Factorio wiki

Factorio

2013.02.09 21:39 Factorio

Community-run subreddit for the game Factorio made by Wube Software.
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2021.05.20 17:36 coniferous-1 Factorio... in Space! Dedicated to the space exploration Mod of factorio

Dedicated to the factorio space exploration mod. Ask questions or just show off your space base.
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2014.10.30 17:25 charles15 Factorio Let's Plays

This subreddit has been decommissioned. Visit us at /Factorio.
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2023.03.25 07:27 goddess_steffi_graf If you "have to have a wiki open" while playing a game for the first time, then 99% chance that you're the problem, not the game design!!!!

this view that "I can't play without a wiki" is very common.. in communities of stardew valley, terraria and factorio. maybe other games that i don't know about too.
😓 people just can't relax and enjoy the game any more. they have to do everything most effectively, optimize everything, find every secret, ...
actually there's nothing wrong with optimizing and finding every secret... if you do it by yourself! but if you found every secret by looking it up on the wiki.. what did you accomplish lolol??? do you feel proud of yourself? 🤔
😥 sad when these people blame the developers for this.. like "how am i supposed to know X??". well, usually, just by exploring the world of the game.. then, there are also some things that you just aren't supposed to know!!
i think the game is more immersive if it says "this item makes you more lucky" rather than just "increases luck by 4.3%".
then there's also many youtube videos on "how to start game X the right way". 🥺. this is so sad omg. they are usually geared towards beginners, aand consist of "advice" like "always use X, throw away Y. it's been statistically calculated that using X you will generate 3.9% more profit", "when you reach level X, always choose this perk!!", etc.
another cringe is with fallout.. where people research every choice or even just every dialog option in advance using the wiki, and then make this choice/dialog according to this...
people are just.. totally scared of "failure" (not even failure - just not getting the max possible amount of xp and things like that).
submitted by goddess_steffi_graf to rant [link] [comments]


2023.03.19 17:35 NintendoSwitchMods r/NintendoSwitch Game of the Year 2022 Voting Results!

Hey there!
You nominated the games, and you voted for them, and now that the votes have been counted, it's time to see what you thought were the best games in 2022!

Section 1 - Gaming Together

  • Best Online Multiplayer Game
Rank Name Votes Percent
1 Splatoon 3 1011 59.5%
2 It Takes Two 273 16.1%
3 TMNT: Shredder’s Revenge 184 10.8%
4 Nintendo Switch Sports 144 8.5%
5 Kirby’s Dream Buffet 86 5.1%
Total - 1698 -
  • Best Local Multiplayer Game
Rank Name Votes Percent
1 It Takes Two 699 43.0%
2 TMNT: Shredder’s Revenge 371 22.8%
3 Portal Companion Collection 337 20.8%
4 Kirby's Dream Buffet 217 13.4%
Total - 1624 -
  • Best Family Game
Rank Name Votes Percent
1 Kirby and the Forgotten Land 943 55.3%
2 Nintendo Switch Sports 458 26.9%
3 Lego Star Wars: The Skywalker Saga 304 17.8%
Total - 1705 -

Section 2 - Categories by Genre

  • Best Strategy Game
Rank Name Votes Percent
1 Mario + Rabbids: Sparks of Hope 621 43.1%
2 Triangle Strategy 508 35.3%
3 Tactics Ogre Reborn 162 11.2%
4 Chained Echoes 112 7.8%
5 Floppy Knights 38 2.6%
Total - 1441 -
  • Best Role Playing Game (RPG)
Rank Name Votes Percent
1 Xenoblade Chronicles 3 572 33.3%
2 Persona 5 Royal 442 25.7%
3 Pokémon Legends: Arceus 351 20.4%
4 Pokémon Scarlet and Violet 187 10.9%
5 Live A Live 86 5.0%
6 Triangle Strategy 79 4.6%
Total - 1717 -
  • Best Adventure Game
Rank Name Votes Percent
1 Pokémon Legends: Arceus 972 59.3%
2 Tunic 424 25.9%
3 Return to Monkey Island 159 9.7%
4 Harvestella 83 5.1%
Total - 1638 -
  • Best Action Game
Rank Name Votes Percent
1 Splatoon 3 440 27.2%
2 Bayonetta 3 405 25.1%
3 Fire Emblem Warriors: Three Hopes 242 15.0%
4 Neon White 215 13.3%
5 TMNT: Shredder's Revenge 199 12.3%
6 SIFU 115 7.1%
Total - 1616 -
  • Best Fighting Game
Rank Name Votes Percent
1 TMNT: Shredder's Revenge 713 55.6%
2 Capcom Fighting Collection 291 22.7%
3 River City Girls 2 204 15.9%
4 Them's Fightin' Herds 75 5.8%
Total - 1283 -
  • Best Sports / Racing Game
Rank Name Votes Percent
1 Nintendo Switch Sports 566 39.4%
2 Kirby’s Dream Buffet 270 18.8%
3 Mario Strikers: Battle League 242 16.8%
4 OlliOllie World 206 14.3%
5 Cursed to Golf 89 6.2%
6 MLB The Show 20 65 4.5%
Total - 1438 -
  • Best Horror Game
Rank Name Votes Percent
1 Inscryption 571 47.1%
2 Digimon Survive 309 25.5%
3 Signalis 243 20.0%
4 Saturnalia 89 7.3%
Total - 1212 -
  • Best Platformer Game
Rank Name Votes Percent
1 Kirby and the Forgotten Land 920 57.9%
2 Sonic Frontiers 206 13.0%
3 Neon White 180 11.3%
4 Rogue Legacy 2 128 8.1%
5 Shovel Knight Dig 119 7.5%
6 Tinykin 35 2.2%
Total - 1588 -
  • Best Puzzle Game
Rank Name Votes Percent
1 Portal Companion Collection 844 61.5%
2 Return to Monkey Island 269 19.6%
3 Dorf Romantik 123 9.0%
4 A Little to the Left 90 6.6%
5 ElecHead 47 3.4%
Total - 1373 -
  • Best Music / Rhythm Game
Rank Name Votes Percent
1 Taiko no Tatsujin: Rhythm Festival 562 51.4%
2 Melatonin 216 19.7%
3 Soundfall 174 15.9%
4 The Artful Escape 142 13.0%
Total - 1094 -
  • Best Visual Novel
Rank Name Votes Percent
1 13 Sentinels: Aegis Rim 434 37.7%
2 Digimon Survive 264 22.9%
3 AI: THE SOMNIUM FILES – nirvanA Initiative 239 20.8%
4 Aviary Attorney 116 10.1%
5 I was a Teenage Exocolonist 98 8.5%
Total - 1151 -
  • Best Simulation Game
Rank Name Votes Percent
1 No Man's Sky 633 47.3%
2 Factorio 431 32.2%
3 Harvestella 219 16.4%
4 Needy Streamer Overload 54 4.0%
Total - 1337 -

Section 3 - Categories by Qualities

  • Best Soundtrack
Rank Name Votes Percent
1 Xenoblade Chronicles 3 462 29.2%
2 Persona 5 Royal 443 28.0%
3 Kirby and the Forgotten Land 345 21.8%
4 Nier: Automata 243 15.4%
5 Triangle Strategy 44 2.8%
5 Live A Live 44 2.8%
Total - 1581 -
  • Best Art Direction
Rank Name Votes Percent
1 Xenoblade Chronicles 3 571 36.3%
2 Kirby and the Forgotten Land 525 33.4%
3 Tunic 342 21.8%
4 Signalis 68 4.3%
5 Atelier Sophie 2: The Alchemist of the Mysterious Dream 65 4.1%
Total - 1571 -
  • Best Narrative
Rank Name Votes Percent
1 Xenoblade Chronicles 3 603 41.7%
2 The Stanley Parable: Ultra Deluxe Edition 422 29.2%
3 13 Sentinels: Aegis Rim 200 13.8%
4 Triangle Strategy 153 10.6%
5 Chained Echoes 67 4.6%
Total - 1445 -
  • Best Game Direction
Rank Name Votes Percent
1 Xenoblade Chronicles 3 480 30.3%
2 Kirby and the Forgotten Land 451 28.5%
3 Pokémon Scarlet/Violet 249 15.7%
4 Inscryption 235 14.8%
5 Neon White 142 9.0%
6 Tinykin 26 1.6%
Total - 1583 -
  • Best Technical Achievement
Rank Name Votes Percent
1 Xenoblade Chronicles 3 620 41.2%
2 No Man’s Sky 396 26.3%
3 Nier: Automata 346 23.0%
4 Bayonetta 3 144 9.6%
Total - 1506 -
  • Best Voice Acting
Rank Name Votes Percent
1 Xenoblade Chronicles 3 595 40.2%
2 Portal 2 553 37.4%
3 Fire Emblem Warriors: Three Hopes 186 12.6%
4 Triangle Strategy 101 6.8%
5 Neon White 45 3.0%
Total - 1480 -

Section 4 - Release Categories

  • Best Re-Release / Re-master
Rank Name Votes Percent
1 Persona 5 Royal 527 33.0%
2 Portal Companion Collection 376 23.6%
3 Nier: Automata 249 15.6%
4 Stanley Parable Ultra Deluxe 177 11.1%
5 Live A Live 171 10.7%
6 Tactics Ogre Reborn 96 6.0%
Total - 1596 -
  • Nintendo Switch Exclusive Game
Rank Name Votes Percent
1 Xenoblade Chronicles 3 491 28.3%
2 Pokémon Legends: Arceus 423 24.4%
3 Kirby and the Forgotten Land 403 23.2%
4 Splatoon 3 287 16.5%
5 Mario + Rabbids: Sparks of Hope 79 4.5%
6 Fire Emblem Warriors: Three Hopes 54 3.1%
Total - 1737 -
  • Best Non-Switch Game
Rank Name Votes Percent
1 Elden Ring 867 56.3%
2 Stray 259 16.8%
3 God of War Ragnarok 258 16.8%
4 Horizon Forbidden West 123 8.0%
5 Pentiment 32 2.1%
Total - 1539 -
  • Best DLC
Rank Name Votes Percent
1 Mario Kart 8 Deluxe - Booster Course Pass 731 45.4%
2 Cuphead: The Delicious Last Course 369 22.9%
3 Monster Hunter Rise: Sunbreak 326 20.3%
4 Xenoblade Chronicles 3 Expansion Pass 183 11.4%
Total - 1609 -
  • Best Ongoing Game
Rank Name Votes Percent
1 Mario Kart 8 Deluxe 769 45.4%
2 Dead Cells 381 22.5%
3 Monster Hunter Rise: Sunbreak 259 15.3%
4 No Man's Sky 175 10.3%
5 Fortnite 92 5.4%
6 Snowrunner 16 0.9%
Total - 1692 -
  • Best Indie Game
Rank Name Votes Percent
1 Cult of the Lamb 425 29.2%
2 Tunic 350 24.0%
3 Inscryption 241 16.5%
4 Neon White 214 14.7%
5 Chained Echoes 167 11.5%
6 Lil Gator Game 60 4.1%
Total - 1457 -
  • Best Free-to-Play Game
Rank Name Votes Percent
1 Fall Guys 921 69.4%
2 Overwatch 2 285 21.5%
3 Guardian Tales 122 9.2%
Total - 1328 -

Section 5 - Final Section

  • Developer of the Year
Rank Name Votes Percent
1 Monolith Soft 711 54.4%
2 Platinum 308 23.6%
3 Ubisoft Milan 147 11.3%
4 Ben Esposito 83 6.4%
5 Matthias Linda 57 4.4%
Total - 1306 -
  • 3rd Party Publisher of the Year
Rank Name Votes Percent
1 Square Enix 583 39.5%
2 Atlus 421 28.5%
3 Devolver Digital 316 21.4%
4 Annapurna Interactive 155 10.5%
Total - 1475 -
  • Nintendo Switch Game of the Year
Rank Name Votes Percent
1 Xenoblade Chronicles 3 532 31.5%
2 Kirby and the Forgotten Land 486 28.7%
3 Pokémon Legends: Arceus 444 26.3%
4 Triangle Strategy 91 5.4%
4 Neon White 91 5.4%
6 Chained Echoes 47 2.8%
Total - 1691 -
That's it! You can also find this list on our wiki at https://www.reddit.com/NintendoSwitch/wiki/bestof/2022
Congratulations to all the winners, and we are open to feedback to make this run smoother in the future.
On a related note, one of the suggestions we have been pondering has been to run a series of posts for Best Games across all years - what categories would you like to see in such a series of posts, whether from the above categories or not?
submitted by NintendoSwitchMods to NintendoSwitch [link] [comments]


2023.03.15 22:05 GavrielBA Circuit Networks: How to make inserter send specified ratios of different resources?

Like, for example, unload iron and copper at 3:1 ratio.
I read this: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Memory_Cell_Design
And, thanks to that, I did learn how to make a memory cell. But I can't figure yet how to "clear" the memory cell (e.g. bring it back to 0).
Thanks!
submitted by GavrielBA to factorio [link] [comments]


2023.03.15 21:02 Mr-Doubtful Trying to destroy all visible biters/bases on a server but console command errors

So I'm trying to use the following console command/code from the wiki on a multiplayer server (hosted on GTXGaming if that's relevant). Space Exploration modded server.
/c local surface=game.player.surface
for key, entity in
pairs(surface.find_entities_filtered({force="enemy"}))
do entity.destroy()
end
source: https://wiki.factorio.com/Console#Kill_all_enemies
But I'm running into several errors, first of all: attempt to index field 'player' a nill value
Some googling led me to this being because 'player' has been replaced by 'character' but if I try to run that command I get the following error:
LuaGameScript doesn't contain key character
So I'm kinda lost on how to proceed :D
Any help greatly appreciated!
PS: to be clear my goal is to destroy all visible biters/bases if the only other option is wiping the entire map I'd prefer peaceful mode.
submitted by Mr-Doubtful to factorio [link] [comments]


2023.03.15 11:09 Chassx2 World of Isandor is seeking new players and DM's for our PW


https://preview.redd.it/595raea5jvna1.png?width=1024&format=png&auto=webp&s=ecaf743c3ab5044c15f2646fb6e1113d6cfe1b45
World of Isandor - Kingdoms is searching for new players to join our very unique one-of-a-kind server that offers a LOT of features.
We are looking for new players to join our world as well as seeking DM's who are player oriented in the terms of providing the individual experience of 1 on 1 sessions with players or small groups. Our players are more keen to 'Events' Rather than 'Quests'. Quests usually involve doing one thing or another to gain or loose something. Events on the other hand are things that happen. Lightning strikes in the rain. Goblins decided to setup a camp or want to trade. Events are open ended and can affect the roleplay in any given direction based on how the players roleplay it.

The world starts you out on your own instance of a island you can pick from as it'll be your own island to build structures. Maintain your people and more. Much like a civilization type game. Its low on resources so you'll be sailing with our own ship system to the mainland where all of the other players meet and roleplay. Diplomacy, Trade and more is the goal. Make friends. Enemies and more with player and NPC factions that affect the mainland or your island.
We will be making a trailer very soon to show off some of our features.
You can find our Socials here:
Web: https://www.wildcardstudios.org/worldofisandohomepage/
Discord: https://discord.gg/V3b2SGTGDa
Our main website has a WIKI that has all of our game features including tutorials. Video tutorials and more.
Wiki: https://www.wildcardstudios.org/worldofisandoworld-of-isandor-wiki/
The Video Articles show you how to play on our world as well. Check them out!
The Master Articles also explain some core systems and link to other wiki articles.
Old Post with more details

Most include

https://preview.redd.it/rr8izwxyjvna1.png?width=433&format=png&auto=webp&s=51014b7204632450f83c70bc6bcb37923ef0d925
https://preview.redd.it/k2j34qyzjvna1.png?width=392&format=png&auto=webp&s=d16a8286a6045bad550a38b18f7fa950132880f8
https://preview.redd.it/po3uww51kvna1.png?width=432&format=png&auto=webp&s=f6fff770538d50dadbdc72a8a2feb593a44bfcee
https://preview.redd.it/rvs2qly6kvna1.png?width=423&format=png&auto=webp&s=da7002e6ca0fea7bf75cc73b598b47b695036930

https://preview.redd.it/19a2i9y5kvna1.png?width=402&format=png&auto=webp&s=aea9645b5e7f05771f14cdfadebe6b2c4d1d7fa6
submitted by Chassx2 to neverwinternights [link] [comments]


2023.03.13 04:40 RaiseOpen5247 What are these blueprint logic combinators for?

What are these blueprint logic combinators for?

https://preview.redd.it/v95flaw74dna1.png?width=869&format=png&auto=webp&s=8a1b1d9dca181170f23504ff857079d28ee258c9
The factorio wiki's constant combinator page says:
The constant combinator is part of the circuit network and one of three types of combinators available in the game (the other two being the arithmetic combinator and decider combinator). It constantly outputs the selected signal(s) to all connected wire networks without the need for a specific input, and can be turned on/off in the GUI manually. Most common uses include testing of composed circuitry or changing some user-defined settings by broadcasting a kind of a switching signal.
Still I didn't understand what are these for.
submitted by RaiseOpen5247 to factorio [link] [comments]


2023.03.11 23:26 in_the_limit Guidelines for modules in nullius?

I'm about 30 hours into a nullius game (many thanks for the words of encoragement in this post!), and finally have some choices to make about modules. The modules seem to match vanilla's pretty closely: https://wiki.factorio.com/Module#Productivity_module. But, I am struggling a bit to understand when I might use a Yield module where I could instead use a Speed or Haste module (actually deciding between those two is a bit tricky, too). I never made much with modules in the vanilla game, so I'm not really familiar with the reasoning or math here. Using the factory planner is helpful, but always seems to suggest that my best bet is speed modules if I want to use fewer machines overall (which makes sense, but is somewhat counterintuitive with Yield's effect on slow recipes).
Are there any guidelines I could follow about what modules to use when in Nullius?
submitted by in_the_limit to factorio [link] [comments]


2023.03.11 09:52 duskwuff Blueprint JSON schema?

Is there a complete JSON schema for Factorio blueprints available anywhere? The one on the wiki is outdated and incomplete -- it's missing a bunch of newer fields like snap-to-grid, and doesn't have anything at all about upgrade or deconstruction planners (which can appear within blueprint books).
submitted by duskwuff to technicalfactorio [link] [comments]


2023.03.05 22:48 Hell_Diguner Combinators are Hard

Factorio could really use a set of scenarios / advanced tutorials / challenges that show how combinators work and what kind of things can be built with them.
I realize this is a pretty daunting. It's basically asking for a crash course in digital electronics. How to build logic gates, latches and clocks, and then how to construct more and more complex (and actually useful) things from them.
It also doesn't help that Factorio has no vanilla means to create abstraction. I feel like the vanilla game could really use a configurable logic block entity that can be used to abstract away the details of things we create with combinators (eg: latches, multiplexers, shift registers).
submitted by Hell_Diguner to factorio [link] [comments]


2023.03.05 17:35 Itsthejoker Adding hysteresis to your circuit network

I recently ran into an issue where I needed to add hysteresis behavior to a power switch in my factory so that I could turn off power-heavy parts when the power grid was suffering. I initially set it up as a simple accumulator > power switch check, then watched in horror as it flipped 30 times a second and destroyed my power availability charts.
After finding this multi-value memory cell design with no documentation online, I reversed it and expanded it to be a little more general for this type of work by adding a timer and making usage a little clearer.
This blueprint book contains two blueprints:

10 second memory latch

This blueprint takes in any values from the input side, snapshots them, and sends the snapshot to the output side for 10 seconds before taking another snapshot. Useful for controlling pumps, switches, or anything else that is connected to a rapidly-changing value.

Automatic Power Switch

Uses a slightly rearranged version of the above to integrate with an accumulator and a power switch so that the power grid availability will be sampled every 10 seconds and toggle the power switch when the accumulator power drops below 70% by default. This can be adjusted by just changing the value on the power switch itself.
If you want to adjust the timer on both blueprints, find the decider combinator by the substation that lists A < 600. Modify it to whatever your new value should be (number of seconds * 60). Then adjust the decider combinator near it (the only decider combinator that outputs the information signal) to be your number - 20. For example, to set it to five seconds instead of ten, your first value would be 300 and the second value would be 280.
I hope this is as helpful to you as it is to me!
Screenshot: https://i.imgur.com/7bKEkQG.png Blueprint download: https://factorioprints.com/view/-NPm_V3nfwzeX3_qjTDP
submitted by Itsthejoker to factorio [link] [comments]


2023.02.28 18:15 JLHawkins Latch Logic Chest

Latch Logic Chest
I wanted a logic chest that did the following:
  1. Operate in a disabled state by default, and monitor the numbeamount of items on hand.
  2. When the number of items dropped below a configurable threshold, enable the request chest with a configurable request.
  3. Once the numbeamount of items on hand rose above a configurable threshold, disable the request chest.
I chose to solve this using what is called a RS latch; R stands for Reset and S stands for Set. Think of it as a way to say, "switch on when buffer is low, and switch off after buffer is restored". This is different than the standard on/off logic of something like, "switch on when below 300" because item number 300 would set the switch back to off. This is maddening to me because you'll forever have a small number of bots going from source to destination brining just the meager amounts of ingredients needed to switch the logic back to off. My use case allows for something like, "switch on when below 100 and stay on until at 500" - then a massive bot swarm solves the problem quickly before everything calms down until the low threshold is hit again.
I am very new to circuits so this might be old hat to many. For those new or newer to circuits, hopefully this is both useful and informative. This solution can be deployed in a number of scenarios:
  • Monitor electricity via an accumulator and turn on a secondary power plant when needed.
    • This is where I learned the basics of how to build my solution.
  • Monitor ingredients on a belt and dump more items on that belt when needed.
  • Fun status lights that show when attention is needed and that stay on until the problem is fixed and a buffer is restored.
I wanted to credit this thread where the exact problem I was solving for is brought up and discussed, however a solution is not provided. I picked up where they left off and documented the process. Standing on the shoulders of giants.

Latch Logic Chest

Imgur library of these images: https://imgur.com/a/GJ5VWas

Latch Logic Chest - Overview

Latch Logic Chest - Logic

Latch Logic Chest - Wiring
Here is how to configure each of the decider combinators from left to right, as well as the lamp and the constant combinator.
NOTE: The requester chest also requires a single setting change, which isn't included as a screenshot because I wanted to encourage reading and thus understanding this RS latch concept. :)

Latch Logic Chest - 1 This is the number that will set (ENABLE) the switch.

Latch Logic Chest - 2 This is the number that will reset (DISABLE) the switch.

Latch Logic Chest - 3

Latch Logic Chest - 4

Latch Logic Chest - 5 This lamp is optional and serves only to let you know that the switch is in the set state. You can omit it entirely if you wish.

Latch Logic Chest - 6 This is what you want the requester chest to ask for when it is enabled. You can add as many items and as many of each item as you want here.
Now to turn it all on just set the requester chest to set requests instead of the default of read contents.
I hope this proves useful and I look forward to hearing how others put this to use in their designs.
submitted by JLHawkins to factorio [link] [comments]


2023.02.28 00:26 AnonymousRandPerson Belt transport system

 { "id": 0, "name": "Belt transport system", "description": "The belt transport system is a core mechanic in the game Factorio. There are three in-game belt types: transport belt (yellow), fast transport belt (red), express transport belt (blue).", "links": { "website": [ "https://wiki.factorio.com/Belt_transport_system" ], "subreddit": [ "factorio" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 160-164": [ [ 255, 547 ], [ 251, 550 ], [ 249, 553 ], [ 249, 562 ], [ 251, 565 ], [ 255, 568 ], [ 312, 568 ], [ 312, 562 ], [ 256, 562 ], [ 255, 561 ], [ 255, 554 ], [ 256, 553 ], [ 329, 553 ], [ 329, 550 ], [ 326, 547 ] ], "143-159": [ [ 255, 547 ], [ 251, 550 ], [ 249, 553 ], [ 249, 562 ], [ 251, 565 ], [ 255, 568 ], [ 322, 568 ], [ 322, 562 ], [ 256, 562 ], [ 255, 561 ], [ 255, 554 ], [ 256, 553 ], [ 322, 553 ], [ 322, 547 ] ], "6-142": [ [ 255, 547 ], [ 251, 550 ], [ 249, 553 ], [ 249, 562 ], [ 251, 565 ], [ 255, 568 ], [ 330, 568 ], [ 330, 562 ], [ 256, 562 ], [ 255, 561 ], [ 255, 554 ], [ 256, 553 ], [ 330, 553 ], [ 330, 547 ] ] }, "center": { "T:0-1, 160-164": [ 284, 550 ], "143-159": [ 286, 565 ], "6-142": [ 288, 565 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.28 00:23 AnonymousRandPerson Underground belt

{ "id": 0, "name": "Underground belt", "description": "An underground belt is a part of the belt transport system in Factorio that allows belt systems to go underground.", "links": { "website": [ "https://wiki.factorio.com/Underground_belt" ], "subreddit": [ "factorio" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 160-164": [ [ 312, 560 ], [ 312, 568 ], [ 319, 568 ], [ 319, 563 ], [ 317, 561 ], [ 315, 560 ] ], "152-159": [ [ 322, 547 ], [ 322, 553 ], [ 329, 553 ], [ 329, 563 ], [ 327, 561 ], [ 325, 560 ], [ 322, 560 ], [ 322, 568 ], [ 329, 568 ], [ 329, 547 ] ], "143-151": [ [ 322, 560 ], [ 322, 568 ], [ 329, 568 ], [ 329, 563 ], [ 327, 561 ], [ 325, 560 ] ] }, "center": { "T:0-1, 160-164": [ 315, 564 ], "152-159": [ 326, 565 ], "143-151": [ 325, 564 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.25 23:34 Jubei_ Internal Item list similar to what's on the vanilla wiki?

I was wondering if there is a handy item list with the internal names for the mod Space Exploration.
The base game has one here: https://wiki.factorio.com/Data.raw
I want to cheat in some items for testing without having to resort to a creative mod or the clunky editor (as I need a bunch).
Thanks!
submitted by Jubei_ to factorio [link] [comments]


2023.02.23 15:36 VertWheeler35 starulebound my beloved :(

starulebound my beloved :( submitted by VertWheeler35 to 196 [link] [comments]


2023.02.19 22:32 AnonymousRandPerson Factorio-Romania heart

{ "id": 0, "name": "Factorio-Romania heart", "description": "A heart with the colors of the Factorio logo and the flag of Romania.", "links": { "website": [ "https://factorio.com/", "https://en.wikipedia.org/wiki/Romania" ], "subreddit": [ "factorio", "Romania" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 123-148": [ [ 1547, 553 ], [ 1544, 556 ], [ 1544, 558 ], [ 1549, 563 ], [ 1554, 558 ], [ 1554, 556 ], [ 1551, 553 ] ] }, "center": { "T:0-1, 123-148": [ 1549, 557 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.19 22:28 AnonymousRandPerson Laser turret

{ "id": 0, "name": "Laser turret", "description": "A laser turret is a building in Factorio used for defense.", "links": { "website": [ "https://wiki.factorio.com/Laser_turret" ], "subreddit": [ "factorio" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 99-159": [ [ 1559, 553 ], [ 1558, 554 ], [ 1556, 554 ], [ 1556, 556 ], [ 1557, 556 ], [ 1557, 562 ], [ 1565, 562 ], [ 1565, 558 ], [ 1566, 557 ], [ 1566, 554 ], [ 1564, 554 ], [ 1564, 553 ] ] }, "center": { "T:0-1, 99-159": [ 1561, 558 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.19 22:26 AnonymousRandPerson Splitters

{ "id": 0, "name": "Splitters", "description": "A splitter is a part of the belt transport system in Factorio that splits a belt in two.", "links": { "website": [ "https://wiki.factorio.com/Splitter" ], "subreddit": [ "factorio" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 73-156": [ [ 1489, 543 ], [ 1489, 553 ], [ 1492, 553 ], [ 1494, 551 ], [ 1494, 549 ], [ 1493, 548 ], [ 1494, 547 ], [ 1494, 545 ], [ 1492, 543 ], [ 1612, 543 ], [ 1612, 553 ], [ 1615, 553 ], [ 1617, 551 ], [ 1617, 545 ], [ 1615, 543 ] ], "157-159": [ [ 1612, 543 ], [ 1612, 553 ], [ 1615, 553 ], [ 1617, 551 ], [ 1617, 549 ], [ 1616, 548 ], [ 1617, 547 ], [ 1617, 545 ], [ 1615, 543 ] ] }, "center": { "T:0-1, 73-156": [ 1614, 546 ], "157-159": [ 1614, 550 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.19 22:16 AnonymousRandPerson Underground belts

 { "id": 0, "name": "Underground belts", "description": "Underground belts are parts of the belt transport system in Factorio that allows belt systems to go underground.", "links": { "website": [ "https://wiki.factorio.com/Underground_belt" ], "subreddit": [ "factorio" ], "discord": [ "factorio" ] }, "path": { "T:0-1, 148-156": [ [ 1486, 545 ], [ 1482, 547 ], [ 1482, 553 ], [ 1549, 553 ], [ 1549, 568 ], [ 1556, 568 ], [ 1556, 560 ], [ 1553, 560 ], [ 1549, 562 ], [ 1549, 553 ], [ 1489, 553 ], [ 1489, 545 ] ], "141-147": [ [ 1553, 560 ], [ 1549, 562 ], [ 1549, 568 ], [ 1556, 568 ], [ 1556, 560 ] ], "130-134": [ [ 1485, 546 ], [ 1483, 548 ], [ 1483, 553 ], [ 1489, 553 ], [ 1489, 546 ] ], "105-110": [ [ 1559, 561 ], [ 1557, 563 ], [ 1557, 568 ], [ 1563, 568 ], [ 1563, 561 ] ], "96-104": [ [ 1477, 526 ], [ 1474, 529 ], [ 1474, 533 ], [ 1482, 533 ], [ 1482, 553 ], [ 1557, 553 ], [ 1557, 568 ], [ 1563, 568 ], [ 1563, 561 ], [ 1560, 561 ], [ 1557, 564 ], [ 1557, 553 ], [ 1489, 553 ], [ 1489, 546 ], [ 1482, 546 ], [ 1482, 533 ], [ 1481, 533 ], [ 1481, 526 ] ], "91-95": [ [ 1477, 526 ], [ 1474, 529 ], [ 1474, 533 ], [ 1482, 533 ], [ 1482, 553 ], [ 1549, 553 ], [ 1549, 568 ], [ 1555, 568 ], [ 1555, 561 ], [ 1551, 561 ], [ 1549, 563 ], [ 1549, 553 ], [ 1489, 553 ], [ 1489, 546 ], [ 1485, 546 ], [ 1482, 549 ], [ 1482, 526 ] ], "81-90": [ [ 1477, 526 ], [ 1474, 529 ], [ 1474, 533 ], [ 1482, 533 ], [ 1482, 553 ], [ 1489, 553 ], [ 1489, 546 ], [ 1486, 546 ], [ 1482, 549 ], [ 1482, 533 ], [ 1481, 533 ], [ 1481, 526 ] ], "74-80": [ [ 1486, 547 ], [ 1483, 550 ], [ 1483, 553 ], [ 1489, 553 ], [ 1489, 547 ] ] }, "center": { "T:0-1, 148-156": [ 1552, 564 ], "141-147": [ 1553, 564 ], "130-134": [ 1486, 550 ], "105-110": [ 1560, 565 ], "96-104": [ 1485, 549 ], "91-95": [ 1478, 530 ], "81-90": [ 1478, 530 ], "74-80": [ 1486, 550 ] } } 
submitted by AnonymousRandPerson to placeAtlas2 [link] [comments]


2023.02.19 13:59 Kensaiwizard 10 Awesome Factorio Missions! Did you know?

10 Awesome Factorio Missions! Did you know? submitted by Kensaiwizard to factorio [link] [comments]


2023.02.18 21:03 tomster10010 algorithm for finding shortest non-overlapping paths between multiple sources and destinations

preface: this is for a factorio mod, not for homework.

Technical question

I'm pretty sure this is NP-hard, but does anyone have any thoughts on how to find the mutually cheapest path from two (or more) sources to their specific targets - s1 to t1 and s2 to t2 (etc up to n) where a given node can only be on one path.
I originally was looking at stuff like A, but now I think that the problem generalizes to the minimum cost flow problem, with every edge has a capacity of 1 (and varying costs b/c of game details). I think I can set up the problem by creating one source *s0 with edges to each si and one target t0 with edges from each ti, and looking to find a flow of n from s0 to t0. Does this make sense?
Which algorithm would be best for this problem? I don't really know which algorithm is most efficient for this problem in general (https://en.wikipedia.org/wiki/Network_simplex_algorithm?), and I know my specific use case would have massively more nodes and edges than in the solution. Would that mean that a different minimum flow algorithm or pathfinding algorithm is better?
Because of game details, some nodes change in circumstances (see the

Factorio details

Factorio is a game on a cartesian coordinate grid. It uses conveyor belts to move items from place to place, in any of four directions. These conveyor belts take up space, and two conveyor belts can't sit in the same spot. Factorio has undergound belts, that attach to conveyor belts and travel below the ground for up to a certain distance in a straight line. Underground belts are more expensive (and look less nice), so we try to avoid them when possible (but only if it's not better than normal belts).
Normal belt (S=source, B=belt, U=underground belt start/end, T=target, W=wall or obstruction):
.SBBBB.. .....B.. .....B.. .....BT. 
Underground belt
.SBU.WUB.. .....WBB. .....WB.. ... .WBT. 
I think this can be graph G=(V,E) where each node is a coordinate on the graph that doesn't already have a building in it, and each node has edges that can be reached by a single belt or underground belt. One complication is that an underground belt can't turn on the same tile it comes out - it has to continue forward for at least one tile. I think this could be incorporated into the graph, but I'm not sure how.
The mod BeltRouter (https://mods.factorio.com/mod/BeltRouter) will automatically route conveyor belts for you, using the shortest path. It even allows you to do multiple belts at once! However, it does these one at a time, so the first path can get in the way of the second path. I'm looking for ideas on how to solve this.
Thank you! Happy to clarify anything, I appreciate any insight into this.
As a side note, does anyone know of an easy way to visualize shortest path algorithms that lets you use a custom algorithm, preferably in Python?
submitted by tomster10010 to computerscience [link] [comments]


2023.02.18 17:38 gumOnShoe Focus miner output to empty station

Focus miner output to empty station
I finally figured out circuits, so this is a small accomplishment, but its my first circuit design that does anything remotely logical. Only thing "complicated" in my saves prior to this would be the RS switch, and I got that from wikis.
I had a remote station that that was often accruing enough goods for 1-3 trains when demanded. And I had enough demand that would peak at about three trains but often only needed 1 train worth of goods. If I split all output equally to the 3 stations, it would mean there could be a long time between loads being ready and it could also mean some stations were grabbing too much. I wanted to rotate output since there was only a belts worth going into the buffer, but couldn't find a blueprint for that kind of circuit.
Each station has a power of 2 red code to uniquely identify it & turns that red channel on when they exceed the minimum threshold. Then if the input belt is turned on for a stopped station, a pulser increments the yellow channel memory cell. 2 to the power of yellow yields the new green value, which turns on the appropriate belt. If all belts have reached their stop condition, it doesn't halt, it just rotates until it finds a station that has fallen below its needs. That full rotation is basically a return to default behavior.
Circuits are weird, I'll be avoiding them now that I know how they work. I easily spent 10 hours just trying to figure this out when I could have just found another ore patch and tapped it. But, it bothered me so it exists and now I'm sharing.
For folks not familiar with the modded components: Screenshot has mods, but you don't have to play with them. The red/blue boxes are basically continuous input/output without the need for inserters, they pull or push a full belt in or out of something. The gray boxes are just big storage containers. The stations are LTN stations, which just means they only provide ore when there's a station requesting ore. Think micro services for factorio.
1 belt into warehouse from miners, 3 out to stations with rotation to an empty station. The station with the train was recently halted and output is directed to light blue.
Simplified, circuit only blueprint: works fine for vanilla. No rails/stations/storage. https://factorioprints.com/view/-NO_KpMGbcgOGtl3DgHr
submitted by gumOnShoe to factorio [link] [comments]