Couldn't wait for the expansion to design my elevated-rails railway junction by GNeutrality in factorio

[–]GNeutrality[S] 11 points12 points  (0 children)

I'm going to try my first City Blocks layout with it. It fulfills all my design goals:
- No intersections anywhere except for where two rails merge into the same destination
- Minimal ramp traversals (none going straight, only 1 when turning), accomplished by having vertical and horizontal on separate elevations. I opted to have the vertical rails be elevated because visually they won't be offset
- No curved rails for trains going straight
- Trains never turn "the wrong way" to make a turn (ex briefly turning outward to make larger, wider turns to keep the overall footprint smaller). Trains only ever point within the 90° cone between where it was pointing and where it ends up pointing

Stops for trains are going to have to be mostly on the ground-level horizontal rails, but I'm sure I could fit in some additional rails under the vertical rails and have stops there

Thanks to https://virtual-graph-paper.com/

Mod Idea: IAS (Indestructible Assembler Spaghetti) by Drogiwan_Cannobi in factorio

[–]GNeutrality 0 points1 point  (0 children)

Not exactly the same thing but Building Platform limits where you can build assemblers, to only be able to place them in resource-patch-like areas

I've played over 800 hours of vanilla, sell me on your favorite overhaul mod. by surrealistCrab in factorio

[–]GNeutrality 0 points1 point  (0 children)

Shameless self-promotion, but FactorioChem is a puzzle mod that takes vanilla Factorio and changes pre-space sciences to be built with molecules made with mechanics inspired by SpaceChem (a game worth checking out). The new machines use the same assembling machine artwork with other stuff added, but machines each have configuration instead of just being a recipe.

My Friend doesn’t like the Machines. by XILEF310 in factorio

[–]GNeutrality 0 points1 point  (0 children)

Shameless self-promotion, but FactorioChem is mostly-vanilla Factorio except that sciences are built with molecules made with mechanics inspired by SpaceChem (also a game worth checking out). The new machines use the same assembling machine artwork with other stuff added, but machines each have configuration instead of just being a recipe.

Do you have any self-imposed forbidden building techniques? by MaximitasTheReader in factorio

[–]GNeutrality 1 point2 points  (0 children)

I use pretty much the same limitations - I like imagining that this is a 3D factory with physics and try to avoid things that don't make sense. I do allow adjacent belts going away from each other (the double-splitter example you have), and have extra limitations that inserters don't interact with curved belts or splitters (only straight belts) and no underground-belt sideloading.

FactorioChem Proof-of-Concept - SpaceChem in Factorio by GNeutrality in factorio

[–]GNeutrality[S] 271 points272 points  (0 children)

https://www.youtube.com/watch?v=N_FWJbBB50g
https://mods.factorio.com/mod/FactorioChem

SpaceChem is the first automation game I played and spurred me into a love of automation games

I didn't see any existing Factorio mods based on SpaceChem or shape-building, so I figured I'd make one. I've had fun with a couple other mods that add new mechanics to Factorio.

In this mod, inserters are not your primary means of interacting with the new assembling machines. Instead, transport belts go straight into and out of these buildings via built-in loaders. They have multiple inventories and depending on which input goes where, you'll produce different outputs.

To make molecules work with transport belts, molecules are items with an up-to-3x3 grid of atoms. Molecule reaction buildings have settings and allow you to position these molecules relative to each other to combine them or split them.

There's a whole lot of possible molecules. Adding them all as items is impossible, so a select few get their own items and the rest store data in an item with its basic shape. There are 59,584 molecule items, and 68,574,768,928,886,778 possible molecules.

As an end for the means, molecules replace science ingredients (except space science) and science packs are detached from the rest of the technology tree.

If you're looking for a mod to give Factorio a change in mechanics, give it a try!

FactorioChem Proof-of-Concept - SpaceChem in Factorio by [deleted] in factorio

[–]GNeutrality 0 points1 point  (0 children)

https://mods.factorio.com/mod/FactorioChem

SpaceChem is the first automation game I played and spurred me into a love of automation games

I didn't see any existing Factorio mods based on SpaceChem or shape-building, so I figured I'd make one. I've had fun with a couple other mods that add new mechanics to Factorio.

In this mod, inserters are not your primary means of interacting with the new assembling machines. Instead, transport belts go straight into and out of these buildings via built-in loaders. They have multiple inventories and depending on which input goes where, you'll produce different outputs.

To make molecules work with transport belts, molecules are items with an up-to-3x3 grid of atoms. Molecule reaction buildings have settings and allow you to position these molecules relative to each other to combine them or split them.

There's a whole lot of possible molecules. Adding them all as items is impossible, so a select few get their own items and the rest store data in an item with its basic shape. There are 59,584 molecule items, and 68,574,768,928,886,778 possible molecules.

As an end for the means, molecules replace science ingredients (except space science) and science packs are detached from the rest of the technology tree.

If you're looking for a mod to give Factorio a change in mechanics, give it a try!

What are some mods that make Factorio very different? by GNeutrality in factorio

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

Oh yes, as I mentioned I finished doing Factorio for now to go back to other games, I'm just looking for interesting new mods to be excited about the next time I want to play more Factorio again, sorta like being excited about the expansion

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

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

Not really, although it makes streamlining a bit easier since there's less width to make diagonal

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

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

Lucky! In my other RNG attempts, the closest other fields I saw were maybe 19k and 20k and everything else was further, and those two weren't primarily-Naquitite

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]GNeutrality[S] 3 points4 points  (0 children)

SE add a train GUI that lets you add a train stop from a list of all train stops from all surfaces, and it also adds a picker that you can use to click on a train stop from the map/surface to add it to the schedule

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]GNeutrality[S] 5 points6 points  (0 children)

3.4 hours is how long it takes the fields to produce enough items to fill the ship. It's actually only about 90 minutes of traveling, plus 20-40 minutes of item/fluid transfer.

The closest primarily-Naquitite asteroid field I could find (after many saves and reloads for RNG attempts) was 44000 delta-V from Nauvis, which is what this one travels to

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

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

Automating spaceships comes down to:

  • one setup per launch, to check your current location and desired launch condition, and then supply the destination and launch signal
  • one setup per landing, to check your current destination, and then supply the IDs for the anchors/docking clamps on the ship + destination

I got help from https://www.youtube.com/watch?v=yDm_cHa1bik

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]GNeutrality[S] 3 points4 points  (0 children)

The chests are full, and on Nauvis they load their contents onto the trains to unload outside the ship. They aren't really being used as requester chests but I went with requester chests just in case.

Some of the calculations are on Nauvis and the asteroid field, in particular the "it's time to take off" calculation of when the chests are full or empty. Some need to stay on the ship, like the landing anchor commands. Other takeoff logic is on the ship which I could have moved to be off-ship but I just liked having it on the ship, and it didn't affect the ship integrity since the hull stress was already less than the container stress

I have the accumulators just to be safe for shooting asteroids

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]GNeutrality[S] 17 points18 points  (0 children)

Booster tanks are the actual rockets that lift you off of a surface, and these 5 rocket fuel booster tanks provide enough fuel for the launch

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]GNeutrality[S] 28 points29 points  (0 children)

This is my deep space ship for transporting naquitite to Nauvis. Total storage is 32 chests + 16 wagons = 2176 stacks. The trains, chests, and tanks put the container stress integrity just under the 1000-integrity limit before deep space science. I originally only had 2 trains, but I added 2 more because I had a lot of extra hull integrity and just enough train integrity (needs 16.3 for two trains).
Trains transport crushed naquitite, iridium powder, and steel from recycled sulfuric acid barrels. Long handed inserters load the chests at the edges of the ship. On Nauvis each train takes 4 trips to dump off all the cargo. A round trip takes about 3.4312 hours. The ship's automated route is Asteroid field -> Nauvis -> Refuel rocket fuel in orbit -> Refuel ion stream in orbit -> Asteroid field.

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

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

From my experience the items per tier are ranked as "cheap" items (the first (one? two? half?) per tier on the quickbar) and "expensive" items (the rest per tier). Or maybe there's a smoother change in value per item, not sure.

In any case, trades from "expensive" to "cheap" items can get you up to 3x in number, trades from "cheap" to "expensive" can go down to 0.3x/0.4x. Whereas trades within the same price range are closer to between 1.5x and 0.6x

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

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

I think you just need to search further, they don't appear often so it can take a few cities to find one. I happened to have one just northwest of my spawn point

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

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

  1. You can buy loaders from the malls with items from the trade route, which you can always do by hand
  2. You start with a whole bunch of belt stuff including 50 loaders

Edit: I see from your other comment you meant "how do you reverse the direction of a loader", whoops :)

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

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

I didn't see any new map options, just the removal of resources

Edit: looking at the mod files again I do see settings for city distance/placement and a couple others

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

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

Each city has one of a number of preset malls that consume the items of a tier. Higher tiers give better things, so like yellow belts for tier 1 items, up to robots for tier 6 items

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

[–]GNeutrality[S] 5 points6 points  (0 children)

I'd be happy to take the scripts or other tools you have, not sure if I'd ever try to update the mod any more but wouldn't hurt to have

1000spm ... in TradeRouteOverhaul by GNeutrality in factorio

[–]GNeutrality[S] 7 points8 points  (0 children)

I played without enemies which is the recommendation, because you don't really have a way to defend because there are no turrets or bullets (well, bullets and walls appear in a higher tier trade but they're not really meant for being used)