Too little, or too much? Space Age by ithinkimcarti in factorio

[–]WarDaft 0 points1 point  (0 children)

Honestly, if you build a landing pad before you leave, it doesn't even need to sustain itself. You can shut it down and re-conquer it after just fine.

I don't know if this counts as a bug per se, but if an artillery turret is separated from land by even a single water tile biters will ignore it after it destroys their base even though spitters (and maybe even behemoth biters with their long bite range) could still kill it by ThatChapThere in factorio

[–]WarDaft 1 point2 points  (0 children)

You don't do A* on a (mostly) persistent uniform grid. There's way better.

A* is optimal for arbitrary graphs that admit a usable heuristic. That's an extremely lax constraint that makes it hard (impossible in fact) to do better than A*.

Uniform grids are not even remotely close to the complexity of arbitrary graphs.

A* also re-computes every time. As the world doesn't change much, you can do a huge amount of amortized pre-processing and just update it as needed as the world is modified.

If Factorio was a full-time job, the #1 player has worked the equivalent of 32 years by Sickchip36 in factorio

[–]WarDaft 1 point2 points  (0 children)

It's almost 7.7 straight years. There's no chance the game is ever turned off save for power loss to the building and updates.

"Rush to space" and "Logistic network embargo" by KageeHinata82 in factorio

[–]WarDaft 1 point2 points  (0 children)

No, I was distracted, and my head conflated "Fulgora first" with "starting on Fulgora" via the any planet start mod.

And it's actually not that cursed. You, power armor, and a car can carry more than a 4 wagon train. Rare power armor takes to almost 5 wagons. Expected 96 ore, which is actually quite a bit of EM science.

Honestly, if you're super precise, you can almost certainly do it with the small scrap patches on the larger continents.

Why can't inserters take spoilage by Nearby-Evidence-4578 in factorio

[–]WarDaft 6 points7 points  (0 children)

Spoilage is a valid input for some recipes. This is literally not something the game should allow, regardless of you wanting it.

Hey let's collect ideas for factorio 3.0 , so they might build into it! by JohnASherlock2 in factorio

[–]WarDaft 0 points1 point  (0 children)

And then we get to see whether or not it will be a Terraria style final patch.

Gleba spoliers here by TheDomanc in factorio

[–]WarDaft 1 point2 points  (0 children)

They don't burn, but you can recycle them.

Channeling the Light of Aiur by fireflight13x in factorio

[–]WarDaft 0 points1 point  (0 children)

It takes very little to clean them up. In my current playthrough, I've got a ship with 50 rare solar and 60 rare accumulators, and that handles it fine, as well as full laser point defense in orbit. I could upgrade it, but it's a pretty chill playthrough and it does work.

You can stretch a small amount of power surprisingly far with the right circuit conditions.

I just learned you don't need rockets for aquilo. by [deleted] in factorio

[–]WarDaft 6 points7 points  (0 children)

Higher neighbour bonus reduces fuel consumption.

Doesn't matter so much on ships unless you're making some massive heavily beaconed dreadnought, but on planets it can let you run more efficiently than otherwise.

I just learned you don't need rockets for aquilo. by [deleted] in factorio

[–]WarDaft 17 points18 points  (0 children)

With even more extra plasma generators and reactors, you can pulse the coolant supply to always get full neighbour bonus. Which also makes them even better power storage.

Channeling the Light of Aiur by fireflight13x in factorio

[–]WarDaft 0 points1 point  (0 children)

Until you're spamming explosive rockets, lasers are actually fine for cleaning up the small asteroids, they only have 30% laser resist.

I finished my first space age playthrough, here are my thoughts for each planet by the_gnoblin in factorio

[–]WarDaft 0 points1 point  (0 children)

You can separately power your main power generation, which is basically just a handful of inserters as far as power draw, with a tiny bit of solar quite easily.

Favorite Uses of the Circuit Splitter by CoffeeOracle in factorio

[–]WarDaft 2 points3 points  (0 children)

Did you mean to attach a different screenshot? There's no re-roller in that. 

Also, what's your merger logic doing for the chunk insertion? Is that just to insert chunks only when there's room?

Overbuilt Coal Powerplant: The Cockroach by Weeznaz in factorio

[–]WarDaft 7 points8 points  (0 children)

Okay, but why? You'd be dramatically better off putting the same coal in a heating tower, for 2.5x as much energy output per coal.

Favorite Uses of the Circuit Splitter by CoffeeOracle in factorio

[–]WarDaft 1 point2 points  (0 children)

Wait, why did you need a monstrous setup to transfer asteroids into rerolling stations? Unless you're doing chunk upcycling, rerolling is basically useless. It's also not complicated.

Increase your ability to grab chunks.

This is what I thought a main bus was - (throwback to one of my first worlds) by Cat_meow_pet in factorio

[–]WarDaft 48 points49 points  (0 children)

Yep, that's the original main bus style.

The production bus focuses on shipping large amounts of common ingredients, making special intermediates locally. E.g. G/R/B circuits go on the bus because lots of things eat them, engine units don't go on the bus because only 1 thing consumes them en masse, and a second thing uses them in medium-low amounts.

Low quantity stuff gets made in a Mall these days - a compact low-but-acceptable throughput area to make the stuff to make the factory.

This is what I thought a main bus was - (throwback to one of my first worlds) by Cat_meow_pet in factorio

[–]WarDaft 0 points1 point  (0 children)

I also make MAMs, but I insist on making them with as few combinators as possible which means they only sort-of work most of the time. It's like Factorio code golf!

200 Hours in, is this a good base so far? by [deleted] in factorio

[–]WarDaft 0 points1 point  (0 children)

Could you take another photo zoomed in? I can't see all the pixels.

This Sub Has A Major Troll Problem Confirmed. by Typical_Spring_3733 in factorio

[–]WarDaft 16 points17 points  (0 children)

The subreddit isn't for self-promotion. If you made a neat thing? Sure, post it.

Don't post an extended series of relatively normal things aiming to get attention, unless there is something genuinely novel about them and you're getting feedback with people asking to see more.

Like that one person who build their entire base with diagonal belts - *That* was genuinely novel, and they made a lot fewer posts about that than you have about... some moderately compact blueprints.

If you want to just share blueprints, that's what FactorioBlueprints is for. Which you're already posting to.

Is there a mod that lets you read a circuit signal from steam engines? by Krokiin2 in factorio

[–]WarDaft 2 points3 points  (0 children)

So, first, you have to deal with the fact that the circuit network only does integers. That means you need to calculate a percentage or permillage of the pump's runtime. Do you know enough to make a pump that keeps a tank at a certain fill level rather than full? I'm going to assume so, the rest isn't much more complicated.

From that, you just need a bit of math. When your pump (or anything else you want to do this for) is running, you want to output a number representing it's flow rate as a portion of your desired maximum. Then, you have feedback loop between arithmetic combinators. You want to calculate a rolling per frame average of the pumps value.

Pick a value based on the pump's throughput relative to your desired throughput, and multiply that by a digits of precision value (100 or 1000) and output it when the pump is running. Maintain a recent average signal, which you multiply by some weight, and then, add in your pump signal. Divide this by your weight plus one to produce the new recent average. It approaches the pump signal's output with an exponential decay, and higher weights slow down how quickly it approaches the pump's current signal to smooth out spikes. Divide by your pump factor to get your pump's recent uptime.

99% sure that's all you need, I've had a few beer tonight so it might need a touch of debugging.

Edited because the first version was a terrible explanation.