after filling the wagon could be problematic This is what I came up with for use with LTN Each of those pumps is connected to that decider combinator stack, and set to only turn on if the requested fluid matches what's in the pipes. These are set manually when I'm first building the station. The left pumps only turn on if the train is requesting sulfuric acid, while center-lubricant and right-waste water pumps would stay off. The main issue is to make sure that you never have any residual liquid in the fluid wagons or the system just gets completely clogged as each train will wait the default 200 seconds before leaving since it never fills up. If you're not using LTN I think you could set up some kind of circuits where the output pumps at the other end of the line only drain out all but 100 units of liquid from the fluid wagons. Then the trains would come in already slightly filled, which would only allow the correct fluid to be pumped even if there's no circuit set up at the input station. But you'd need one or more train per output station for that to work right.
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# ? Feb 20, 2020 17:28 |
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GotLag posted:A modification to a vanilla sprite sheet isn't an unstable feature set. A patch release including a breaking change is pretty much the definition of "unstable api".
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# ? Feb 20, 2020 21:09 |
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Yeah, nah. It's a change that was extremely unlike to affect IR, unless the author suddenly became much less competent than they were on the modding discord channel. Creative Mod was using a manually-specified part of a sprite sheet it didn't control, which is never a particularly safe or reliable thing to do.
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# ? Feb 20, 2020 21:39 |
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I think it's fair for him to wait for it to leave the experimental branch.
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# ? Feb 20, 2020 22:15 |
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what im thinking right now is a double-sided fill station with pumps for each wagon attached to sulfuric acid, petroleum and lubricant on one side, and petroleum, lubricant and sulfuric acid on the other side and switching each pair of pumps per wagon on depending on the train so 2 pumps per wagon will fill
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# ? Feb 21, 2020 01:28 |
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necrotic posted:I think it's fair for him to wait for it to leave the experimental branch. Yeah, updates come quick and loose early on. And more importantly, the earlier he starts on porting it to 0.18, the more weeks of 'halp pls the newest 15 minute old hotfix caused BUGS!' he has to endure. I can completely understand wanting to put it all off for later. I'm amazed at how quickly in general factorio mod devs update their mods, but it does kind of create unrealistic expectations for the ones that don't have the time, energy, or drive to keep their mods updated.
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# ? Feb 21, 2020 01:50 |
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I fix the "tiny bit of leftover fluid" problem at the depot. This cycles through pumps when a train is stopped at the depot waiting for its next assignment. There's room for a few modded fluids if you wanted to cram them in, but due to the changes to the fluid system in 0.17, I don't think there's a generalized solution to this problem that works with any number of fluids, you'd have to send trains through a sequence of stations every time and I don't think LTN will let you do that. The extra bits of fluid get sent to an adjacent filling station, so as soon as they have enough for an LTN request, the train just goes straight from the depot to the local filling station to the requester and doesn't have to go out to a provider first, which is pretty nice if you have a sprawling rail network. I haven't bothered trying to solve multiple fluids at a single provider station though, it's way easier to just slap down the same blueprint twice.
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# ? Feb 21, 2020 02:02 |
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If you are running LTN you can have buffer/unloading tanks that are not connected to the stop, but pumping into storage. That way you can be sure the train will always have room to fully unload.
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# ? Feb 21, 2020 13:24 |
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Mods Update - adding to the list I posted earlier A little mod showcase. I got around to cleansing the continent that stretches around my island on all sides except the south. In nuclear fire. I tried making a beachhead to set up forward bases with lasers and canons but Rampant just made any foothold untenable. So I kicked up refined uranium production. Which brings me to the mod I'd like to recommend. Mushroom Cloud. It leaves behind a cloud of radioactivity that damages everything near where the bomb went off for a few minutes (a Geiger counter sound plays during this effect). This helps whittle down the boil of biters that comes surging, and makes easier work of them for the bulwarks I did wind up building as I cleared sections of the continent. That's a teleporter pad behind the middle roboport, and behind the line of laser turrets is a large cannon turret and a (regular speed) rocket turret, the last of which winds up doing most of the work since it has a much longer range than the other two. But that was just for mopping up the counter-attack. The artillery turret (which I manually fed nuclear ammo one-at-a-time to minimize wastage) did the bulk of the work. Then I went out on foot and finished them off. The craters fade after a while so there's not much point in naming the continent Aberdeen. The continent is secured, and now I have all the land and resources I could ever need to build an absolutely staggering megabase. But that brings me to the next mod that I'm ambivalent about - Klonan's Mining Drones. I had dropped the Robot Mining Site mod I never got around to using since it hadn't updated for .18 fast enough (and once it did it had a really dumb bug in version detection that really should have been caught), so when I saw the much more popular mod by Klonan (who works on the game) I jumped at it. Simply put - it's probably overpowered. It has a trivial setup cost compared to the rate of mining available with no modules or beacons. 288 drones was way too many I found out - half that for 8 belts is more than enough. I'm tempted to get into modding just to add upgrade levels for drones that take different materials (they don't even use green circuits - no copper at all in fact), and limit the mining rate of the first tier. Lastly, I uninstalled Honk. It's obnoxious after a while.
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# ? Feb 24, 2020 13:35 |
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Duodecimal posted:Lastly, I uninstalled Honk. It's obnoxious after a while. Mods?!?
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# ? Feb 24, 2020 13:55 |
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Sorry for trying to inject some life into your Fortress of Solitude
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# ? Feb 24, 2020 21:47 |
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DelphiAegis posted:Mods?!? GotLag posted:Sorry for trying to inject some life into your Fortress of Solitude I just launched slightly over 300 nuclear weapons to ensure I was as alone as possible.
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# ? Feb 25, 2020 23:27 |
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Just got this game like two days ago and the first mod I want is something to make inserters capable of operating at 90 degrees. Does this exist?
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# ? Feb 29, 2020 01:27 |
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There is, Side Inserters, but it's not really a good thing. The constraints are what make designing things in factorio interesting, and they are really well designed.
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# ? Feb 29, 2020 01:33 |
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bird food bathtub posted:Just got this game like two days ago and the first mod I want is something to make inserters capable of operating at 90 degrees. Does this exist? https://mods.factorio.com/mod/Side%20Inserters Side Inserters by our own GotLag https://mods.factorio.com/mod/bobinserters or Bob's Adjustable Inserters which has the upgrades locked behind research
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# ? Feb 29, 2020 01:35 |
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K8.0 posted:There is, Side Inserters, but it's not really a good thing. The constraints are what make designing things in factorio interesting, and they are really well designed. And I'm enjoying most of them, but the inserters limitation is just driving me loving bonkers. I just don't like that one.
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# ? Feb 29, 2020 01:48 |
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Customizable inserters are fine because you are still consuming the single most important resource, the placement and configuration investment time by the player. Plus, having a slightly more compact factory just means it becomes even more silly when you try and snake an additional conveyor in - it doesn't really make things easier or faster or less complex in the long run, it just allows for a different shaped band-aid.
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# ? Feb 29, 2020 01:51 |
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K8.0 posted:There is, Side Inserters, but it's not really a good thing. The constraints are what make designing things in factorio interesting, and they are really well designed. If 90° insertion was the only option the base game provided, you'd be saying exactly the same things about a mod called Straight Inserters. And you'd still be wrong. Bhodi posted:Plus, having a slightly more compact factory just means it becomes even more silly when you try and snake an additional conveyor in - it doesn't really make things easier or faster or less complex in the long run, it just allows for a different shaped band-aid. This is my favourite part. They tempt me into making a maximally-compact factory, which then bites me in the rear end an hour later when I need to change something slightly
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# ? Feb 29, 2020 03:40 |
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For a feature as powerful and as deeply embedded in the game as belt lanes, it's strangely bereft of tools to make use of it. Until the somewhat recent addition of filters to splitters, your only options for loving around with lanes were side-loading, and if you wanted to block a single lane you had to take the extremely intuitive step of side-loading your belt into an underground belt (!). Splitter filters help a lot but simply being able to choose which lane an inserter drops poo poo on to feels like something that's missing from vanilla (which is why it's in Side Inserters, Ctrl+F)
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# ? Feb 29, 2020 03:46 |
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I like to think that side loading and underground splitting were unintended features that early players discovered before the devs had a chance to implement what they actually intended for those functions, and decided that they'd enshrine them in the game as a testament to player ingenuity.
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# ? Feb 29, 2020 04:47 |
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Another example of enshrined half-assedness was barrelling. Long-distance pipelines didn't have enough throughput with frequent pumping stations, so barrels were added as a quick and dirty temporary fix to let players put oil on trains. It took a long time for the fluid wagon mod to be incorporated into vanilla, and only then were barrel sizes and stacks rebalanced to not be absurdly more dense than fluid wagons. There was an almost four-year period in which a single 1x1 iron chest could hold more oil (in barrels) than a 3x3 storage tank. GotLag fucked around with this message at 05:46 on Feb 29, 2020 |
# ? Feb 29, 2020 05:44 |
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GotLag posted:Another example of enshrined half-assedness was barrelling. Long-distance pipelines didn't have enough throughput with frequent pumping stations, so barrels were added as a quick and dirty temporary fix to let players put oil on trains. It took a long time for the fluid wagon mod to be incorporated into vanilla, and only then were barrel sizes and stacks rebalanced to not be absurdly more dense than fluid wagons. I still think chests are like icebergs, in that you only see a small part of it above ground.
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# ? Mar 3, 2020 19:30 |
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I still used fluid wagons (even before they officially implemented them) and storage tanks because barrels were
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# ? Mar 3, 2020 22:00 |
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I wonder how much crude oil ends up in actual barrels in the real world
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# ? Mar 4, 2020 16:03 |
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Got ran over by my first train last night. Is this some kind of rite of passage? Feels like it is.
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# ? Mar 4, 2020 18:54 |
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bird food bathtub posted:Got ran over by my first train last night. Is this some kind of rite of passage? Feels like it is. It is indeed, congratulations. The next step is installing GotLag's Honk mod.
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# ? Mar 4, 2020 19:09 |
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Important update in Mods With Snappy Titles news! An Evil Refinery From a Mirror Universe (With a Goatee) has been released, to replace the now-deprecated MMOTO. The new release has an option to add little fluid icons to each mirrored recipe to show the relative positions of inputs/outputs. This is useful for people like me who can't remember what fluid goes where, but can get really cluttered on recipes like coal liquefaction, so it defaults to off. A bit more detail on the reddit post because I don't feel like typing it twice.
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# ? Mar 6, 2020 04:48 |
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GotLag posted:Important update in Mods With Snappy Titles news! An Evil Refinery From a Mirror Universe (With a Goatee) has been released, to replace the now-deprecated MMOTO. I'm so happy you decided to use that name for the mod. It's absolutely perfect in every way.
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# ? Mar 6, 2020 11:17 |
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I'm plugging away at my Krastorio playthough. I'm up to blue circuits and starting to look at the memory cards for research. Up until then all my resources were full, but as soon as blue circuits came online there were deficiencies everywhere. The factory grows...
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# ? Mar 15, 2020 22:07 |
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Is there a way to make sure an inserter that is moving multiple items into a filtered container not get stuck holding an item after that type gets full but theres room to put in more of another item? Is it just disabling stack size so they always only move 1 item at a time?
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# ? Mar 16, 2020 01:11 |
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Canuckistan posted:I'm plugging away at my Krastorio playthough. I'm up to blue circuits and starting to look at the memory cards for research. Up until then all my resources were full, but as soon as blue circuits came online there were deficiencies everywhere. The factory grows... You doing Legacy or Krastorio 2? I've just automated Green Science, and I'm debating switching to 2.
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# ? Mar 16, 2020 04:07 |
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Foehammer posted:You doing Legacy or Krastorio 2? I've just automated Green Science, and I'm debating switching to 2. Did not realize K2 was out... now I have the itch to start a new game with it, but I've barely gotten started on the game I'm on! Darn it..
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# ? Mar 16, 2020 06:37 |
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I've never played with mods but K2 was linked from an official blog post so I had a look. The production values look surprisingly high. One day after I've actually launched a rocket instead of restarting new games I'll have to give it a go.
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# ? Mar 16, 2020 06:50 |
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Communist Zombie posted:Is there a way to make sure an inserter that is moving multiple items into a filtered container not get stuck holding an item after that type gets full but theres room to put in more of another item?
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# ? Mar 16, 2020 09:41 |
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# ? Jun 10, 2024 11:38 |
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Foehammer posted:You doing Legacy or Krastorio 2? I've just automated Green Science, and I'm debating switching to 2. Legacy. I had no idea K2 was out so I just looked and there's no upgrade path. I think I'll have to make the switch. I learned quite a bit this last game and it should make things easier starting out in K2. Edit - Hrmm. K2 is not yet released, and still has daily/weekly releases. I might hold off yet until they hit 1.0. Canuckistan fucked around with this message at 11:14 on Mar 16, 2020 |
# ? Mar 16, 2020 10:51 |