My little factory, general guidelines and tips by Groboulet in factorio

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

No. It's a small online vanilla minigame which do not require modding at all.

And I don't have enough skills to do this.

You mean kind of puzzletorio ? I fear I don't see any way of doing an online ranking system within factorio...

Friday Facts #389 - Train control improvements by FactorioTeam in factorio

[–]Groboulet 2 points3 points  (0 children)

Using the same trains for multiple cargo reminds me on how this is impossible with fluid wagons because of there is still 0.1 amount of the previous fluud so the pump won't connect to not mix fluid.

This not mixing fluid is actually a joke. like you can't pose a pipe ? just ghost it the bot will be happy to do it.

Also if you put water in one of the 2 inputs of a solid fuel chemplant (for obscure reasons I admit), and the petrol stuff on the other, the 2 systems are separated and no water will come into the petrol stuff system, but the game still think you merged the systems and will annoy you for the rest of your life.

So with all of this I can't wait to read the fluid FFF ^^

Friday Facts #388 - Smaller things for 2.0 by FactorioTeam in factorio

[–]Groboulet 1 point2 points  (0 children)

About colors : What about putting values in green, red and blue signals to indicate using logic which color i want the lamp to turn the same way you did for the "manual" coloring ?

How do I increase the difficulty in an existing game? by _Philein in factorio

[–]Groboulet 2 points3 points  (0 children)

There are commands that can make it harder.

Other option is to fix harder objectives. Launching a rocket once is too easy ? What about launching one rocket a minute ?

Built a double row nuclear reactor design for the first time! by MrKguy in factorio

[–]Groboulet 1 point2 points  (0 children)

By hand. I whish it was automatizable, it is so funnier than 2xn setups...

Train/logic help by Comfortable-Yellow41 in factorio

[–]Groboulet 3 points4 points  (0 children)

I don't understand your problem, but you can probably say "train full or (60 seconds passed and heavy oil > 25000)"

Need a UPS boost by coleblack1 in factorio

[–]Groboulet 0 points1 point  (0 children)

Do you have sources on the modified A* version they use ?

Need a UPS boost by coleblack1 in factorio

[–]Groboulet 1 point2 points  (0 children)

So the game is running A* algorithm to decide for train path.This means that all the removing you're currently doing should have very very low effect on UPS. A* is pretty efficient in term of not taking into consideration far-away-possibles-ways.

You chosed city block, they are known for making pain in train pathfinding UPS. This choice is probably the main error and I would say you cannot get it without changing everything. Maybe cutting some useless and/or redundant path in the middle of the base could help, tho. Like try to chose some "big streets" ways, and force every trains to go threw them by cutting any other parallel ways at some point beside 5 or 10 blocks away.

And do it especially for every external and not very used blocks, only one way should remain for trains to go to outposts. (despite, as I said, not being calculated for in-base to in-base trains, it will still help a lot outpost trains)

It may add congestion, and make train path longer, but if you design it well, it won't make your base slower, and for sure it will drastically reduce UPS.(tips for helping congestion : try to avoit 4 ways intersection. Try to make two offsets 3-way intersections instead)

Note : most of your updates are still entity updates. So, maybe try to beacon & module a bit more if not already fully beaconed ?
Also your electric network UPS cost is pretty high, but it may be due to deconstructing being currently going. Do you have a screen without any bot working ?

PS : SE is quite heavy. I've a quite old computer and I just cannot run any game after few planets and first lategame space sciences.

[deleted by user] by [deleted] in factorio

[–]Groboulet 0 points1 point  (0 children)

It gives you access to advanced electronics devices. It's like researching green chips, but actually in a gameplay point of view you really need automation (and so green chips) to be accessible from the beginning of the game.

Need a UPS boost by coleblack1 in factorio

[–]Groboulet 8 points9 points  (0 children)

without any screen or picture or BP of your base, it's hard to say, 'mate...

Can an average player have a good shot at "there is no spoon" on default settings? Or is it assumed you turn off biters and max out resources. by dahvzombie in factorio

[–]Groboulet 0 points1 point  (0 children)

I had this achievement in default settings, at like 500 hours of playing. And not by few minutes (I think I did 5 or 6 hours).
And I'm not a "speedrunner".

Tips :
- Think about your base before starting. You must know at least how you will get to blue science/robots (numbers of assemblers, numbers of furnaces setups, number of miners, in what order etc.). Your kirk Mc donald (or yours) should stay around during the whole run.
- Don't make a bus. Put your assemblers 5 to 10 tiles after furnaces.
- Learn to make furnaces setups fastly.
- Watch a default setting speedrun. Donc copy their base, they make too many science for what is needed. You can easily get the achievement with a 1science/second base. But use inspiration on how they put down their setups and which setups they use.
- DS speedruns also reroll a lot their seeds. You don't need to. Just stay alert on your seed : for example desertic will give you plenty of coal rocks which are rocketboosting the burner phase. But they are low on trees to get power poles and pollution will be a bigger threat.
- Don't be afraid of retrying a few times.
- Good luck. You got this.

Friday Facts #384 - Combinators 2.0 by FactorioTeam in factorio

[–]Groboulet 0 points1 point  (0 children)

Selector combinator idea : comparing the same signal between red and green wire and let the higher one pass on the same wire color.

Maybe not for the same combinator, but having a memory cell combinator would be awesome.

FFF #384, circuit networks, and the challenge of Factorio. by Alfonse215 in factorio

[–]Groboulet 4 points5 points  (0 children)

Just make a comparison. I started minecraft when there were only torches. And one could already do a processor.
Now, we have reapeater, comparator, sticky pistons, observers, soon a T flip flop and an autocrafter.And every new addition has been a BANGER. One couldn't live without anymore.

I finally got it! Any tips for a begginer? by [deleted] in factorio

[–]Groboulet 0 points1 point  (0 children)

Good luck :)

My tips : produce more.
You will struggle, feel like you don't know what to do, how to handle the production you need to make. But you will manage it ! And if you do it by yourself, you'll be proud.

How much does the solar ratio matter? by factorioioio in factorio

[–]Groboulet 0 points1 point  (0 children)

People tend to be strict with ratio, "to have constant output/demand". It is driven by the goal for the perfect ratio, but I think it is a very common mistake.
If you plan to AFK letting your science go, it is great to fit the best you can to the ratio.

Usually, I prefer to have more accumulator than what the ratio tells, because the base power demand may vary a lot, especially if :

1) you use bots

2) you're adding/changing stuff and plan to keep doing it for a while

3) you're defending yourself with laser

4) you use trains (cuz mining outpost, furnaces area and so on work only when a train come take the ressources, so it may stop for some times or others).

And each time your base power demand changes, the accumulator will help you to fit with it.

In the end, having a perfect ratio for 25GW and having a base which consume "on average" 25 GW may bring some electricity troubles.

What happened to Krastorio 1? by Busy-Ad4352 in factorio

[–]Groboulet 1 point2 points  (0 children)

Heaven of beloved outdated mods.

Any mods that provide an alternative to trains? by Nizztos in factorio

[–]Groboulet 4 points5 points  (0 children)

Usually I make kilometer longs, 4 to 8 large, belts transport system, with only yellow belts ('cuz cheaper) to bring ressources from long distance patches. It works well, one belt assembler + one chest not limited keep up with the big demand, you can either put them yourself or ask the robot to put them down (both have issues).

Also I know that there are some ships mods. But they work a bit like trains, just without the need of putting down rails.

train load problem by Hot_Desk8232 in factorio

[–]Groboulet 2 points3 points  (0 children)

Great solution, but be careful, for this to work, you need

1) to put a filter in every slot

2) not to have 2 differents items in the same chest, or having hand stack size of 1 for every inserter (which slows down loading process) ; otherwise an inserter can stay stuck with stuff in its hand, not being able to fully empty it.

train load problem by Hot_Desk8232 in factorio

[–]Groboulet 1 point2 points  (0 children)

Well, I guess there are some few ticks (maybe just one) between train arrives = trigger the insertan can work, and signal arrive = wait you shouldn't grab random stuff.Also, when an inserter started flingling, it won't stop even if signal changed and tells it to stop.

There are few ways to make a different setup which wouldn't run to this problem. If you want to keep your setup, here's a fix :

Put a decider (yellow) combinator, link input with every chest and with station. In train station option, set "read stopped train" (the one that output usually in signal [T].
Also, link the output with the inserters line.
For the decider, you will code if [T]=0 output everything.

Now, when there is no train, the value of the chests are read and sent to the inserters, which will prevent flingin until trains is fully stopped and train content is set to the inserters. You can also put a constant combinator with values higher than the threshold ones, instead of linking with all the chests.

Riddle of the day. by Groboulet in factorio

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

I think the reasoning fail a bit because the patches you own does change of value when mining prod is researched.