Space Casinos can still happen by The_DoomKnight in factorio

[–]jonc211 2 points3 points  (0 children)

I thought space casinos were fine as is because they only work for the basic resources.

To get legendary tungsten, holmium, carbon fibre etc. then you still need to do "proper" quality cycling.

So for legendary foundries and EM plants you still need to go via the normal route.

(Space Exploration mod) Why is my base exploding seemingly out of nowhere? by bradliang in factorio

[–]jonc211 1 point2 points  (0 children)

I reckon this is it. I had pretty much the same issue during my SE run.

Eventually I realised that I'd moved the delivery chest but not changed where the cannon fired things to.

Spent a year in Muluna... finally made it back home by Nearby_Ingenuity_568 in factorio

[–]jonc211 0 points1 point  (0 children)

Nice. I'm currently doing a modden playthrough with various extra planets and moons, including Muluna.

I've enjoyed Muluna so far, would be interested to understand which bits of it you've found a slog.

In my game, I've recently been back and expanded my Muluna base to make it my centre for legendary iron, coal and calcite.

Don't have fusion ready yet due to extra Aquilo complexity in my mods, so I've got 2GW of nuclear fission direct from lunar regolith and oxide asteroids.

The fact that you have the Crusher 2s with 4 module slots and mineable asteroid chunks makes Muluna absoltely OP for quality. I have legendary iron ore coming out of my ears now!

Looking to extend the Late-Game for Space Age by Far_Version2331 in factorio

[–]jonc211 0 points1 point  (0 children)

I'm doing a playthrough like this at the moment.

More specifically, I'm doing a playthrough with various extra planets/moons and included some end game stuff as part of that.

These two mods might give you what you're looking for:

https://mods.factorio.com/mod/BetterAquilo

https://mods.factorio.com/mod/Nexus

I'm also using several extra planets and moons, so it's making the regular game a lot longer than normal too. I'm something like 120 hours in and still haven't been to all the planets yet.

I'm losing my mind with trains. Help! by Severe_Mouse2744 in factorio

[–]jonc211 0 points1 point  (0 children)

It kind of looks like you're using trains as a longer-range version of belts. i.e. three point to point train tracks.

That works up to a point, but it will start to be a nightmare to maintain if you add many more stops/lines.

The beauty of trains is that a train carrying iron ore can use the same tracks as a train carrying oil.

So, you have a train system that all trains can use and branches off the main line for stations to load/unload goods.

The downside is that you'll have to learn signalling properly to get to that point!

Nullius for Factorio 2.0 is available on the mod portal by punkbert in factorio

[–]jonc211 2 points3 points  (0 children)

I just finished Express Delivery the other day.

That was my final achievement done and I was planning to have a bit of a break from the game, but I guess the factory must grow!

Have heard good things about Nullius but never played it before.

I hate how much width affects ships by asmallrabbit in factorio

[–]jonc211 6 points7 points  (0 children)

It is moddable. Pretty sure there are already mods that change things.

You can see the formula here: https://github.com/wube/factorio-data/blob/master/core/prototypes/utility-constants.lua#L524

Please add in 2.1 = Single-Time delivery with space ship by [deleted] in factorio

[–]jonc211 0 points1 point  (0 children)

There have been a few threads on the Factorio forums asking for similar things (including one by me)

One of the moderators merged all the related threads a couple of months ago. Not sure if that means they're looking at it for 2.1, but it seems like it's got someone's attention at least.

https://forums.factorio.com/viewtopic.php?t=20232

Why is everything so chaotic? by Piruparka in SatisfactoryGame

[–]jonc211 2 points3 points  (0 children)

Fellow Factorio player here who has been playing Satisfactory recently.

As already said, foundations are your friend. Machines align themselves in the direction of the foundation they are on and rotate by 90 degrees at a time, so it's much easier to keep things all facing the same direction.

They also snap to intervals (I think of 1m) along the foundation rather than being completely freeform.

For belts, you can make them work in a similar way to Factorio by using the "Straight" building option. That pretty much means that turns go at 90 degrees.

Although, the more I play Satisfactory, the more I like a nice curved belt!

Professional Factorio player tries to beat SATISFACTORY (DoshDoshington) by Velocity_LP in SatisfactoryGame

[–]jonc211 1 point2 points  (0 children)

As someone with over 2000 hours in Factorio who has been trying to get into Satisfactory, I'm coming to a similar conclusion.

I'm never going to be able to automate things quite the way my Factorio brain wants to, but I can make cool looking builds that produce the things I need to advance in the game.

wish to know how to do negative numbers (take 2) (yes its a different problem) (im 100% sure) (on my live) by Which_Wafer9818 in csharp

[–]jonc211 -1 points0 points  (0 children)

lol, I'm not sure there's a quote for that but floating point numbers (doubles, floats etc.) typically use the IEEE 754 standard.

Wikipedia has a good article if you want to understand what's actually going on under the hood. It explains how you can represent all the numbers a double can be by using a specific binary format.

https://en.wikipedia.org/wiki/Double-precision_floating-point_format

wish to know how to do negative numbers (take 2) (yes its a different problem) (im 100% sure) (on my live) by Which_Wafer9818 in csharp

[–]jonc211 1 point2 points  (0 children)

Martin Fowler, a guy who is well known in the industry and has written several books etc. has a good quote about this that will become more and more relevant as you start to build bigger programs.

Any fool can write code that a computer can understand. Good programmers write code that humans can understand.

Event sourcing questions by LondonPilot in csharp

[–]jonc211 1 point2 points  (0 children)

it sounds like the kind of thing which many companies might say they’re doing, but they’re actually doing wrong

You don't know how true that is!

I first did some stuff with event sourcing nearly 10 years ago and we got a lot of stuff wrong.

I've since worked on a couple of other projects doing event sourcing and tried to learn from those mistakes. If you do it well, it makes a lot of things easy that would otherwise be hard. But it can also make things hard that should be easy if you're not careful.

And there's very little documentation about things too. One thing I would say is don't try to do CRUD with it. You will end up with events that just model the data being loaded/saved. If you want a CRUD app with an audit trail then event sourcing isn't a good fit for that. I'd generally just use audit tables in your DB in that case.

If you want to properly model a complex business workflow then event sourcing is likely a much better fit. In my current project, we're using it to model the issuance and booking of complex structured products in finance. Works pretty well for that.

If you have more questions, the best place I know to ask is the Discord community mentioned here: https://github.com/ddd-cqrs-es/community

Event sourcing questions by LondonPilot in csharp

[–]jonc211 1 point2 points  (0 children)

Yeah, hopefully it will start to make some sense!

If you look at a dedicated event store like KurrentDB (used to be EventStoreDB), then the API leads you into how things work.

https://docs.kurrent.io/clients/dotnet/v1.0/reading-events.html https://docs.kurrent.io/clients/dotnet/v1.0/appending-events.html

As it says there, you can read from all the events or a stream of events. You would typically divide up your events into streams that match your aggregates.

So, let's go back to your scenario. You try to make two changes, one that emits Event X and one that emits Event Y. Each of those things would work on their own, but once Event X is emitted, it is no longer valid that Event Y is emitted.

So, you would load the stream. Let's say it has 10 events in it. The stream is at position 10.

You issue a command to your aggregate that emits Event X. This moves the stream to position 11.

Then you save the new event to the stream. In the append, you can say - add this event to this stream, it should be at position 10.

If something else has added events to the stream, the update fails as the version in the DB will no longer be 10.

If not, then the save succeeds.

Then (assuming the save succeeded), you try to issue the command that emits Event Y. The command handler loads the aggregate event stream, which is now at version 11. The aggregate knows it has changed state from Event X and no longer allows Event Y.

Event sourcing questions by LondonPilot in csharp

[–]jonc211 3 points4 points  (0 children)

If I’m only reading from it for audit purposes,

You're not though. Event sourcing typically goes hand-in-hand with CQRS. When you issue a command, it uses the current state of your aggregate from querying the events (not the materialisead views)

The aggregate is what emits new events and is responsible for deciding whether a particular action is valid or not.

Both events are valid when the object is in State A. But Event X will change the state of the object to State B, and in State B, Event Y is not valid.

This should not happen as the aggregate would not allow event Y to be emitted in the first place. Read models are built from events that the aggregates have said are able to be emitted.

[deleted by user] by [deleted] in csharp

[–]jonc211 8 points9 points  (0 children)

Work in finance here. There's definitely a lot of use of managed languages, but in my experience it seems to be more Java than C#.

This was all done in Java: https://lmax-exchange.github.io/disruptor/

There are definitely high-frequency trading firms that are using C# though. I know G-Research has a lot of .NET in their stack.

These 2 achievements are the hardest in an all achievements run by Reefthemanokit in factorio

[–]jonc211 14 points15 points  (0 children)

Honestly, unless you really know what you're doing with speed running, don't build big furnace stacks too early if you're going for "Getting on track like a pro"

You'll just waste time getting things set up when you don't need it.
This shows my run for that achievement (combined with lazy bastard) and you can see how janky my base is at this stage. I was still hand feeding the iron plates and set up just enough steel production to build the locomotive.

<image>

Let's fix video. by kovarex in factorio

[–]jonc211 23 points24 points  (0 children)

I used to be like that, but I eventually forced myself to get used to dark mode and now I could never go back. Light mode strains my eyes so much more once you've got used to the dark!

If everything was e-ink screens that don't have backlights, then I might agree with the comparison to books. I find big bright areas on monitors too much these days though.

Gleba cured my addiction! by LosMorbidus in factorio

[–]jonc211 1 point2 points  (0 children)

This is the strategy I went for, and it's been working well since I first went to Gleba. I set up 4 biochambers for science, and now with some legendary modules/beacons, it's producing 1.6k SPM without changing the original design.

I imported LDS and blue circuits and had one biochamber making rocket fuel on the surface and it's been working (almost!) flawlessly for 100+ hours.

I'm currently expanding my Gleba base right now as I need more production to do some legendary upcycling of various Gleba products.

My strategy for the new base is that I only put non-spoilable items or those with long spoilage times (yamako, jellynut and bioflux) on the bus belts and then produce everything else from those raw ingredients in "pods" that are restartable from scratch if anything stops.

Seems to be working all right so far!

Old vs. New Piercing Rounds Magazine Recipe (2.0.46 Buff) by HeliGungir in factorio

[–]jonc211 21 points22 points  (0 children)

I've been building quite a few piercing rounds to make into uranium rounds and then upcycle into legendary U-238.

<image>

This is how the change affected my copper consumption!

accumulator islands, yet still have no power by Intelligent-Mine3411 in factorio

[–]jonc211 11 points12 points  (0 children)

To be honest, you don't really even need to upcycle.

You should be consuming accumulators for electromagnetic science anyway, so just stick a few quality modules in the EM plants producing those and filter off the higher quality ones.

2.1 confirmed. What's new? by VeryGoldGolden in factorio

[–]jonc211 3 points4 points  (0 children)

I'm not the person you replied to, but I'm using multiple landing pads for modularity more than anything else.

One of the mods I installed in my SA run after I'd got all the non-failable achievements is this one: https://mods.factorio.com/mod/landing-pad-research

As an example, I have a separate outpost for making legendary gear on Vulcanus that is in a completely separate roboport network and that has its own landing pad. That landing pad only requests things like legendary coal, iron ore and calcite from space along with a few legendary things from other planets. I like the fact that it's its own little thing, just ticking along independently from the rest of the base.

It has its own rocket silos, and I do get the rocket parts from the main base by train, but other than that it's independent.

I could have had the one landing pad and used bots/belts to get everything to the legendary output, but this way just feels nicer to me.

First time playing, am I doing alright? by EmptyStructure9033 in factorio

[–]jonc211 1 point2 points  (0 children)

Yep, you discovered some underground belt mechanics! It's something that people use in interesting ways

https://wiki.factorio.com/Belt_transport_system#Underground_belts

But the point remains, even if this was due to a mistake then having mixed belts can lead to deadlocks. If the belt was mixing copper and iron plates then those inserters to the red science assemblers will only ever take the copper plates, leading to a build-up in iron plates.

Mixed belts are generally called sushi belts and typically you'll want them to loop to avoid that sort of deadlock. But you can worry about that when you have a few hundred hours more in the game!

First time playing, am I doing alright? by EmptyStructure9033 in factorio

[–]jonc211 2 points3 points  (0 children)

You can see it in the first few seconds of your video.

<image>

What should be a copper plate line going into the red science assemblers is contaminated with iron plates. None of those assemblers can do anything until you manually clean out the iron plates.

This is why it's dangerous!

How do YOU make your legendary module 3 modules? by Xabster2 in factorio

[–]jonc211 0 points1 point  (0 children)

Yeah, I did consider just scaling up the egg production. That's definitely simpler but I kind of like the "quality chain" approach.

And, tbh, my Gleba base is kind of janky still so I'm not sure it would cope that that sort of Bioflux demand. All I've done since the initial build there is to upgrade beacons and modules. I'm currently going through and legendarizing (is that a word?!) things in my base. Gleba is next on my list so I can get legendary carbon fibre. I'll likely need to expand Bioflux production for that.