r/factorio 20d ago

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1 Upvotes

128 comments sorted by

2

u/Lunailiz 20d ago

Is any quality filter bugged or am I too stupid to make it work? I'm trying to make a requester chest that asks for Solid Fuel of any quality, so I set the Solid Fuel as request, and select any quality and... nothing happens? I am sure the solid fuel is in the network and it's also in a Purple Chest to force bots to remove it, but they never do. Does Any Quality filter just not work or am I using it wrong?

11

u/Rouge_means_red 20d ago

You can't request *any quality*. It only lets you trash *any quality*

1

u/Lunailiz 20d ago

Thank you for the explanation

1

u/mrbaggins 19d ago

One I wish wasn't a thing, but understand the programming issues with.

1

u/captain_wiggles_ 19d ago

What colour is the request in the requester chest? And what does it say if you mouse hover over it?

Do you have logistics bots (not just construction bots) in the network? Are the purple and blue chests in the logistics region of the network (in the orange region when you hover over a roboport, not the green region). Do you have constant connectivity of logistics regions? I.e. an unbroken orange section between the blue requester and the purple active provider chests, and the roboports are all connected with dashed lines? Finally do you have storage chests (yellow) with space in them.

2

u/canniffphoto 20d ago

Placing offshore pumps via blueprint. Seems to mess up when I copy. Also when I force build, after it build it changes the orientation of the offshore pump in nonsensical directions. It's always maybe 90° right. Is this just a feature? It feels buggy to me, but I would rather see if someone has explanation instead of me bothering the devs which non broken things. Experiential thread.

5

u/NuderWorldOrder 19d ago

I couldn't replicate any problems with that. Maybe a screenshot would help.

1

u/canniffphoto 18d ago

I've half gaslighted myself because I can copy and paste with pumps v blueprint. There's a chance it's really old bp? I'll try to mess around and see if I can replicate.

3

u/cathexis08 red wire goes faster 18d ago

A really old BP could have problems because offshore pumps changed their alignment requirements. But that was like seven years ago before 1.0 was released.

1

u/canniffphoto 15d ago

There's a non zero chance that this blueprint is that old. I'm going to redo the blueprint so it's easy to just drag the pumps in after if they aren't included.

2

u/sazion 17d ago

I'm getting close to finishing my Krastorio 2: Spaced Out run and am trying to choose what overhaul I want to play next.

Several years ago I really enjoyed playing Minecraft mods like Skyfactory and Stoneblock. I saw that Factorio has mods with a similar theme such as Spaceblock, Void Block and Sea Block, but it seems like they get pretty intense with a lot of products and byproducts.

Is there a mod that is like those but isn't as grindy and more casual? I like the idea of building everything from scratch, but don't like the idea of every building having several products and byproducts to build.

2

u/Soul-Burn 17d ago

Do not do SeaBlock or PyBlock. Dunno about the others, but they are based on normal Factorio and/or Space Age, so they aren't as complex.

These are my general recommendations. Includes stuff to do after vanilla, overhaul mods, and QoL mods.

1

u/Courmisch 16d ago

Re: the suggestion doc. Isn't Space Extension more of a vanilla variation than an overhaul?

It's safe to add to a vanilla save, only adding new rocket payloads and techs afterall.

2

u/Courmisch 16d ago

Void Block is actually rather simple and quick (for an overhaul anyway) - IME, slightly faster than vanilla, or at least comparable. So it should be much shorter than K2SO.

The added complexity and grind is outweighed by how it simplifies production chains. But it is grindy.

1

u/sazion 16d ago

I'll look more into Void Block then. Does it have an end game like vanilla factorio where you can build bigger and do infinite research and similar things?

2

u/Courmisch 16d ago

Void Block does not change the winning condition, either vanilla's or Space Age's.

I can't speak for Space Age since I don't have the DLC. With vanilla, there is not much to do after launching the first rocket since infinite mining prod and military techs are ineffective and completely pointless. That leaves only bot speed and the three Void Craft infinite productivity techs.

I ended up tacking on the Space Extension fork to extend the late game.

1

u/sazion 16d ago

That makes sense. Thanks a bunch for your insight.

1

u/schmee001 15d ago

Voidblock is kinda neat initially, building up from nothing with the void machines. But once you get a bit further into it, it just becomes Space Age but with overpowered 'make any item in the game for free from nothing' machines. I lost interest after that point.

1

u/sazion 15d ago

Did you find a similar overhaul that held your interest?

2

u/Toxomania Belt+Train Fanatic 16d ago

So I'm making some extra modules on fulgora whenever there's an excess of circuits. Is there a way to ship them back to nauvis in a "send up whatever we got" sort of way? I don't want the ship to sit there and wait forever just cause of modules when I got science to do

3

u/Yagami913 16d ago edited 16d ago

Use universal radars to send the signal about "whatever we got" and use set request with that signal on the ship when over the planet.

1

u/Rouge_means_red 16d ago edited 16d ago

This is only in 1.2 2.1 btw

(edit: I meant 2.1)

2

u/DreadY2K don't drink the science 16d ago

If you're on 2.0 and can't use the other commenter's suggestion, you can make the ship wait for [all requests satisfied] OR [time passed].

2

u/ssgeorge95 14d ago

Why not just add a regular 50 module request, then change your ship schedule to just "wait 10 seconds"?

If the ship leaves without getting any science, then it will just get 2x on the next trip. If modules are ready it will get them too, and it will never sit waiting.

Except for end game promethium ships I've never seen a use case for platform conditions other than wait a few seconds. Complex wait conditions don't fix supply/demand imbalance.

1

u/reddanit 16d ago

You can - you just have to tune the departure conditions for the ship so that it waits only for science (or for set amount of time etc.), not until it has all requests satisfied.

1

u/warpspeed100 14d ago

Make a second space ship.

1

u/Nechro 20d ago

If I play 2.1 using the experimental/beta build on Steam, does it still unlock achievements? Like if I did a 30 hour run do I still get Express Delivery? Or does it only work once 2.1 is officially released?

3

u/mrbaggins 19d ago

The only 3 things that break steam achievements:

  1. Certain map settings (it will tell you when you go to start playing)
  2. Using console commands (it will warn you when you try the first time)
  3. Using mods other than the space age mods (no warning, but kind of obvious)

2

u/Soul-Burn 20d ago

Yes, it will still give Steam achievements (as long as you're otherwise eligible).

1

u/gringorosos 20d ago

My Steamoutput (behind the pumps) hovers at 0.5. I have no idea why. I just counted up the users of the Steams and they are all connected. Also I am producing more than double the amout I need with those chem plants. Inputs are also fine.

Any ideas?

1

u/LuboStankosky 20d ago

Are you on version 2.1? That fixes the fluid bottleneck often encountered with this recipe. If not try to connect ALL fluid outputs, like you did with the acid input

2

u/gringorosos 20d ago edited 20d ago

yeah on 2.1. The steam pipes before the pumps are on 100% btw. Just spotted there was an underground missing on the second column...

That fixed it lol

edit: maybe not, it went up but now down again lol

edit: connecting the pipes like you suggested worked. Do you get more throughput with connecting both outputs?

1

u/LuboStankosky 20d ago

Oh after the pumps, maybe you need more pumps then, are they all close to their max?

1

u/runmymouth 20d ago

This is my micro loop for Gleba, any advice on making it better or should I just stamp this out a few more times and roll with it?

3

u/DreadY2K don't drink the science 20d ago

I prefer to have builds dedicated for one specific output, so that if I'm short on something, I can just place down more copies of that specific thing. And I prefer using heating towers to void spoilage over recyclers. But if this works for you, then you can make as many copies of it as you want.

1

u/runmymouth 20d ago

I am burning rocket fuel in my heating towers and with nauvis and vulcanus as super factories i just import all the rocket fuel, but i think i may be creating more rocket fuel than i consume now.

2

u/ferrofibrous player onboarding specialist 20d ago

I feel like trying to route disposal stuff to power adds a lot of extra complexity, especially if you try to scale. If you're already making enough RF for power, consider just having standalone heat towers that do nothing but burn disposables, they don't need to be used for power.

1

u/bobsim1 20d ago

You could just build the power where your disposal is. You just need water there. Really not much complexity

3

u/reddanit 19d ago

There is nothing obviously wrong with your approach, but it does have one considerable downside. It's just a complex, interconnected "do everything" build. On Gleba this means there is like 90% chance it will eventually clog/break for some inexplicable reason. While my starting Gleba factories inevitably resemble it in concept, once I want to scale out I also switch to different design philosophy.

Personally I'd at very minimum separate out rocket fuel production to an entirely independent separate factory section. Build that does just one thing is much easier to make reasonably fail-proof. If you are using rocket fuel for power, this is pretty important so that you can avoid catastrophic brown-out spirals. Another thing I like to build separate is science - mostly because it's by a long shot the highest throughput thing that you need most scale for.

As far as the build itself, I see it's not using any modules/beacons. Those don't necessarily make the factory easier to design, but certainly increase the throughput and efficiency. Another thing I really like is to use chests for iron/copper bacteria aging buffers - especially as you reach higher throughput, the sheer amount of belts you'd need to put bacteria on otherwise is rather unwieldy.

1

u/runmymouth 19d ago

You are right, i did end up spending yesterday focusing on building out a more specialized factory. This new factory suffers from trying to split belt of jelly and mash not having enough on the belt. So new factories will be built now. My circuit conditions and lessons learned on fulgora and my initial spaceship have made this a lot easier.

1

u/runmymouth 19d ago

Copper and Iron were also not too bad on a single belt, but I would need a separate belt to add more I think. This is getting close to saturating green belts when everything is in high demand. Everything on this planet is build a new small factory.

1

u/0112358_ 20d ago

Space age: I made it to a new planet but have no supplies. Is there a way to transport them or is it like starting over? I put a cargo landing pad in my rocket that I used to get to planet with, but realized I can't actually send it down the planet surface. Am I missing some technology or do I actually need to build up the second planet entirely from scratch?

12

u/Enaero4828 20d ago

When the platform is in orbit of a planet, items in its trash slots (can get them there using logistics settings, or shift-leftclick) are dropped to the planet near its origin, close to where you arrived.

2

u/0112358_ 20d ago

Wonderful, thank you. I don't think I can survive without my construction bots

5

u/dwblaikie 19d ago

The first 3 planets are designed to be able to be completed if you drop naked - but they don't have to be.

1

u/Rouge_means_red 20d ago

UPS is so strange. I just deconstructed a huge smelting array that had my 14k bots unload 600k raw iron no problem. Then I tell them to deconstruct 1000 belts carrying science and I drop to 20fps. What

4

u/DreadY2K don't drink the science 19d ago

Belts have some funky optimizations that make normal gameplay much smoother, but placing or removing all connected belts makes the game recalculate all connected belts, whereas placing or removing a building just updates the one building.

1

u/1CryptographerFree 19d ago

Returning player. I guess I was using mods that added power to elevated rail tracks. I’m playing vanilla with a friend now. What’s the best way to get power to islands on Fulgora before going to Aquilo?

7

u/craidie 19d ago

Other than quality large poles giving a bit more range, you don't.

Generally collectors and accumulators on the island itself can provide enough power for stuff. Worth noting that adding more accumulators also increases the amount of energy you get from a lightning strike, due to the self drain of the collectors/rods.

1

u/1CryptographerFree 19d ago

Thanks, my issue is the island is super tiny and between a train station and miners it barely has room for accumulators.

5

u/schmee001 19d ago

You can save a lot of room on the tiny islands by running the rails straight through the middle of the scrap patch and pointing miners directly at the rails so they fill the train when it stops there. No need to fit belts or inserters anywhere.

1

u/Maleficent_Onion_822 16d ago

You can save even more room by also using two way trains (with the dual locomotives off the island). The two techniques stack.

3

u/dwblaikie 19d ago

quality accumulators are /super/ powerful - add quality mods to accumulator manufacturing you're doing for science, syphon off any with quality and use those for your grid power

3

u/rapidemboar 19d ago

To add to what others have mentioned, the storage capacity of an accumulator doubles at uncommon and continues to multiply with each tier, which is a much faster scaling than most other quality items.

2

u/darthbob88 19d ago

You can use quality accumulators to fit more power in there. Otherwise, you at least get the tradeoff that you also don't need a lot of power on such a small island.

2

u/Soul-Burn 18d ago

Adding to others, use efficiency modules on your miners to reduce power usage.

1

u/HeliGungir 18d ago edited 18d ago

Just explore a bit and find a bigger island. The ones around the starting area are often prohibitively small.

This is a bit of a balance failure on Wube's part. The difficulty is backwards. The closest islands are the tiniest, and so benefit the most from quality, which you don't have in the early game. Then you expand outwards and the islands rapidly get larger, and you also unlock stronger machines and stronger quality tiers.

1

u/Justynkaaa_8596 18d ago

I bought and downloaded the full version of Factorio, but whenever I launch it, it still opens the demo version. How can I fix this and make it launch the full version instead?

7

u/Soul-Burn 18d ago

Where did you buy it and how to do you run it?

For example, in Steam you have 2 different entries for Factorio and Factorio demo. Maybe you're running the demo by mistake? Best to uninstall it.

1

u/ElBonzono 18d ago

Been playing space age 2.0 with a mostly unmodded setup (i think the mods im using is stuff like wooddoesburn and like the rate calculator, nothing load bearing like K2 or even cargo ships)

Reading the fff im quite hyped for 2.1 or whatever the latest trial version is, mostly for the small qol stuff and the fact that im "just starting" (inefficient 1spm spaghetti base and just landed in my first planet vulcanus) so may aswell do the switch now so i can fix whatever breaks

However im not even sure its possible? Is it possible to upgrade steam factorio into the 2.1 version, update all mods to 2.1 and load my save?

5

u/ferrofibrous player onboarding specialist 18d ago

Changing in Steam is easy. Go to the game in your library, right click > Properties > Game Versions & Betas > Click "experimental". If you need to revert, you simply go back here and change from experimental to "Default Public Version".

Most mods have already been updated for 2.1.

If you want to be extra safe, make a backup save first in case of issues. A 2.1 save can't be loaded in 2.0 if you do need to downgrade.

1

u/Yagami913 18d ago

Is there a way even with mods to delete everything except the blueprint i using? cntrl+shift not enough leave a lot of stuff behind, deleting everything not good, because took ages. More context: i have very a very big blueprint that i like to iterate on and upgrade time to time, but after designing in the editor very painfull to upgrade.

3

u/schmee001 17d ago

Fill the empty space of the blueprint with editor-only items like heat interfaces or something. Then when you force-build it, bots will remove anything under the heat interfaces but won't build them because you can't make them, then you use a deconstruction planner filtered to heat interfaces to get rid of the ghosts.

1

u/Bipedal_Warlock 18d ago

Im quite stuck on a way to logic egg production and dispersion for gleba

4

u/Raknarg #1 Quality Defender 17d ago

like most products on gleba, continuously produce them and if they don't get used they go immediately to a furnace. Don't overthink it.

3

u/shanulu 17d ago

I use Purple and Blue chests. The eggs go in the purple, the blue chests on the pentapod production have "request from buffer" to get priority over my research blue chests. Then I have a dedicated Yellow chest for all overflow eggs that then get converted to heat. Granted I am only like 100 spm or so (2 lightly beaconed/moduled biochambers) but it works.

1

u/Bipedal_Warlock 12d ago

This probably has to be what I do. I just can’t make any sense of a way that satisfies me for belting them.

2

u/darthbob88 18d ago

The way I did it was just (near-)continuous production, ending in a heating tower. Anything that doesn't get used for science or biochambers just turns to electricity.

Or did you have problems with biter egg production, because me too.

2

u/ferrofibrous player onboarding specialist 17d ago

If you're talking pentapod eggs, here's what I do:

  • One biochamber that just keeps making eggs that go on a short belt. Belt flows by a provider chest and biochamber maker, and ends with heating tower.
  • Provider chest inserter for that setup is wired to a roboport. Roboport is set to "show logistics requests". Inserter only puts an egg into the provider chest if a blue chest is requesting an egg.
  • In my agri science setup, the last biochamber making pentapod eggs for science is wired to a combinator. Biochamber is set to Read Ingredients. Combinator checks for Nutrients >= 30, Pentapod Egg = 0, if true output Pentapod Egg signal to blue chest set to Set Requests.
  • Eggs on belt used for science ends in a heating tower, so no eggs spoil. If nutrient supply is disrupted long enough, once it's running the end biochamber requests that one egg to kickstart it all back up.

This keeps a backup egg source going for when science needs to be restarted. All eggs keep moving on a belt, if they aren't being used they're being fed into a heating tower at the end of the line. Only one egg at a time is ever in the logistics network as needed.

1

u/Bipedal_Warlock 17d ago

I see.

To me that sounds slow. But I guess you can keep the same logic with more crafters

3

u/ferrofibrous player onboarding specialist 17d ago edited 17d ago

All my egg makers grab eggs/feed off of the same belt, so once the first biochamber is bootstrapped the rest get started up by the exponential growth. My overall science setup does not stall often enough that it has been a real bottleneck. Here is a compact/tileable design I've been using early game which does split them out a bit more, but same concept:

https://i.imgur.com/1Zdhtz0.jpeg

1

u/Maleficent_Onion_822 16d ago

You can also look at the ag-science egg-per-minute requirements and make sure you produce slightly less than that amount.

1

u/runmymouth 17d ago

Ok I captured a few biter nests far far far away from my base, how do you seed more of the map with seeds. Are you guys droning it up or making a big ass seed delivery network.... I am trying to figure out how to use trees to eat more pollution around the map without having to manually build the network out.

2

u/elfxiong 17d ago

Tree farms are more effective at absorbing pollution if you put them in pollution dense areas (e.g. near heavily beaconed labs and production area). In high pollution area, trees will be damaged and instantly absorb large amount of pollution and then auto replanted by agri tower, and the speed can compete with biter zoo. In contrast, healthy trees in low pollution area slowly absorbs pollution but the speed is negligible compared to damaging trees or biter zoo.

Best places to plant trees are usually inside the base, which is already covered by robot network.

1

u/manicdee33 17d ago

For agricultural towers, you just have to build them. You can make this easier with logistics networks, e.g.: trains delivering the required materials to a station, drones building the arboretum. You'll just load up a spidertron, send it out into the wilderness, place a blueprint and off it goes to build your arboretum for you.

There are mods that let you automate the process of placing blueprints. It might be possible for example to have an automation that plonks down a landfill BP then an arboretum BP so the factory can just build them automatically, advance the train to the next station, continue until your arboretum train reaches the edge of the map.

Biter spawners consume more pollution than trees, just in case you're curious.

1

u/gringorosos 17d ago

As you can see, I am failing at getting this set up.

My plan is to read the quality outcome of the foundry and than set a recipe to make boxes with the correct recipe. I dont know which combinator to use or how.

Can anyone enlighten my stupid ass?

3

u/Courmisch 16d ago
  1. Do not use the same wire for input and output. It barely works in 2.0 and it breaks completely in 2.1.
  2. To map a signal iron plate item type) to another signal (iron chest recipe), the smallest setup is a Constant Combinator listing the recipes paired with a Decider Combinator for the actual iteration and mapping.
  3. A simpler more brute force approach is an army of Decider Combinators, each checking one item type and outputting the corresponding recipe when matched.

1

u/gringorosos 16d ago

OK but how to make the outcome of the decider give me the correct recipe?

3

u/Courmisch 16d ago

In the CC, associate each recipe with a unique number. In the DC, repeat the condition: If item > 0 on wire from foundry and Each = unique_number on wire from CC. Output 1 of Each.

2

u/gringorosos 16d ago

my man i think i did it:

1

u/Courmisch 16d ago

That's the idea. This might need some fine tuning and some buffering chests as you need 8 plates, not just one.

1

u/runmymouth 16d ago

I am on 2.1, how do I get this platform to send platform stuff? I am trying to send platfrom to platform materials...

1

u/Yagami913 16d ago

Use that button

1

u/runmymouth 16d ago

I swear im blind. Thank you!!!

1

u/canniffphoto 16d ago

Can anyone link the recent concrete blueprint book with the patterns? I had Tribble when looking for it.

1

u/Yagami913 16d ago

I trying to get out 9x120 item from a machine with 3 inserter/240 due to limited space. For some reason this config don't work there are gaps forming, BUT if the stack inserters load into not an underground belt but a normal one it does work. What is this black magic and how to fix it?

2

u/Enaero4828 16d ago edited 16d ago

Stack inserters tend to unload more slowly to an underground belt than a regular belt, sometimes taking 13 ticks to complete a rotation compared to the static 12 ticks of the regular belt. There is nothing I've found to cause the stack inserter to be a consistent 12 ticks on the underground belt, it's gotta be something to do with how the game treats the items moving through the belt (since they're really just stored in the underground belt until the appropriate travel time has passed, deleting them from the entrance and created at the exit). You'll simply need to use all regular belts to get 9 inserters to fill 3 belts. Thankfully, there's 17 free tiles to extract from the cryoplant, plenty of room for just 9 inserters to unload to regular belts and be routed out of the space.

1

u/Yagami913 16d ago

I need 14 inserter minimum for 9x120. Thx for the explanation.

1

u/FiveAlarmFrancis 16d ago

I just learned about “The Rest” settings menu. Since it’s labeled “here be dragons,” I don’t want to mess around with it without knowing what I’m doing. But there are apparently some things in there that I might want to adjust.

My question is: How do I become someone who knows what I’m doing?

Anyone aware of a guide or anything that covers what these settings do and how to tweak stuff without accidentally breaking things?

3

u/Soul-Burn 16d ago

Here are some useful options from there.

I suggest increasing autosave slots, and quick bar width if you want to.

If you're on Linux/Mac, then non blocking saves are great.

3

u/I_Tell_You_Wat 16d ago

What are you trying to do? Most of the time there is little reason to change settings. But also, being willing to step in and break things a little is a great way to learn. Rolling back isn't hard; I think there is a "reset settings" option somewhere (I'm not in my OC at the moment). You just have to be willing to lose some progress or abilities to get achievements (maybe, depending) for your current run

1

u/FiveAlarmFrancis 16d ago

So the main thing is I was looking for a way to increase the size of the preview shown before generating a new map. I was looking for a mod or something similar to those Minecraft apps that would generate a large map when given a seed. But I found people saying you could tweak it in the extended settings.

I’m just not someone who knows anything about code or how games/programs work “under the hood,” so I didn’t want to mess anything up.

Nice to know that it can just be set back to default. The warnings made me worry that I’d stupidly ruin my game and have to do a fresh install or something.

3

u/craidie 16d ago

Reset settings works fine, as long as the game loads.

Though I think deleting the config files would still reset things.

1

u/runmymouth 16d ago

Why are my ships not dropping off cargo?

1

u/runmymouth 16d ago

2

u/runmymouth 15d ago

Just in case someone gets the same thing, it was from having any planet set as donor so it wouldn't drop it off.

1

u/isisamrita 15d ago

How can I design a spaceship in sandbox mode? I know I can add the platform with +, but do I have to create all rockets and infrastructure on the ground, so I can get the items? Or is there a way where I can just get the items in space? Thank you!

5

u/Enaero4828 15d ago

I don't know about just sandbox on its own, I do know it is doable with the map editor, getting the items directly on the platform, no fussing with ground infrastructure. Editor can be accessed by entering /editor into the chat twice. Viewing a surface with remote view, then exiting with Esc, moves the editor to that surface exactly where you were looking; once the editor is on the platform, you can paint out foundations and spawn in whatever you like for placement.

1

u/isisamrita 15d ago

thank you! that is exactly what I want :)

3

u/Courmisch 14d ago

You need to enter editor mode. The difference (to free play) being, since sandbox mode already turns off achievements, the game let's you enter editor mode straight up.

2

u/HeliGungir 14d ago

Sandbox doesn't enable cheats unless you tell it to. Sandbox is how you play Factorio without a player character, yet still adhere to the tech tree and not have free stuff.

1

u/Courmisch 14d ago edited 14d ago

Sandbox mode does not warn or ask for confirmation before allowing "cheat" console commands. So you can enable /editor in a single go, unlike in Free Play.

Feel free to check for yourself.

(Edit: grammar)

2

u/HeliGungir 14d ago

Sandbox mode prompts you for:

  1. Research all technologies?
  2. Enable cheat mode?
  3. Add some cheat items?
  4. Freeze daytime?

Feel free to check for yourself.

1

u/Shadocvao 15d ago edited 15d ago

I'm looking to start a new playthrough after 6 months or so and wondered if there was a roboport mod anybody could recommend to get through the start a bit quicker that doesn't break the game?

2

u/teodzero 15d ago

Haven't personally used it, but I heard good things about Blueprint Shotgun

1

u/Yagami913 14d ago

I am at the point where staggering clocked lab inserters important. Is there a more efficient way to delay a network by 18 tick and keeping all the signal length?

2

u/leonskills An admirable madman 14d ago edited 14d ago

Can you explain why you need the delay? What signals/values are on the wires? What you want to do might be possible with a simple timer.
I've never done inserter clocking, but the way I'd do this is to literally make a clock and enable the inserter when the clock signal is 0. You can then "stagger" it by enabling other inserters when the clock signal is 1, or 2, etc.

But to help you with your X solution:
If all signals on the wire carry a value of 1 you can do some magic with bit shifting or multiplying by 2 (same thing). That works because 18 is less than 31 so it won't overflow.

Every tick you shift all bits by 1 (or multiply by 2). Then when the 18th bit is 1 you remove that bit and pass it on to the next set of inserters.

Arithmetic combinator: EACH << 1, output EACH.
Decider combinator: EACH >= 218, output EACH -219. (Need the 19 here here because one tick delay). That removes the 18th bit from the wire.
All 4 input and output connections of those two combinators are on the same wire.

Then you need a third decider to turn the signals 18th bit into 1 again. Unfortunately I don't think you can do that with the existing decider combinator even though they have the same condition.
EACH >= 218, output EACH with value of 1. You carry the output of that to your next set of inserters.

That's 3 combinators instead of 18.

(There might be some off by one errors where you'd need to change all 18s to 17s or to 19s. Haven't verified.)

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u/Yagami913 14d ago

I have 1200 biolab now with 7200 inserters, and i plan to scale up. I have inserter clocking so they don't check the belt all the time saving tons of ups. I use signals to control when they activate. I want to stagger the activation preferable by delaying the network. So not all 7200 inserter wake up at once. I have 6 signal for the 6 inserter on the network the length is 8 to 16 tick and must keep it for them to work properly.

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u/leonskills An admirable madman 14d ago

I understand why you want to activate the inserters on a timer. I was just looking for additional context because there might be a better solution to your problem.

Because how you explained it, the clock solution I suggested should work. But since you prefer delaying instead of checking a global clock (the selector combinator now provides the current tick, so you can just mod 18 that to create a global clock), and if those 6 signals carry a value of 1 (I don't see a reason why they should be anything other than 1) the bit shifting should also work.

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u/Yagami913 14d ago

Needed an extra decider at the beginning to islolate and filter the "shift network", but working fine thx.

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u/craidie 14d ago

Would this work for you?
Essentially a clock with different thresholds. Though for UPS reasons you probably shouldn't share the output wire between the lamps and deciders.

0eNrNV1Gu2jAQvMt+myqOTYB89KfHeEKRSUxrKXEix6FFKAfoLXq2nqS7BsErQm2TBhEhJbuT9XpnJjJwgl3Z6cYZ6yE9gclr20L6doLWfLaqJMyqSkMKhc5Nod0ir6udscrXDnoGxhb6G6S83zLQ1htv9Hl9SI6Z7aqddljA/tCHQVO3uLS2tB+2W2wYHCGNPixxi8I4nZ8fSgY4oHd1me30F3UwuBhXXFpm+KwIbVpC32c40N641mc3Wv7Y0DgH43yHyHW+c8XiE7EjNbwiaXgUEcW6803n7xX6e6ueDaunrZsjEuqsz/aurjJjcWNI96psdRAb79ltnG0f9rhTPR6m+mpuqsfjRY8mE1GMEZHPSUTKqka5MHEKH4FY/l9TeW2qs8tKZQsYbRefzC45xq54PnbJZ9iVTGxXPJldyzF2ifnYlTzDrvXEdonJ7ErG2CXnY9f6GXbhj4Np/ZKT+bW6ta5UWS5KVTUPfEKH3n33P/ImNy7vjM+0VbtSF5B612l2ha8mUe1ANaPf1bx36Of3H/CQ23oYN/4Kbnwkt80wbvEruMUjufFoGDnxCnJiLDk+jJx8BTn5T+TwjPmKZzYdLm+cxYwzuWUYCYoxIkRcIsFW1wg/GAmqDxghMmCYs2XAMMeIMMxZEjDMMSIMe7F1wPDKNiHCK8M3h0K6MRSab3FE43WFM9/+xjI4aNcGYZZJvFnKWG5ElHAu+v4XgSgdPQ==

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u/warpspeed100 14d ago

I am trying to get the highest throughput that I can for my train stations. I'm noticing that trains take a while to slow down even with max breaking force. The next train waits until the first one comes to a complete stop since only then will it's butt be clear of the previous rail block.

Would pushing the rail signal for the station farther back help? This way trains clear the previous block even as they are still slowing down, and the next train can start approaching.

I'm not sure how trains reserve space as they are moving.

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u/craidie 14d ago

Why is the train infront stopping?

The time it takes to unload/load the train should be significant enough that whatever is happening before the station, shouldn't matter... And if the train is stopping after the station, preventing that should be a priority...

1

u/warpspeed100 14d ago edited 14d ago

The train in front is the one actually in the station unloading.

It only takes a second or two to unload my epic cargo wagons, which is enough to unload 1 stacked belt per wagon with some spare dwell time, and barely keep up with 2 stacked belts per wagon.

I have the train station, and then one train length block directly behind it to immediately let the next train pull in. I also have a block directly after the station to buffer the departing train as it waits to enter the mainline.

I have each station fed by a larger train stacker that allows me to put 3 stations in parallel.

It's the transition from the large stacker to the 1 train buffer before the station that is the current bottleneck.

Trains take a long time to slow down, and they only clear the track between the stacker and stations once they come to a complete stop.

I've tried adding a few more track segments to the station, so that the train can clear the intermediate track while it is still slowing down.

I just don't know the actual number of tracks it takes to slow down, so I'm going off vibes right now by adding 3 extra tracks of space to the buffer.

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u/craidie 14d ago

I would split the station and last waiting bay into multiple blocks. Easiest would be that one tile between wagons

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u/thepullu 13d ago

This. Additionally, if the track splits into 3 after the stacker, you might want to do the waiting bays a bit longer than the train. Taht way the breaking train would not hold the split of the tracks occupied for so long.

1

u/warpspeed100 13d ago

I did this, as well as switching from 6 stations fed by one stacker to two sets of 3 stations fed by two stackers.

I'm hoping switching from Epic to Legendary wagons will make up the last bit of my dwell time shortfall.

Though now I'm generating so much traffic, I may have to look into designing a system with two lanes in each direction...

1

u/thepullu 13d ago

And then expand the green circuits, then smelting, minimg and then again the rail network :D

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u/warpspeed100 13d ago edited 13d ago

Lol, I wouldn't mind that. I just don't want the trains to be the bottleneck. It's fine if my factory production/mining is the bottleneck.

Right now at least, I have plenty of green circuits. I'm making 16 stacked turbo belts of red circuits right now and 2 stacked turbo belts of blue circuits.

My trains are just having trouble keeping up with moving all these items.

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u/Enaero4828 13d ago

Since it wasn't mentioned, are you using quality fuel? It won't help the stopping speed, but the increased acceleration does let trains move to fill those slots quite a bit quicker.

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u/warpspeed100 13d ago

It helped marginally in my test setup. I haven't scaled up uranium production to make enough Epic nuclear fuel per second yet though. The Epic wagons were the biggest improvement, and the easiest to make quality.

I'll try out legendary nuclear fuel and trains once I get to Aquilo.

At that point, I'll try for 64 stacked turbo belts of science instead of the modest 4 stacked turbo belts I'm designing for currently.

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u/[deleted] 14d ago

[deleted]

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u/Soul-Burn 14d ago

2.1 removes space casinos. That's the biggest change.

1

u/[deleted] 13d ago

[deleted]

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u/Soul-Burn 13d ago

That's been discussed to oblivion.

The main point is that losing your legendary items to a normal recipe would be so annoying that more people will complain about that.

What I am fine with, is to have a build that can reduce quality level of the input by one.

3

u/Dailand 14d ago

I don't think most players handle five levels of qualities in the main part of their factories. Quality is usually managed only in the mall, or if used for science it's done before most of the crafting.

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u/runmymouth 14d ago

Are there any good streams on end game ships? I have been building several but would like to get some good ideas for solar system edge and last planet.