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/r/FactorioBlueprints
So I’ve recently had a way of supplying the potions to the science machines but realized it was inefficient, out of pics ive seen other people’s designs how well is this, or how much could i improve?
Something about is feels unsatisfying to me. For example, when I go to another planet and have to empty my inventory, I export my blueprint book as a string and reimport it on another planet. But when I change it the book on the other planet gets outdated. Or when sharing blueprints, the shared version becomes outdated when I continue to work on a design.
I had that problem when I was trying to get a LTN to work with space age. After days I was still finding bugs in my train stop setup, but there were so many versions flowing around in my base that I didn't know which stations I need to fix. Development was made harder because I had multiple versions of the stations.
What I would love to have is version control for blueprints. As they exist now as one long string it wouldn't work but what if they get decoded into their JSON form, the map keys (and arrays where possible) get sorted to keep the diff small, and a book becomes a folder structure with each blueprint in its own file, each book a folder containing a smaller JSON for the books metadata. What if this could be hosted on GitHub with GitHub pages that render the blueprint to an image and a commit diff viewer that highlights the parts in the blueprint that got changed? So players could have a public GitHub repo sharing their blueprint library. Could there be a mod that keeps the repo and the in game book in sync or do have mods no access to the hard drive?
Or am I entirely overseeing something and I'm trying to find an answer to a question nobody else has?
I'm pondering about this idea since days (ADHD I guess) and I need to dump it here so I can get rid of it.
I am unable to create a blueprint. The Save button on the create page does nothing. Too much traffic?
Edit: Turns out I was using the wrong imgur link. I used a link to the image itself, not the imgur page with the link on it as the site expects. There was no feedback for this however, so I had to figure it out through trial and error.
I decided to run a new save trying the dlc out. As my first planet I went with Fulgora.
As I was unable to build rails over the oceans of oil, I tried to connect each isle with the same logistic network which worked perfectly until I started losing my bots to the lightning bolts.
As a result of it I came up with the designs below.
The clock with counter C is set to 180 by default. Each 60 seconds a new phase begins (I set M because I meant minutes back when I was designing it)
The day night cycle lasts 3 minutes on Fulgora and the storm is about 1/3 of the duration of the cycle.
In this example current seconds S / 60 is either 0, 1 or 2.
when M equals to 0, 1 or 2 (whatever you set) the lightning signal starts to emit.
I went with this clock instead of other day/night cycle detector designs because I can reuse is somewhere else (or so I told myself)
as a result of this decision you have to manually restart the clock for the first time (set R to 0 and back to 1) when you feel like a new phase just begun (e.g. right after the storm started or ended).
If you come up with any improvements or additional ideas then please share them!
Make our bots safe again!
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please remember to remove the siren unless you are a masochist like myself
in my case it's a requester to fill the silo to build rocket parts (rocket fuel made on site)
edit:
fixed two design flaws which made the previous system not work as intended and updated the blueprint string:
- changed the signal to one recognizable by logistic network (looks like it has to be an item signal, and not just any signal)
- added additional info monitors with explanations about the design.
edit 2:
added automated detection of daylight after u/MarsMaterial suggestion
does not require manual timing
I am working on a 5x5 chunk city block rail network by cobbling together other blueprints. Everything will be transported by rails instead of using a mall. the current design can support up to 8 1-4 train stations in a single block.
I am hoping for those with more experience in rail design than me can help with properly aligning the network so it tiles properly and also advice on improving the stations, or if i should switch to using smaller trains instead.
map view: https://imgur.com/a/HugpN9l
blueprint: https://factoriobin.com/post/tgdqry
https://factoriobin.com/post/za93sgvbyeb0-EXPIRES
After my previous version. That describes versions 2 and 3; 4 just rearranged the combinators from v3 to fit that belt through.
I tried to comment everything, but forgot to actually document the process in the blueprint, so-
The power poles carry the contents of the sushi belt on the green wire, and a blocklist of items we can't/won't make on the red wire. You will need to hook up both of those signals manually. The connections between modules will be created automatically, hooking up each module to the previous one. This means you will need to remove those connections for the first module.
Known issues:
So when trying to fix my problems with the make-manything machine I posted earlier, I was annoyed to see how the selector can get a bit stuck sometimes when two signals have the same value. I come up with this BP trying to solve that. It separates signals from a group, like, if you have iron ore, coal, stone on green wire.. You can separate each one.. Sadly, have to separate them all to do so. Since sharing this post, another user shared a better way of doing this in this post.
I'll just leave the post here & the odd blueprint too. If you looked at the blueprint though, I falsely claimed that my memory cells were capturing the very first signals they received, holding them & ignoring other inputs. I misunderstood how they select which signal to hold. Again, I got some help from this post which shows how to always capture the first signal. So, here in the future, I might be able to setup a make anything machine using this method thanks to u/Twellux helping me out.
Hopefully I can use it to select things for machines to craft without using the ascending/descending select input options of the selector.
The blueprint is actually somewhat of a guided tour, because I made descriptions of each thing, and which wire to follow in order to understand it. Writing these descriptions helped me understand it myself, preventing me from getting lost in the maze of wire. Hopefully, some of yall will find it interesting. Here is a screenshot of the BP, and there's a link below to the BP on factoriobin.
Anyway, I guess the next step for me is to remake it, if possible, in a way that I can just cut and paste it easily over itself. Then, should be able to take care of most any logistical requests.. Hmm, that's what I'm suspecting at least.
I still need to figure out a way to have better control over the signals that I send to a group of assemblers.. Like, to make a product & all of it's ingredients with one click.
Here is the Blueprint : https://factoriobin.com/post/n8mqxl
I made a video of the BP too, showing how I understood it : https://youtu.be/A-wPJO-kDAU
Feedback always welcome, cheers mates
( latest version is here https://factoriobin.com/post/grckaa )
I wanted to be able to set a recipe and not care if I needed to make the ingredients, to have it make them for me if possible ~
I originally came up with this this design
Basically, it is just a chain of assemblers. The main assembler has the recipe you set, how many total ingredients is calculated, and I count each item collected by the requester chest by pulling everything from the requester chest into the buffer chest. The buffer chest is disabled while a recipe is set, because it's set up to trash any unrequested items. I used this buffer chest because sometimes the main assembler's inventory would be full, and sub assemblers would keep making items only because the inserter hadn't inserted those things yet.
The remaining items that haven't been collected are sent out as signals to the assembler on the bottom right, but before they get there, they're compared with network contents to see if I already have them in stock.
If not, it's set as a recipe in the bottom right assembler, and the ingredients are requested by a requester chest, and sent out toward the next assembler, comparing network contents again, setting recipe.. It doesn't look like you'd ever need more than 5 assemblers, because there isn't a recipe that has more than 4 ingredients, AFAIK.
----------v2
I thought everything was working correctly at this point, so I tried to improve upon it and speed it up, noticing that sometimes assemblers would sit idle. So, whenever that happens, I just copy the recipe over from the assembler on the right
This BP shows the change, which is pictured below, notably the 6 new combinators with left arrow symbols.
The faster crafting exposed a problem I hadn't noticed.
The problem was that sometimes items were crafted that were meant for the previous assembler, but they were being delivered to the main assembler. When this happens, those items are put into the buffer chest, which updates the logistic network contents.
Something like red inserters needs a bunch of gears. They also need yellow inserters, which also need gears. If all the gears are made first and added to the logistic network contents, then when the sub assembler making yellow inserters sends out a request for gears my filtering combinators ignore the request, thinking there's already enough.
Update 3 :
The fix was really simple here, simply subtract the items in the main assembler's buffer chest from the items that are in the logistic network. I cleaned up some unneeded deciders, consolidated space, and called it good. Here's a video showing it in action.
Feel free to make use of this, to change it however you want.. etc. Please let me know if you have any questions about it.
Cheers!
i have been using nilaus masterclass bleuprint a lot the psat few days but to get my first few utility science i need the items in the title, so does anyone have a pre utility science blueprint for these three together?
I use the circuit network so that the ship can self-manage its limited cargo space fully automated. Supports quick refueling via water barrels.
Factorio Prints: Space Age Ship (Skipper) - Guys its really cool I promise
Hello, I am new to blueprints so please take it easy with me. Looking for change of one BP with possibility to place it without parameter type such as in this video https://www.youtube.com/watch?v=nyORCJoKZHA from Intangir Voluntaryist as LTN doesnt work for Factorio 2.0 and as I am still in beginning (approx 200h), I do not want to see other planets before I will learn more stuff first,
Unfortunately, I have only vanilla 2.xx and I am not sure if is possible somehow to place BP without selecting the commodity type if the tick box missing. Such as in video 00:48s
I can not set commodity type as the BP will be used as generic for other items as well. At the moment I try to set it to (purple) "0", but when I will have to place and change approx 50 BP in game, it will be nightmare.
Is any way how to place BP without it. I tried Blueprint Sandboxes, Editor Extensions mods but no luck, No luck on redit or even google.
Thank you for help.
I've tried to make specified request station and generic input (same as in fff-395). The problem is that when provider station is enables it fills trains with items. f.ex: with 5 trains in the network 4 would be filled with copper plates basically making trains idle on network.
Goal is:
if there is need to request for X item on X-drop station (enabling request station with circuits)
go to station X-input
go to station X-drop when having X in cargo
Basically I want to: place input station, place request station, point what to request. Any ideas? Here is what I came up with - not satisfied with results tho
https://pastebin.com/LdSNu0i2
Recently found out you could just set a recipe in an assembler and it could share the ingredients on the circuit network. When sharing with a requester chest, bots just grab enough for one craft, but as your inserter collects and inserts them, the bots will see you need more & deliver more until you clear the recipe.
This BP sets the amount to craft with the constant combinator value, and tracks the number of items picked up by the inserter, using that to reduce the number of items requested.
Finally, when you clear the recipe, it resets the inserter's counter.
BP on FactorioBin is here : https://factoriobin.com/post/p42qi4
I’m looking for a small loading station as I am struggling making one for my self on fulgora’s small islands. Any tips on that would be great, or if someone has a single train loader BP that will help that would be awesome too.
https://factoriobin.com/post/1zbqj2e83mm8-EXPIRES
E: V3 https://factoriobin.com/post/n33rk3tpeh3g-EXPIRES
I tried to comment everything, but forgot to actually document the process in the blueprint, so-
<EACH> * 1 => X
, to get the magnitude of production.X
from the previous step, to get the number of each ingredient for other assemblers to make. This is how we go from "I am making yellow belts, and need 20" to "I need 20 iron gears and plates".It can tile together if you manually run a red wire from the final arithmetic combinator in the previous module to the arithmetic combinator in the first step, to pass the ingredients of the previous recipe as the desired production for the next assembler. As I did note in the blueprint, this would allow more involved production; assembler 1 makes locomotives, using engines made by assembler 2, which uses gears/pipes made by assembler 3. In my previous version of the sushi automall, that would not be possible.
E: I just added the ability to tile horizontally, using the power poles to carry the belt stock and "things we can't make in the mall" signals. It can also do parallel production now; if you connect the output of the bottom left combinator from one module to the input of the top left on another module, it will share production across the two. You might need to switch the locked selector combinator on one module to "Random signal" instead of "Select signal"; selecting anything other than the 0th signal causes problems with the lock.
Known issues:
This BP makes any of the recipes defined by the assemblers at the bottom at the highest possible quality based on the contents available in the requester chest.
The BP is configured to build blue circuits but it requires a bit of work to adapt to other recipes. A few explanations:
- You can supplement the production with other stuff from your factory to keep this assembler focused on the higher end recipes by using the requester chest
- The top-left arithmetic combinators are just to introduce some delay to get around a 1-tick problem when recipes switch, no need to touch them
- The bottom assemblers determine the recipes this setup will build, they aren't actually used to build anything, there is an arithmetic combinator next to them that multiplies by a negative constant, if you change the recipes you have to tune those constants so the required materials of the lower-end recipes are higher in number than the ones in higher end recipes. For example, both red and blue circuits require green circuits, so I need to make sure that we only build a red circuit if there more than 20 green circuits (the amount required to make a blue circuit)
- The middle decider combinators need to match the respective recipe of the assembler below them at each specific quality
- There are some arithmetic combinators in the middle that multiply the input by 1/10/1000/10000. This defines the priority of building, copper wire is *1, green circuit is *10, red circuit is *1000, etc. And there are also ones in the middle that multiply by 1/2/3/4 for each quality, uncommon is *1, rare is *2 and so on. For example, the priority of rare green circuit is 2*10=20 while the priority of epic red circuit is 3*1000=3000. The assembler builds the item with the highest priority that has materials available.
- You can adapt this by copy and pasting the bottom-half combinator to any production chain that uses assemblers only and a single input fluid (technically could be adapted to support multiple fluids, but that is way too much to bother)
- The requests in the requester chest is set with a upper limit, so any excess intermediary material will be outputted back into your trash slots. So it is good to keep a yellow chest with filter for each intermediary product at each intermediary quality close by, then just empty those chests when the volume of any intermediary material gets too high and recycle them and throw them back in the yellow chests. With this the system is self-balancing. You can also pull some intermediary materials from your factory (I bring extra copper wire from the factory with this)
- If you care only about legendary quality you might want to modify the passive provider chest at the top to recycle any lower-quality outputs. If you do that just leave the machine alone and feed the basic materials required (for blue circuits that would be uncommon iron plates/copper plates/plastic) and eventually you will have legendary outputs
And here is the BP:
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
Looking to see if anyone has found a good blueprint for upgrading quality on items? I haven’t had great luck with that so any help is appreciated.
idk where to add the rail signals pls help me
BP for my Executor Class SSD from this post: https://www.reddit.com/r/factorio/comments/1gk9r3p/executor_class_super_star_destroyer/
Includes: 26 collectors along the sides of the ship, auto-crushing and iron/steel smelting, iron smelting bypass switch, variable thrust control, many walls and laser turrets, a lot of storage, and a ton of power to back it up.
README FOR SHIP INFO:
I would not recommend replacing the speed modules in the furnaces with prod modules; it will backup if you fly through an asteroid field. I will also recommend setting the fuel per second (Signal "C" in the throttle control constant combinator) to 15 (~40-55 km/s depending on gravity) when flying through an asteroid field if you want to take no damage, or higher if you have enough walls and don't care about damage. In all my tests thus far I have never managed to run out of power or fuel, I somewhat overkilled that to make sure.
Keep in mind that this is a mid-game level design and does NOT have any of the advanced recipes, I haven't gotten that far yet and I didn't want to spoil stuff. If I make a late-game (and bigger) version of this craft I will post it as well.
Let me know if you have any suggestions for upgrades or major issues.
Enjoy!
i wanted to send my spaceship to another reddit user, but the string is too long.
i cannot post it or send it via dm, because its over 10.000 letters.
am i missing something?
The title. The best I could come up with so far is something like this: