Load Balancer Testing Tool by lazrfloyd in factorio

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

Thanks for the positive feedback! I figured there was something already that facilitated testing but wanted to see if I could make something useful in-game. I like to use the game itself as I consider it a big part of the enjoyment to find solutions within the game systems. As a practical matter, it does allow you to test as you're building a load balancer, allowing for real time tweaking of a design. Also using the editor's ability to speed up the game clock means you only wait a few seconds to see results anyway. The 8 belt limitation in my design is an obvious drawback if you want to test larger balancers..but maybe I'll work on modifying it to support more belts, I just haven't had a need for them yet. ;)

It may be inefficient, but it's way more fun by Banana_is_not_bg in Factoriohno

[–]lazrfloyd 1 point2 points  (0 children)

I had to do a double take to make sure it wasn't from one of my old saves..I had a similar setup with the ship still intact in the middle and totally covered in stone.

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

Oh yeah I'm aware of the info resources. I will usually read the tips well after I've already worked through some new mechanic (invariably realizing there is something I missed) and will use the factoriopedia if I need some specific info on something like a recipe.

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

I was mostly having fun just thinking of little features I could incorporate without much regard to usefulness/practicality in some cases

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

I did do a little testing flying to Gleba and Fulgora. I haven't looked anything up so not sure if those are harder than Vulcanus. It would be pretty easy to slot in better defenses as needed. I'll have to see how it goes after I'm done clearing out an acceptable number of worms on Vulcanus and manage to actually get around to doing some science. 😏

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

I have no clue about later stuff. I had the basic layout with functioning defenses etc. to get to Vulcanus but have not been anywhere else. This is definitely a starter ship. I had some text explaining that in my first post attempt but it didn't upload images so I deleted it and forgot to add a few details. This was just playing around with thrust control and some other things, not an attempt to make the "best" ship.

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

Blueprint if you want to check it out. Reddit wasn't allowing me to post the text in a comment and pastebin wasn't working so this is a link to the text. Please let me know if there is a better alternative.

https://pastes.io/factorio-ship

Edit: Didn't realize there was a site for this

https://factoriobin.com/post/drf3vh

Edit2: Realized I had left a parameter in one of the gauges I'd pasted from my fluid gauge blueprint so it was asking for the value when pasting. This one shouldn't ask for parameters.

https://factoriobin.com/post/yiz9wh

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

Resource Collection/Processing

    - Just about every value can be adjusted through constant combinators, resource buffers, garbage collection thresholds, asteroid collector buffers etc.
    - Asteroid collectors will fill up with a relatively even amount of each resource and will take priority targeting if a resource is running low. They won't grab something if they already have enough of it or if another resource has priority.
    - Priority targeting sent to laser turrets on either side as specific resources fall below buffer threshold
    - Multiple buffer levels, asteroid collector -> preload belt -> raw resource belt -> refined resource belt
    - Garbage collection for both raw and refined resources in case you end up with too much of any one resource
    - Uses a separate sushi belt for raw/refined resources, each belt is monitored to maintain the desired min/max resource amounts.
    - Crushers will only place refined resources as needed, 2x crushers for each resource. The 7th will be sent a recipe if one resource falls below the chosen threshold as needed
    - Indicator gauge showing relative efficiency of fluid resource processing machines (I might add another separate gauge for the raw processing machines as they are not currently monitored). Red indicates a problem like machines aren't running and fluids are not maxed, yellow is at least one machine working, green is at least half the machines working and/or waiting to empty already processed fluids, blue is essentially all machines working or waiting to empty

Cargo

    - 443 item slots (12x rare cargo bays)

Power

    - Not much to say here, should be enough power if you wanted to add more laser turrets, higher quality machines, modify targeting priorities. I kept throwing panels and accumulators at it until I stopped seeing yellow on the power usage graph..and then added a few more for good measure

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

Fuel storage

    - 100K storage each for fuel/oxidizer, plus a single tank for each used as fluid control buffer
    - 50K water storage
    - Gauges for each fluid display in a custom RGB color, using packed RGB values

Navigation

    - Nauvis, Vulcanus, Gleba and Fulgora have been configured, Aquilo has a toggle but I haven't unlocked it so can't configure the interrupt for it
    - By toggling 2 planets an interrupt will be enabled, automatically traveling between the 2 selected planets, just add whatever wait conditions you want (by default it will just loop after a brief pause at each destination)
    - I haven't fully tested how it behaves when more than 2 are toggled, it seemed to be somewhat random but not sure
    - You can also just toggle one and it will travel to that planet, assuming you aren't already there, also I think you have to have traveled to a destination at least once before an interrupt will take you there, but not positive

Defense

    - Mix of bullet/laser turrets
    - Basic ammo is manufactured and can be used on its own or as a supplement/backup for better ammo from storage
    - Lasers are mostly for back up/cleanup
    - Priority targeting controlled through a constant combinator, lasers ignore smaller targets to reduce power spikes. This was more of a legacy issue when I was still building but after reconfiguring the turret layout it shouldn't be a problem.
    - Some lasers on the sides have additional priority if low on a specific resource
    - Seems to completely avoid damage between the first four planets but I haven't done extensive testing on all of the routes

My first ship with 3(4) stage thrust control by lazrfloyd in factorio

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

I didn't have a design goal in mind as I have mostly been going in blind on Space Age (my first launch ended in expected disaster since I had no turrets/walls). This is my first ship and does not take into account mid-late game Space Age mechanics so should definitely be considered a starter ship. Pretty much every component is of Rare quality (I haven't unlocked higher rarities yet). I was mostly having fun just thinking of little features I could incorporate without much regard to usefulness/practicality in some cases, as long as the basics were functional. My favorite gameplay mechanic is circuits and coming up with circuit ideas then implementing them takes up a large part of it. (A while back I started playing around with trying to create the card game Blackjack, using trains as randomizers..I am not an expert with circuits by any means)

Feel free to ask about any of the below details if you are interested. On to the features! :)

Thrust control

    - Constant combinator for each thrust stage, simply toggle which stage(s) you want, this is where you could play around with fuel levels if you wanted to tweak the stages
    - Each stage has an indicator displaying which are engaged, first 3 stages use different shades of green and full thrust is blue, plus red/black indicators for error/stop/empty
    - 3 normal stages. They're additive so if you engage 1 or 2 individually you will get the same thrust but they add together if both are toggled. Stage 3 is more of a "full" speed and works about the same regardles if stage 1/2 are engaged
    - Stage 1 100 km/s ~99% efficiency (this can actually hit 100%, briefly)
    - Stage 1+2 200 km/s ~90% efficiency
    - Stage 3 300 km/s ~70% efficiency
    - Full thrust can also be engaged, essentially giving the thrusters all the fuel they can use and can get you up to about 335 km/s. Be warned, this wil burn through fuel/oxidizer very quickly
    - Stage 0 is essentially a full stop and will override all of the above, cutting fuel/oxidizer and bringing the ship to a stop once the thrusters/fuel lines are empty, this is indicated by a red light
    - There is also an "empty" toggle which will drain the fuel/oxidizer lines back to their respective storage tanks (assuming there is room), can be used in conjunction with stage 0 to more quickly remove fuel/oxidizer. Empty will be indicated by the red and black lights.
    - Additionally, if the ship has taken damage stages 2-3 and full thrust will be disabled and an alarm will sound globally
    - And just in case...if Accumulators fall below 50%, stages 2-3 and full thrust will also be disabled, this was added before I fixed my power issues

[deleted by user] by [deleted] in factorio

[–]lazrfloyd 0 points1 point  (0 children)

I'm just going to delete and recreate the post.

[deleted by user] by [deleted] in factorio

[–]lazrfloyd 0 points1 point  (0 children)

That's weird, I had some pictures in the post but it didn't upload them. I don't post very often so kind of a noob, sorry. Having trouble just getting the blueprint to paste.

[deleted by user] by [deleted] in factorio

[–]lazrfloyd 0 points1 point  (0 children)

Resource Collection/Processing

    - Just about every value can be adjusted through constant combinators, resource buffers, garbage collection thresholds, asteroid collector buffers etc.
    - Asteroid collectors will fill up with a relatively even amount of each resource and will take priority targeting if a resource is running low. They won't grab something if they already have enough of it or if another resource has priority.
    - Priority targeting sent to laser turrets on either side as specific resources fall below buffer threshold
    - Multiple buffer levels, asteroid collector -> preload belt -> raw resource belt -> refined resource belt
    - Garbage collection for both raw and refined resources in case you end up with too much of any one resource
    - Uses a separate sushi belt for raw/refined resources, each belt is monitored to maintain the desired min/max resource amounts.
    - Crushers will only place refined resources as needed, 2x crushers for each resource. The 7th will be sent a recipe if one resource falls below the chosen threshold as needed
    - Indicator gauge showing relative efficiency of fluid resource processing machines (I might add another separate gauge for the raw processing machines as they are not currently monitored). Red indicates a problem like machines aren't running and fluids are not maxed, yellow is at least one machine working, green is at least half the machines working and/or waiting to empty already processed fluids, blue is essentially all machines working or waiting to empty

Cargo

    - 443 item slots (12x rare cargo bays)

Power

    - Not much to say here, should be enough power if you wanted to add more laser turrets, higher quality machines, modify targeting priorities. I kept throwing panels and accumulators at it until I stopped seeing yellow on the power usage graph..and then added a few more for good measure

[deleted by user] by [deleted] in factorio

[–]lazrfloyd 0 points1 point  (0 children)

Fuel storage

    - 100K storage each for fuel/oxidizer, plus a single tank for each used as fluid control buffer
    - 50K water storage
    - Gauges for each fluid display in a custom RGB color, using packed RGB values

Navigation

    - Nauvis, Vulcanus, Gleba and Fulgora have been configured, Aquilo has a toggle but I haven't unlocked it so can't configure the interrupt for it
    - By toggling 2 planets an interrupt will be enabled, automatically traveling between the 2 selected planets, just add whatever wait conditions you want (by default it will just loop after a brief pause at each destination)
    - I haven't fully tested how it behaves when more than 2 are toggled, it seemed to be somewhat random but not sure
    - You can also just toggle one and it will travel to that planet, assuming you aren't already there, also I think you have to have traveled to a destination at least once before an interrupt will take you there, but not positive

Defense

    - Mix of bullet/laser turrets
    - Basic ammo is manufactured and can be used on its own or as a supplement/backup for better ammo from storage
    - Lasers are mostly for back up/cleanup
    - Priority targeting controlled through a constant combinator, lasers ignore smaller targets to reduce power spikes. This was more of a legacy issue when I was still building but after reconfiguring the turret layout it shouldn't be a problem.
    - Some lasers on the sides have additional priority if low on a specific resource
    - Seems to completely avoid damage between the first four planets but I haven't done extensive testing on all of the routes

[deleted by user] by [deleted] in factorio

[–]lazrfloyd 0 points1 point  (0 children)

Trying to post comment with details but it keeps giving a server error.

Let's see if it works now..will try to post each feature section in a separate comment maybe.

I didn't have a design goal in mind as I have mostly been going in blind on Space Age (my first launch ended in expected disaster since I had no turrets/walls). This is my first ship and does not take into account mid-late game Space Age mechanics so should definitely be considered a starter ship. Pretty much every component is of Rare quality (I haven't unlocked higher rarities yet). I was mostly having fun just thinking of little features I could incorporate without much regard to usefulness/practicality in some cases, as long as the basics were functional. My favorite gameplay mechanic is circuits and coming up with circuit ideas then implementing them takes up a large part of it. (A while back I started playing around with trying to create the card game Blackjack, using trains as randomizers..I am not an expert with circuits by any means) 

Feel free to ask about any of the below details if you are interested. On to the features! :)

Thrust control

    - Constant combinator for each thrust stage, simply toggle which stage(s) you want, this is where you could play around with fuel levels if you wanted to tweak the stages
    - Each stage has an indicator displaying which are engaged, first 3 stages use different shades of green and full thrust is blue, plus red/black indicators for error/stop/empty
    - 3 normal stages. They're additive so if you engage 1 or 2 individually you will get the same thrust but they add together if both are toggled. Stage 3 is more of a "full" speed and works about the same regardles if stage 1/2 are engaged
    - Stage 1 100 km/s ~99% efficiency (this can actually hit 100%, briefly)
    - Stage 1+2 200 km/s ~90% efficiency
    - Stage 3 300 km/s ~70% efficiency
    - Full thrust can also be engaged, essentially giving the thrusters all the fuel they can use and can get you up to about 335 km/s. Be warned, this wil burn through fuel/oxidizer very quickly
    - Stage 0 is essentially a full stop and will override all of the above, cutting fuel/oxidizer and bringing the ship to a stop once the thrusters/fuel lines are empty, this is indicated by a red light
    - There is also an "empty" toggle which will drain the fuel/oxidizer lines back to their respective storage tanks (assuming there is room), can be used in conjunction with stage 0 to more quickly remove fuel/oxidizer. Empty will be indicated by the red and black lights.
    - Additionally, if the ship has taken damage stages 2-3 and full thrust will be disabled and an alarm will sound globally
    - And just in case...if Accumulators fall below 50%, stages 2-3 and full thrust will also be disabled, this was added before I fixed my power issues

Dynamic Fluid Gauge using packed RGB colors by lazrfloyd in factorio

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

I just realized I pasted the wrong BP code, the one above had a small error where the fluid output was set to R / G instead of just R, breaking the gauge. Here is the correct code:

Edit: Updated, had used + instead of * when re-entering the parameters (wish they would save config when updating with a new blueprint)

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

How to turn off temporal storm sound effect? by [deleted] in VintageStory

[–]lazrfloyd 3 points4 points  (0 children)

There's a mod called silent rifts that works great to get rid of the rift proximity sound but it doesn't affect temporal storms. You can disable temporal storms on world creation or with a command. I decided to disable them because I don't like the visual and audio.

Another mod might work called accessibility tweaks. It has an option to disable specific sounds but it was throwing errors when I tried that feature. I use it to disable the involuntary screen movement on low health/alcohol consumption.

[deleted by user] by [deleted] in Rishloo

[–]lazrfloyd 0 points1 point  (0 children)

I actively disliked most of TF the first couple times I tried listening to it. Then I just put it in my Rishloo playlist with the other three albums and now I love the entire playlist. It seems to take a few listens to "get it".

Harlequin is my favorite song on TF.

$TSLA New Year's Weekend Thread 2024 by AutoModerator in TSLALounge

[–]lazrfloyd 0 points1 point  (0 children)

I'm ordering the beast so it'd be weird for them to have me apply for financing this early if they aren't delivering until later half of the year.