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Author Topic: factorio  (Read 18153 times)

vh

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Re: factorio
« Reply #30 on: August 16, 2020, 05:28:16 PM »

Darvince

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Re: factorio
« Reply #31 on: August 16, 2020, 07:01:06 PM »
what the spider is that i thought this was a supply chain simulator

vh

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Re: factorio
« Reply #32 on: August 16, 2020, 07:40:39 PM »
the spider is mainly a great addition because

1. it doesn't get run over by trains, therefore building out more bigly supply chains with bigly trains is easier
2. it can walk over factory-buildings with it's long legs, instead of getting stuck on them, enabling me to build even denser more compact factories
3. you can control it and use it to build things via remote control
4. you can use it to blow up things in the way of expanding your supply chain

vh

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Re: factorio
« Reply #33 on: August 22, 2020, 06:34:26 PM »


factoria (female)

vh

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Re: factorio
« Reply #34 on: August 25, 2020, 10:10:51 PM »
Bigly factorio progress -- i start up the preprocessing block of the factory for the first time





other than a few small errors i fixed, it worked flawlessly beyond all my dreams (kind of like your massive piece of code working on the first try with just some syntax errors).

the number of trains coming in and out was actually pretty scary, currently sitting at -- but i did the math, and we should be able to squeak by with just two lanes

Quote
the number of trains i need is making me reconsider life
i need to deliver roughly 4500 items/second, or about 100 blue belts worth, or a fully loaded 2-locomotive, 6-wagon train every ~2.5 seconds
the max speed of a train is 300 km/h, or about 80 m/s, although much lower when it's accelerating
this means the average distance between trains at full speed is only 80*2.5 = 200 tiles
and each train itself is 8*7-1 = 55 tiles long itself
so the entire length of my rail network will basically be 1/4th train at any given time
maybe i should just make it Solid Train
ok but at least in theory, this means my two-track strategy still seems pretty viable
definitely brushing up against the limits of viability though

vh

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Re: factorio
« Reply #35 on: August 25, 2020, 10:16:05 PM »
another consideration to make: how many trains do i need on the network?

my most in-demand station requires roughly 1200 items/s, or 1 train per 10 seconds.
my most distant mining outpost is ~16km away, which at top speed is roughly 200 seconds. add on a few more seconds for unloading and loading, waiting at intersections, and the round trip should be roughly 500 seconds

therefore as a worst-case analysis, if i want a train every 10 seconds, i need at any given time 50 trains in transit between these two stations!! that's really insane and i have no clue how the hell i'm going to pull it off (i mean i currently only have 10 waiting spots set up, with room for perhaps 10 more...)
« Last Edit: August 25, 2020, 10:22:51 PM by vh »

vh

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Re: factorio
« Reply #36 on: October 04, 2020, 07:30:29 AM »
after forever, i got everything working

https://www.youtube.com/watch?v=jxK0PoIuzCU&feature=youtu.be

admittedly you can only make out the details if you playback in 4K