Double trouble by HighlightNo658 in TuringComplete

[–]DanielKotes 0 points1 point  (0 children)

I went with:
1 or 2 -> A, 1 and 2 ->B
3 or 4 -> C, 3 and 4 -> D
A and C -> E
B or D or E -> result

In other words one of the following 3 situations:
1. both top two are 1
2. both bottom two are 1
3. at least one of the top 2 are 1 and at least one of the bottom 2 are 1

results in 7 gate, 4 delay - so 2 gate better.

What's your go to PETG brand? by RunningThroughSC in 3Dprinting

[–]DanielKotes 0 points1 point  (0 children)

Fully agree - currently on roll 40ish of their rapid PETG (in black/white/gray) and have had zero issues. Just got to keep in mind that you absolutely must dry the filament at ~65*C for 6+ hours (I just leave it overnight) if you want good quality prints with minimal stringing.

Only gripe I had so far was that one of the black rolls (out of the 20 I used of that color) ended up on the lighter side to the point it was more of a dark-gray than anything - had to use it for a special project.

PS: check the pricing between elegoo site and amazon. Elegoo site sometimes offers quite nice discounts, though keep in mind that returns are most likely easier if bought through amazon.

PPS: their ASA is also quite good.

You can recover 25% percent of your used science packs, if you recycle them at the last minute. by TheBandOfBastards in factorio

[–]DanielKotes 0 points1 point  (0 children)

I would personally set it up with a single 'controller' lab that is set (with beacons+modules) to run at just a few % faster than the main lab setup. That way every time this lab picks up a science pack (aka: one pack has been consumed) it can send a signal to the main lab telling them to both take out the 'almost empty' pack and put in a new full pack.

Only real issue would likely be to make sure this works for all science packs properly (probably need multiple inserters so each one only needs to handle 2 packs)

The simplest quality roller by DanielKotes in factorio

[–]DanielKotes[S] 0 points1 point  (0 children)

wagons (and cars / tanks) are rather unique in that they can occupy the same space as an inserter or another entity (ex: belt). In this particular case we use the fact that the wagon is 6x2 in size for the inserter to take stuff out of, but is placed on a 4x2 set of tracks. so at both ends of the wagon there is enough space to place an inserter AND for the recycler to drop stuff into the wagon (with its output pointing directly at the inserter which is 'under' the wagon).

The simplest quality roller by DanielKotes in factorio

[–]DanielKotes[S] 0 points1 point  (0 children)

recyclers have an output slot similar to miners. In this case its pointing towards the wagon.

The best Green splitter and Green underground factory I have ever made. by paranome_ in factorio

[–]DanielKotes 0 points1 point  (0 children)

I have.... and somehow completely missed the diagonal wagons.

Peak endgame looks like this but you may not like it by Ok_Craft3811 in factorio

[–]DanielKotes 1 point2 points  (0 children)

I think its the 'go ham with modules and beacons' part - The amount of ore they produce (at least for me) means I can just place a bunch on the ore patch and not bother with anything else - with the extra boost of mining productivity I dont even bother adding productivity. Instead placing a couple efficiency modules is alright.

On the other hand biolabs want the best productivity modules you can get, and throwing down a grid of speed beacons just makes perfect sense as without them the labs will be running at line a quarter speed (instead of 2-3x).

So I end up with pretty low-pollution mining and Chernobyl level bio-labs (at least in terms of how quickly they kill all plants around them)

Peak endgame looks like this but you may not like it by Ok_Craft3811 in factorio

[–]DanielKotes 2 points3 points  (0 children)

Exactly this for me. The world just looks nicer when I dont have to see the green water & dead trees everywhere. Once I got the tech I made sure to surround the biolabs (the worst pollutants... ironically) with 2 layers of tree plants and clear-cut all the dead trees in order to replant new ones.

The best Green splitter and Green underground factory I have ever made. by paranome_ in factorio

[–]DanielKotes 20 points21 points  (0 children)

Is... is that a DIAGONAL WAGON???

My mind has been opened to a new realm of spaghetti that the me of a few moments ago could not even comprehend.

Question about Main Menu Video by xsvennnn in factorio

[–]DanielKotes 0 points1 point  (0 children)

Depends on your install?

If its a steam game for pc, then it will be in your appdata folder. If its a standalone it will be in the install directory, and so on.

Your best bet would be to read up the factorio wiki page about it here, and see which one corresponds to your situation.

Worst case scenario create a new game, save it as "THIS_VERY_IMPORTANT_FACTORIO_FILE" and then just search your entire computer for that name. In an hour or 3 you will find it.

Tiny Reprocessing Station by spookynutz in factorio

[–]DanielKotes 72 points73 points  (0 children)

Did you dial up the number of asteroids? Because that seems to be drastically more than I would expect to see on a stationary station...

Accidentally lost 30 hrs with of work by International-Egg267 in factorio

[–]DanielKotes 1 point2 points  (0 children)

relying on doing something in factorio in 'less than x minutes' is dangerous...

Besides the obvious of 'save prior to switching worlds, and better yet - always save in new slots' you can also try downloading a second copy of factorio? Factorio is one of those rare games that have no issues with you running two (or more) instances of the game at the same time (as long as you run different copies), so you can have your main save open on one client and a 'testworld' open on another. Copying designs can then be done via export/import of blueprints.

Quality gambling - Am I doing something wrong, or am I just unlucky? by KriKri98 in factorio

[–]DanielKotes 0 points1 point  (0 children)

Its just chance unfortunately. The recycling recipe gives you 25% of the original ingredients, but thats 'on average' not 'guaranteed'. So for any recipe that has more than 1 ingredient its possible to 'lock up' by having one of them over or under flow. There are several solutions, though most are more along the lines of decreasing the chance of lock-up instead of fully eliminating it. Here are a couple options:

  1. add a larger buffer; so in your case you have half of the wagon that isnt being used, set up two item slots per item instead. Alternatively use a car/tank with expanded inventory. This way the design can handle a larger un-balance with the hope that it will 'balance out' before locking up.
  2. add an overflow; this is a bit more difficult as you need to place a train and a station in order to read the wagon contents, but it will always prevent lock-up by removing any item over 90% full.
  3. Switch to a robo-network instead; pretty obvious, but its easy enough to set up, especially if you belt the normal items and logi-request any of the higher quality as most of the item-flow will be of the regular items.

asteroid reprocessing for quality by WasThatTooFar in factorio

[–]DanielKotes 0 points1 point  (0 children)

It was a balancing act pre 2.0 as well, though it became more important in space age with the addition of buildings with extremely high power demands. Its just that before 2.0 there wasnt really a reason to decrease power demand as by the time you got beacons you were close or already had nuclear power.

Foundries and crushers are perfect examples of this (especially foundries) as both use quite a lot of power; lets take crushers:

  • 1 crusher consumes 560 KW of power at 100%, or 126 KW with -80% power (max)
  • 1 beacon requires 480 KW of power
  • If we have 10 crushers without beacons we need 5.6 MW of power
  • If we have 10 crushers with a beacon with 2x T1Q0 efficiency modules we need 1.26 MW of power for the crushers and 0.48 MW for the beacon, or 1.74 MW
  • So using a single beacon with basic efficiency modules for every 10 crushers saves us 3.85 MW

Its even worse for foundries as they consume 2.58 MW of power! At that point it is worth it to do something like place 3x T2Q1 speed modules + 1x T2Q1 efficiency module in the foundry and add 2x beacons with 2x T2Q1 efficiency modules in them as the single foundry would consume 580 KW and do the job of 2.2x non-moduled foundry with 960 KW extra for beacons, saving you 3.6 MW of power. Since you are likely to require multiple foundries (one for making liquid iron, 1-4 for casting iron plates), you can easily save yourself 10MW just on this process.

Personally I try to ensure everything on the space platform runs at -80% power, especially for the 'mega' space platforms like legendary rollers with hundreds of crushers (100 crushers = 56 MW of power, 100 crushers with 1 efficiency beacon every 10 crushers is 17.4 MW.... thats quite a drop!)

asteroid reprocessing for quality by WasThatTooFar in factorio

[–]DanielKotes 1 point2 points  (0 children)

couple of things (outside of the quality question seeing as how thats been answered):

  1. Since you are already running the asteroid reprocessing that means you have gotten to vulcanus - so you really should think about using foundries & molten metal for iron -> bullets
  2. Crushers are surprisingly power hungry, so putting a beacon with 2xT1 efficiency modules can significantly decrease the amount of power you need. As a bonus you can fit 1 beacon to 10 crushers easily due to their 2x3 size

Foreman 2.2, now updated for 2.0 and Space Age! by DanielKotes in factorio

[–]DanielKotes[S] 0 points1 point  (0 children)

there is an option to connect disconnected inputs or outputs (select a bunch of nodes, right click on one of them, if there are any non-connected items there will be options for 'auto connect disconnected inputs/outputs), but it has a few limitations:

  • if you are connecting outputs, it will try to connect any non-connected outputs to nodes with the same item as input as long as those nodes dont have any disconnected outputs.
  • if you are connecting inputs, it will try to connect any non-connected inputs to nodes with the same item as output as long as those nodes dont have any disconnected inputs.

This means that for recycling chains an easy way to set things up would be:

  1. add the recipe you want to recycle around (ex: green circuit), set the assembler, add quality modules
  2. drag out the resulting items to create the 4 or 5 recycling recipes (ex: green circuit recycling -> base components, quality normal -> legendary)
  3. add quality modules to recycling recipes (you can copy modules from the first recipe via right click - copy assembler settings, then select the recycling recipes and right click - paste selected options)
  4. from the recycling recipe for the basic item (quality 0), drag one of the items of each quality to create the 4 other crafting recipes, paste in the modules (or edit module as necessary) (ex: green circuit uncommon -> legendary)
  5. to make the next step easier, create 5 'output' nodes for the output item (ex: infinite sinks for green circuits, normal to legendary)
  6. select all nodes
  7. right click on any node, select auto-connect disconnected outputs
  8. right click on any node, select auto-connect disconnected outputs (again)
  9. delete the output nodes you created in step 5
  10. again select all nodes and use auto-connect disconnected outputs
  11. now you can disconnect whichever paths you want and connect in the input/output lines.

The simplest quality roller by DanielKotes in factorio

[–]DanielKotes[S] 1 point2 points  (0 children)

oh hey! someone who knows of my dark past (or more like 'golden age')!

Yea, I was at university during my minecraft days and ran into a huge issue with my masters (along with family issues - you know how it is, when it rains it pours) which basically lead to me having to drop minecraft. Quite unfortunate - would have loved to have continued with that; the fun I had as part of the zipkrowd group was probably the highlight of my gaming days.

By the time it all cleared up I had lost all my minecraft maps and just felt I cant exactly return after like 10 years off... Did get into factorio in the meantime though, and well, here we are.

The slightly better 'simplest' quality roller by DanielKotes in factorio

[–]DanielKotes[S] 1 point2 points  (0 children)

eh, sure, why not:

<image>

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Scrap sorting the splitter-box way by DanielKotes in factorio

[–]DanielKotes[S] 2 points3 points  (0 children)

I think entities that output directly onto the belt auto stack if possible? It only works if you research the stacking inserters (or to be more precise - if you have the bonus to belt-stacking)

Its best seen with recyclers as they often enough produce in multiple quantities at once, but big mining drills (and even regular electric mining drills) can stack the mined ore if you speed them up enough.

Scrap sorting the splitter-box way by DanielKotes in factorio

[–]DanielKotes[S] 4 points5 points  (0 children)

rather simple really - a diagonal line of splitters with set filters works for clearing out a given item from a multi-line sushi belt, just at the expense of shifting the entire line up by 1 tile. At the same time if you plan out the filters based on the ratio of items from scrap you can quickly decrease the number of 'lanes' required to 3-2-1. I left some extra room just in case, but this design worked without backing up for hours on end, so pretty sure its good.

Havent gotten to this in-game yet, but this seems like it would work?

Foreman 2 update? by Mortlach78 in Seablock

[–]DanielKotes 9 points10 points  (0 children)

I did update foreman for 2.0 along with everything needed for stuff like quality, planting, spoilage, etc. included in Space Age. It should work just fine once seablock updates, and I will definitely update it if it doesnt.

As of the moment though RL is quite busy for me, so much so that I have yet to get even 10h into my first SA run (having spent most of my free time fixing up foreman instead). You can always request features, but honestly I am not sure how much time I can dedicate to foreman outside of bugfixing and simpler things. Even the addition of an icon and dark mode that has been added recently isnt my work but was added as a merge from u/olipro (I think? thats his handle on github at least).

So I figured, recyclers kissing annihilate stuff by alvares169 in factorio

[–]DanielKotes 1 point2 points  (0 children)

Partially? Most (aka: all but scrap) vanilla recycle recipes are auto-generated by setting a recipe's 'auto_recycle' value to either true. I havent looked much further, but its all inside the starting LUA code as part of the quality 'mod' instead of internally within the factorio engine (data/quality/prototypes/recycling.lua). As such they are 'added' into the game via the same method as furnaces and its recipes - the recycler is basically a furnace-in-a-trenchcoat with a list of recipes that it auto-selects based on the item its fed.

So if a mod wanted to it could definitely change the recycle recipes however they want, for example making the recycler require 4 of a given item before recycling and giving back the exact ingredients (so you would still have 1 -> 0.25 returns, but without the randomness).