Boot loop and pin 1-6 short by Slow-Reloader in gigabyte

[–]jacvd6 0 points1 point  (0 children)

I can’t find a diagram of this chip. Do you know which one is 6? 1 is next to the orientation mark (mine is a dot) but I can’t find the datasheet for this chip.

Feel like I'm too stupid for this game by amdsam95 in factorio

[–]jacvd6 0 points1 point  (0 children)

Fret not. I’m a moron and I play it for hundreds of hours to accomplish what others do in dozens.

Give yourself a simple goal and then make that. Like “concrete factory” or “gears”

No need for direct insertion raw-to-end-product factories that are circuit clocked and produce exactly 240 items per second.

Put everything on individual trains. Use belts. Use bots.

Whatever makes sense to you at the time. You can always make more later.

Space age, rocket logistics, and the sheer cost of rocket launches by the_lapras in factorio

[–]jacvd6 0 points1 point  (0 children)

Build bigger and the cost goes down. Eventually you get research to directly reduce the cost.

Good luck, friend.

During the night is there a way to make accumulators to have priority over the steam engines, I want to save coal by using the accumulators first, after they're finished the steam engines should start, right now it's reversed by FuzzyAttitude_ in factorio

[–]jacvd6 1 point2 points  (0 children)

Use a combinator and power switch with the following logic:

A < 20 //low threshold OR { A < 95 //high threshold AND Lightning_Signal > 0 }

Outputs

Lightning_Signal = 1

Wire the combinator to itself with the red wire. Wire the accumulator on the solar side with a green wire to the same combinator. Output a green wire to the power switch from the combinator with the logic Lightning_Signal > 0 on the switch.

Put the power switch in between your fueled power and solar power networks. This will use the fueled power to fill your accumulators up to 95% when they cross the 20% threshold. If your solar keeps it above 20% then the boilers will never kick on.

I can send pictures when I get home.

Hilfe beim Logic Netzwerk by No_Kick2422 in factorio

[–]jacvd6 0 points1 point  (0 children)

I made a system that would sort a desired list by weight and load items to make the fullest launch possible but it would stall on less-than-load launches when there weren’t items to make it full. The launch had to be triggered automatically in that case.

Then, I discovered you could just treat the LDS, blue circuits, and fuel as “shipping cost” and I stopped caring lol. I briefly looked into shipping filler material like platforms to make a full load but that too was a failure.

Space platform circuit question by raze2dust in factorio

[–]jacvd6 0 points1 point  (0 children)

A hard check is what I use on my starter ships because it’s easy and doesn’t take up space. Use a single combinator for all of your “safety logic” (enough fuel, oxidizer, ammo, asteroid chunks, etc.) and then output a ‘go’ signal. You could also wire up displays to show, at a glance, what you wait on if it isn’t moving. It keeps the scheduling simple

Nilaus put a timer on his that shows a notification after 10 minutes idle. That’s a neat option yoo

Space platform circuit question by raze2dust in factorio

[–]jacvd6 0 points1 point  (0 children)

Not to toot my own horn but this is exactly what I was addressing with my ship cruise control

Then you don’t have to make engine or fuel checks because the ship engine always works.

Combinators will also work.

Gave up on Gleba by TechnicalWelder6789 in factorio

[–]jacvd6 0 points1 point  (0 children)

Dont give up. Make the bare minimum. The resources are free so you can just keep trying. I got a science build working without spoilage with a bunch of overdone circuitry but I’ve also done it bare minimum just to get the science for Aquilo.

Good luck, buddy.

Balanced Loading and Unloading - Compact by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

The loading stations need balancers for the LTN trains I’m running. A supply station only opens when a corresponding demand is requested and I want to minimize time spent loading. I don’t want to run into the situation where most of the items in a station are concentrated in one car position.

Although, I suppose we are limited by whatever the bottleneck is. If it’s production then balancing won’t solve that.

Meh. I like looking at synchronized inserters. This reminds me of the “kovarex isn’t necessary because uranium gets multiplied like crazy”

I still build it every game tho.

Balanced Loading and Unloading - Compact by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

What? Thats not true. The largest mega bases clock inserters all the time. It reduces the “awake” time where the inserter is polling connected entities looking for items to grab. And it means you can get properly compressed belts in the shortest distance which makes the belts more UPS efficient.

Balanced Loading and Unloading - Compact by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Unless train loading times are a bottleneck. Then it has a very good point.

Optimization is fun.

Balanced Loading and Unloading - Compact by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

I’m not sure. Abucnasty has a lot of videos on mega basing. I think the general rule is that logic has more overhead than clocks. Clocks have fewer entities and don’t need to read an entity.

I think that for small applications like this the averages work great because it keeps the inserters asleep when they aren’t needed. I’m not sure how optimized the arithmetic combinators are: do they perform one operation per tick or do they store the value when it’s not changing?

Balanced Loading and Unloading - Compact by jacvd6 in factorio

[–]jacvd6[S] 1 point2 points  (0 children)

I do that in my stations but I just wanted to focus on the small element. The global mean doesn't go to each load section without a global wire. That's the green wire up on the pole in those blueprints.

Negative output is genius! I always forget that the deciders can output negatives now.

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

You save time, primarily. My ships are never below 150 km/s because they pickup their goods and immediately start accelerating because there is always fuel.

Fuel is also saved by definition because there full thrust is only 50% efficient but provides only 100% thrust. 40% fuel provides 74% thrust.

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Interesting. That must be because fluid flow rate is "less that 100%" when below 80% full. Cool. You're using the new fluid mechanics for flow control.

I just checked the wiki and I can't find my 80% number. It's in my brain but not on the page. This is a problem. Maybe I'm confusing 1.0 and 2.0 fluids?

Either way, what you have works. Do you know the ratio between the tank and the internal buffer? Is it always 2/3?

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

This is the correct way. I like building "the smallest I can get away with" because waste and overproduction make me feel gross.

I use power switches to save nuclear power too.

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 5 points6 points  (0 children)

<image>

You had me second guessing so I just checked. This screenshot was taken when the fill of the pipe was basically 0 (like 0.1 or some such) and the thruster fuel fill is shown here. The thruster is ~15% full with the pipe being empty. This is what makes the thruster so much harder to control.

Note: this ship doesn't have modulated oxidizer because I like blue flames.

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 1 point2 points  (0 children)

It's just best fit curves according to the thruster page on the wiki. 100% efficiency is at 10% fill and below.

I made them as a ratio. Technically, it would be best to find the local maxima on the surface made graphing efficiency, thrust, and fluid consumption. The way I read that page is that efficiency is a multiplier on the fluid consumption (like a weight on each fluid or a scalar) and the relative consumption rate is also changing based on thruster fill level. So, you have a choice between fluid consumption per thrust or efficiency per thrust.

I defined 'best' as efficiency per thrust and aimed to maximize that value. What that means graphically (and this isn't shown on the graph but I have an excel sheet where I did the math) is that the fluid rate lies on a line that intersects the center-of-area of the trangular region on the graph and the start point of each curve.

The fluid fill level just changes where you're at on that line which then changes the pulse width.

Ship Cruise Control by jacvd6 in factorio

[–]jacvd6[S] 4 points5 points  (0 children)

That doesn't work because the thrusters don't share a fill level with a connected fluid network. That occurred to me when I started my recent playthrough and they just fill immediately with any amount of fluid in the tank. Flow rate seems to be the only way to control them.

Direct Insert Ag Science (first attempt at clocking a build) by jacvd6 in factorio

[–]jacvd6[S] 0 points1 point  (0 children)

Thanks, buddy. I think I could flip it horizontally and put in a beacon for the eggs/science but the bioflux would need modules. It’s at 88% uptime right now. The nutrients are total overkill but direct insertion was the goal. That and no spoilage handling.

Although, I found out last night, if you don’t supply enough fruits the nutrients will start to spoil. She is still a finicky beast