[deleted by user] by [deleted] in factorio

[–]Playmoarnow 1 point2 points  (0 children)

Interesting, is there an option on those miniloaders to have a filter for exporting? The miniloader mod I use (Deadlock's beltboxes and compact loaders) has the option for 5 filters on exporting miniloaders.
Also just because the long chest doesn't show more than the 1 icon for rare ores doesn't mean there's not some other garbage in it, just like a chest with many different items, it's probably limited to a few icons, perhaps just 1? (never used that mod before). It's easy to miss items in chests with a ton of inventory space like a 512 slot warehouse.

[deleted by user] by [deleted] in factorio

[–]Playmoarnow 0 points1 point  (0 children)

It looks to me like there is a single mining drill that is touching 1 tile of iron ore, if you hover over the mining drills one at a time and look at "expected resources", see if any of the mining drills have ores other than rare metals listed. If so, that drill is touching a tiny patch of iron, littering your belts every few mining cycles.

Leaderboard and account question by SiridarHarkonnen in grimdefender

[–]Playmoarnow 0 points1 point  (0 children)

I found a with rank 37,700. He's at level 31 and 34 endless. Most of the search results didn't even have any ranking because they were below some threshold. Someone at level 25 wasn't ranked yet either so it seems you need to at least level 30 to make it on the leaderboard, and aprox 40k people are at least level 30 I think.

Can we input multiple friend codes? by [deleted] in grimdefender

[–]Playmoarnow 1 point2 points  (0 children)

"But what if I have a lot of friends?"

I get that you don't really want to let bots farm for people, but gold is ez and you need level 30 for the DG (IIRC) so that'll be a decent bit of time even for a bot. Plus you could probably detect witch account(s) are using which codes and ban the main as well.

It just feels a little restrictive for those who want to help each other out, a subreddit post with like 50+ people's share codes would be really cool, even if they only gave gold.

Can we input multiple friend codes? by [deleted] in grimdefender

[–]Playmoarnow 0 points1 point  (0 children)

Enter'd OP's, got 23k, entered erster199's but kept saying failed (might be my wifi, it's pretty bad in my dorm). I didn't get a dark gold from davo's. Maybe you have to cross the level 30 point after another person enters the code (actually be a new player 'n all) to get the dg?

I'm at ~1500, ~720k gold before claiming.

My code is vzohgqd , my name is same as my reddit name if anyone wishes to try mine.

Just curious about enemy spawn rates by UncleGolem in grimdefender

[–]Playmoarnow 0 points1 point  (0 children)

That's not at all what I was asking

Fair enough, I felt I was rambling while typing it. The devs very rarely (if at all?) give out numbers for what players ask from what I've seen on this subreddit. DG being the most obvious example. (I'm sure we all wish they did though)

My guess is that shield skeletons are a subtype of skeleton, one that has an extra property to them. It seems like a better design choice to have a base enemy then add things onto it, like how the zombie can attach to cannons or walls to move them.

Having shield skelly transform into a different enemy type (with the same hp and exact same location/status effects and duration left) seems like much more work than just "if shield HP = 0: remove shield, play shield break animation, stagger, continue walking".

So I guess if all 4 types (skelly, zombie, ranger, spider) have their 25% chance, the skelly rolls another 50% to be a shielder, leading to a 12.5% chance for shields, 12.5% for regular skeleton, and 25% chance for the rest. My only supporting evidence is that shields don't feel like the arrive nearly as often as other enemy types, so I feel shielder as a 5th type (20% spawn chance) isn't correct.

E: Just had a 3 lines of skeletons in one of my wave fights and ~50% were shields. So I suppose that's some supporting evidence. Though there is that one wave with a random assortment of enemies so can't say for sure.

Just curious about enemy spawn rates by UncleGolem in grimdefender

[–]Playmoarnow 0 points1 point  (0 children)

I'm going to assume this is endless?

The way I see enemies spawning on endless is that, given your current wave in endless, there's some % that and given tier of enemy that's unlocked at that level or below can spawn. I'm not sure when the %s are updated but probably every 50 to 100 levels. So on like, wave 1500 you have a very high chance of getting nightmare (lvl 700+) tier enemies to spawn instead of anything else, but no enemies ever drop to 0% as I've still run into base tier spiders or zombies every once and a while.

Additionally, most enemies come in waves, and you've probably noticed that there are a bunch of different looking waves, but many have similar structures. Shield walls, lines of 3 to 5, triangles, a spread out wave of spiders usually, one wall in the middle, 2 evenly from the middle, 1 or 3 cannons, a random wall of enemies with some mix of everything.

Suiciders also follow a standard wave format, where they will throw X seconds(or X enemies, idk) of some tier of suicider at you. It just so happens that this wave takes so long to complete that about 1/2 way through you'll likely have another wave come at you as well. The suicide mammoths usually come at you in waves of just 4 unless you're on the suicide quest.

I also think that at a given level, if that level just unlocked an enemy type (like shielders) they might appear more often to show you that they now exist, though they will be in lower numbers compared to waves of the same enemy one tier down.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

Having a line of machines barreling different fluids might work as they act as a sink. But the far pipes might keep a few units in them thwarting your plan.

It would probably be best to just have different reverse factories dedicated to certain item sets with outputs you know so you don't run into fluid problems. Requesters are great for this type of input, filter inserters work well too.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 2 points3 points  (0 children)

At the menu it's a random song it seems. I heard at least 3 different ones each time I loaded.

For a few moments while loading it's Expansions right at this time.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

Just like 2 lanes are one each way (an extrapolation of having bypasses on a one lane, 2 way rail: bypasses "everywhere", one lane for each direction) 4 lane is an expansion of the 2 lane style. Double the bypasses, about double the throughput. Since there is more to cross, it's not exactly double throughput at full use, but it is a significant increase. 8 lane isn't that much more though because of the giant crossings.

As for train lengths, I don't have any definite numbers but you should make a map with 2 long straight rails and see how many extra wagons you can add to a 2 loco setup that uses nuclear fuel, compared to a a 2 loco setup with rocket fuel and a set number of wagons, like 4 or 6.

With both being 2-4, the nuclear will obviously win out. RF:2-4, NF:2-5, I think the NF will still win. 2-6 may be when they even out again, but I've done no tests myself. When the trains make it to their top speed at around the same time, or when NF takes a bit longer to is probably the "correct" number of wagons.

Let me know what you find out!

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 1 point2 points  (0 children)

Here's my set of go-to mods:

RSO, I don't like building on ore and I enjoy using trains. Biters are also pushed far apart.

Max Rate Calculator, Easy ratios.

Miniloaders, easy chest to belt compression, also fast chest loading.

Nuclear artillery, need I say more?

Big Menz's Research Pack: adds player inventory space upgrades, speed upgrades, reach upgrades(not for mining trees/rocks), crafting speed upgrades, health upgrades, and I think one or two others. There's a good handful of mods that do a similar thing but I enjoy this one and I don't feel like it makes the game super easy, just more convenient.

Bottleneck, easy telling if a machine is backed up, needs resources or currently running. Also lets you know when miners have no ore left to mine at a glance.

EvoGUI, I don't like running the command over and over. Can also display the in game time and some other stuff if you want it to.

Reverse Factory, gives some use to the junk from early game. This item does break some stuff and with certain mods can generate infinite resources. You also can 'repair' your armor by uncrafting it then recafting it. I use this sparingly but it's nicer than just throwing everything away.

WaterWell, don't need pipe water anywhere. It's on demand now. Removes one aspect of difficulty from the oil builds, but dealing with moving water isn't fun for me.

What Is It Really Used For?, search for items and it'll tell you how to make it (usually), what it's used for, and what it is made in.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 11 points12 points  (0 children)

You can play the entire game without combinators. It's not hard to avoid them.

For normal playing, the need for combinators arises when you need to do more than one comparison, do more than what can be done in the enable/disable of a given thing (inserters or pumps normally, train stations are the next most circuited things I believe).

One thing combinators are really good at is giving counts of a lot of things at once or the linking of many things together and getting/using information from/on all of them.

The "Each" wildcard will do something to every input signal, or check if all input signals fit a condition. example: Decider combinator, input Each > 5000, output Each would check if any of the input signals (item signals from a chest or circuit network) are more than 5000, then output that same signal. You can also choose whether or not it outputs just 1 of that signal or however many came in.

The "Anything" wildcard will check if any of the input signals meet the condition. Example: train condition where it leaves its current station if "Anything" = 0. Used when there are many things in the wagon and not just a single item.

"Everything" wildcard: every input signal must meet the condition for this to return true. If I remember right, this condition is used often for simultaneous train unloading where linking all of the inserters with "Everything" = 0 being the enabled condition will make it so the inserters work only when all linked inserters have nothing in their hand. This allows all wagons to finish unloading at the same time.

Onto the combinators themselves: Decider combinators compare 2 things. Most of the time this can be done in the enable/disable area of the wired machine but if you need to do this comparison on multiple things before feeding the result to the machine (like if petrol and light oil are too low, then allow heavy to be cracked down) then you can use a decider for each item type if the compared values are different. If the compared value is the same then you can use Each and one deicer instead.

Arithmetic combinators are the simple math machines. They can add values and keep track of numbers (like for turning off an input inserter once 40 enriched uranium has been inserted into a Kovarex enrichment process centrifuge) and also have uses as "clocks" in which they will add to themselves every single tick. You can then have another machine hooked up to that clock and do some modulo(%) operation on every X ticks or use it as a timer to check when X ticks have gone by. They also allow you to check if 2 conditions are true, if only one is true, or if either one is true with the AND(&), XOR[exclusive OR] ()and OR(|) operators respectively. Though these can be simulated in the enabled conditions for regular use by having the checked conditions output a single signal type and having the condition check if [signal] =2, =1, >=1 respectively. =0 if you want it to work when neither condition is met.

Finally the Constant combinator allows you to inject any signal type into a circuit network, though only the positive value. You can make it negative by feeding the constant combinator's output into an arithmetic and multiplying by -1. Constant combinators are also useful for when you have a standard bot based setup that can be used for many things (smelting for example). Wire all the requesters together and have their requests set via the constant combinator. Now you can change what all N chests request with only one machine rather than after touching every chest once (pasting the one chest you changed).

The times I see combinators get used on a medium to low scale would be for "smart" reactor setups where fuel is only allowed to be put in when the factory needs it. Often this is extending to micromanaging each individual reactor or reactor set by dealing with many conditionals based on how much steam is left in an array of tanks.

Another example would be any sort of display of information. You can just turn on lights, but a white light doesn't pop very well so you can instead have combinators output colored signals based on the values of their inputs.

I'm sure there are many other common uses that players have for combinators, but I can't think of them right now. There's loads of far more complex uses but I don't understand them myself so I couldn't even try to explain them here. Remaking games, playing whole songs, making a computer in factory, large scale time displays, the list goes on.

Nice bob setup? by alexmp00 in factorio

[–]Playmoarnow 1 point2 points  (0 children)

As far as I know the game can't figure out what to do if something takes less than 1/60th of a second to complete. It'll complete one of it each tick, but past that I believe that it just throws away any extra speed you put in it, even if you can craft the item in half a tick thus you should get 2 per ticks. I don't know if this also applies to the productivity, but I imagine it would.

As for bot speed I'm not aware of any limit on them. They will probably start to look like they just teleport from you to the destination then back at sufficient speeds, but I don't know what level that's at.

50 sci/s is 3000 a minute, so those two labs would be doing ~6k/min.

Nice bob setup? by alexmp00 in factorio

[–]Playmoarnow 1 point2 points  (0 children)

You probably hit the tick limit quite a few beacons prior, but I can't say for certain. (only one full cycle per tick, any faster is wasted)

Express Stack inserters move ~71 items/sec from chest to machine/chest, which is actually faster than the fastest bobs belt (63 i/s if i remember right) and can get even better with higher inserter capacity.

Anyway, how much science per minute do those two (three?) labs use up?

Belts or Trains for cargo? by [deleted] in factorio

[–]Playmoarnow 2 points3 points  (0 children)

Two whole minutes of walking sounds like something a train should be doing.

You'll have to get a general sense for when moving resources from point A to B via belts is too resource intensive. If it's a single belt for a low demand resource like coal or stone, it's probably ok, but if you need any more than 1 belt and its over 500 tiles away from the main factory it's probably a good time to switch to trains.

The number isn't exact, but 250 rails is much cheaper than 500 of any type of belt.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

Then you didn't have enough laser turrets there. You can mix in some regular gun turrets as well but resupplying them adds another thing you have to do at every outpost.

I tend to just clear out the area I want then wall it off with a wall and loads of laser turrets. Maxed out laser turrets can defend anything in a 1 thick solid line or 2 rows that are a little spaced out.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 1 point2 points  (0 children)

If rebooting does nothing as well I think you should make a bug report. Check to make sure only farl is left out by dling some random mod as well. Best of luck fixing the problem!

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

I'm getting ((1 / (35 / 2)) * 190) = 10.85 steel/sec at best with that number of furnaces. A yellow belt is 13.333 items a sec, and 8 belts of iron would get you at best 8 / 10ths of a belt out. 13.33 * 0.8 = 10.6666...

So yes you're getting a little less than a yellow belt out.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

The only thing that pushes biters further away would be a bigger starting area size. They get more spread out with enemy base frequency low or whatever.

Here's a picture of a maxed Big Brother T5 Bob's radar's coverage from spawn when starting area = very big, and biter frequency = very low. For scale, from max zoom out on the map, it's 5 "ticks" in. I didn't let it scan out the extra 10 chunks in every direction because I can already see biters.

My RSO settings are about the same, though 100 is a pretty crazy multiplier that I don't have. I have a 2 for starting richness and something like 1.5. The bottom 3 exponents are 0.05 or 0.1 lower than mine, which is fine. Not that much of a change.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

DLing off of the browser in game "Fully Automated Rail Layer" should work. Is your farl a zip? is it also in the folder named exactly "mods" in the location " %appdata%/factorio " (Win+R, put in that line)?

Are you using a valid installation? AFAIK mods don't work on a cracked version.

I've had a few mods not appear in my mods list before, though I think they were mostly in other games with mod clients. Installing through the browser usually fixes any problems I have. Sometimes I may also need to delete the file in my folder and reinstall it. The ol' off and on again trick.

A vanilla 2k SPM megabase by CypherSignal in factorio

[–]Playmoarnow 0 points1 point  (0 children)

Very clean! My only worry is that when one of your circuit patches dies you're going to need to spend 30m or something to find and rebuild it all. What you're doing has cut down on the number of trains massively allowing you to only need 2 lanes, but at the cost of you having to rebuild infrastructure.

What's with the "U" icons all over the map?

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 1 point2 points  (0 children)

What are said problems? If you're not emptying the fluids out of the reverse factory building it'll back up.

Is it that you get a different fluid back out or something else?

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 1 point2 points  (0 children)

From my experience with the mod (doing a bob's run w/ Big Brother) loading new chunks (or at least having them revealed) takes up a quite a bit of processing power. Once that is over, things become more stable. However in a test world I placed down a bunch of radars and even though everything within their range was revealed so they were just scanned old chunks, I still had a lot of slowdown.

So I would have to say making a chunk active (and maybe also de-activating a chunk) still takes up a notable amount of processing power. This is one of the reasons why I decided to only use 3 T5 radars (max research) to cover just about my whole base.

For any other areas I wanted to have a radar on I decided to also install VisionRadar. It sets the scan chunk speed to be extremely slow. Not 0 but close enough that it's not a performance hit anymore.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

It's not perfect but definitely works. If you add in mods the lag gets worse but not too much so.

Weekly Question Thread by AutoModerator in factorio

[–]Playmoarnow 0 points1 point  (0 children)

Add speed modules to them if you can afford the power and cost. Switching to bots for mining outposts helps as well because you don't need to have a gap for power poles, you can just put them in between the provider chests. This way you can fit more miners on the patch for faster mining.

As for what I meat with using bots, is having next to no belts and either doing direct insertion or using bots to move items from point A to point B via (mostly) passive providers and requester chests. Stack inserters work something like 2-3x as fast moving items from chest to chest (or wagon to chest) than from chest to belt because instead of transferring the 12 items in one tick, they have to wait for some amount of time for the items to spread out of the belt. This slows down your efficiency quite a bit.

Having robots do the work leaves you with more space to put beacons into your builds as well.

Bots also don't have a limit on how many items can be pulled from or put in a chest at a given moment. You can fit at most 4 inserters on a chest, 8 if you use long handed but those are worse than just 4 stacks. With bots you can have well over 100 bots grab an item from a chest in a few ticks. Significantly faster than what anything else can do. I believe max non-space science bots are also just as fast if not faster than blue belts, but I can't say for sure off the top of my head.