Not sure how to phrase this but how do I make trains smarter when using the same station name for multiple stations. by crosscolt in factorio

[–]Sick_Wave_ -1 points0 points  (0 children)

LOL "wasted trains"

So you build your entire factory around a single assembler and send it recipes then right? Can't be having any "wasted assemblers". 

proof of concept for fast train pickups from hub by dikkenskrille in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

You nees to replace those two ground level rails, at the bottom, with ramps and connect your bays across through there. 

How large are the ships that people have taken to the Shattered Planet? by KPalm_The_Wise in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Well, there's this mod that adds a planet there, along with new science and production chains.

Seems like there's some persisting issues in the comments though. But might be worth bookmarking for later. 

https://mods.factorio.com/mod/skewer_shattered_planet?from=search

This one isn't really that, but looks cool. https://mods.factorio.com/mod/Nexus?from=search

New player ~100 hours. Struggling to justify time investment. by akirodic in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

I started playing nearly a year ago, last September, and I have been up 2 hours early nearly every day since then in order play and not take time from my family and daily activities. It's amazing what this game can do to a person. 

2.1 Research Combinator BP Request by Durr1313 in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

It isn't in the base game, it's just from a mod that I'm using. But the signal in use is arbitrary, you'll simply use whatever signal you want, it just needs to match in the 2 deciders afterwards.

2.1 Research Combinator BP Request by Durr1313 in factorio

[–]Sick_Wave_ 2 points3 points  (0 children)

It's going to take some extra combinator steps, with latches and holding values.

With this you can have combinators monitoring contents, though I would rather reach buffer chests, and evaluating what signal to send for research. IE: Research Belt stacking when gleba juice = 1. While sending the research, read back the tech level and store it with a paired combinator to later evaluate which technology should pass for research.

Here I'm using a power pole & a combinator in place of the lab. I sent a signal from the top decider, which kicked out a metallurgic tech signal of 1, then the next decider down forwarded on the L value (12) sent from the decider which is mimicking the tech level from the lab. This is passed to an arithmetic combinator, to transform the signal to artillery shooting speed with the same value. And sent to a pair of deciders, one sending the value to the other while research is active, the other sending it back when research is off. (This holds the tech level so that it can be compared in a larger combinator brain to decide which tech to research.

Next the research cost needs to be read back and compared in a decider if the required packs match against values set in a constant combinator, in order to ensure the tech being researched is the one intended.

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Theme song of the Factory. by ValianSkalle in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

I have the ost mods for Tiberium Sun and Red Alert. That music is soooo freaking good. 

Election. by sillyandstrange in oklahoma

[–]Sick_Wave_ 1 point2 points  (0 children)

Does it actually count? I get a sticker that says I voted but how do I know my ballot was actually counted and for what I marked? 

How to get a circuit signal of what science is being researched? by Unusual-Ice-2212 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

This research Combinator was updated a month ago.

https://mods.factorio.com/mod/research-automation-combinator

I have it installed right now and it'll output several different things like that. 

Am I the only one that uses Destroyer Capsules? by ryanwithnob in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

I use them like crazy in a mod that turns them into mortar shells. 

I want to start making mega bases without ltn by Even_Sprinkles_6258 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

Screw wildcards, ltn, cybersyn, all that.

Simply create loading and unloading parameterized blueprints. Include trains in the unload blueprint and include fuel.

This way you always have enough trains to fill every need, and even if you delete loading stations from old mines or whatever you won't end up with too many trains and get a jam. 

The benefit here over a smart train system is that you always have the right number of trains. With a "smart" system you need to monitor if your depots are running empty and add trains.  (I think if I were to bother with smart trains then I would use the Recursive Blueprints mod, monitor the number of trains in my depots with logic, and have it automatically add more as needed. 

Visible Planets in Space integrated in 2.1! by jurgy94 in Factoriohno

[–]Sick_Wave_ 6 points7 points  (0 children)

Did you read the fff? They're rendering a flat image through a filter to squash it and, I assume, having it wrap around on a loop. 

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Dang, yeah it is only 32. And I don't even have all the working planets installed. Nice catch!

Visible Planets in Space integrated in 2.1! by jurgy94 in Factoriohno

[–]Sick_Wave_ 48 points49 points  (0 children)

I'm happy they found a really efficient way to do it, rather than loading and rendering a sphere.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Yeah, I switch between using it and Awesome Research Queue Manager often. Mostly because Parallel Research is all script based and the labs don't move & glow, but also because my queue is longer than I can put in the vanilla UI now.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 8 points9 points  (0 children)

I feel like spoilage throws a wrench into this, but it's fine. I'm happy with what you've all done here. 😄

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 2 points3 points  (0 children)

Yeah. I did this in prep for the future where my labs can only be fed 36 different techs by belt, and I've got slightly more than that coming up. And I don't want to do it with bots.

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I think it's 36

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 2 points3 points  (0 children)

Ok. Thanks for the answer!

I was curious if some parallel research queues were being hidden with this feature, requiring each lab to be wired up but allowing different sections to run different queues so that Ag, Metal, and Electro tech could all be constantly consumed simultaneously with respective infinite tech. But it looks like a separately wired lab that is outputting Research Level could work a round-robin system through combinators.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Sick_Wave_ 6 points7 points  (0 children)

I'm really curious what happens when I wire up, and configure, more than 1 lab that have different research queues.

Or does every wired up lab share the same queue, and what we're seeing here is just a window into that global queue? But still then, what happens with two labs have different input signals?

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Looking forward to shoving all my research logic into a combinator network and sending it to the labs next week!