I start with a bus leaving enough headroom for multiple stations in the top part and a mall close by.
After trains, first I bring ores and then I start building minifactories for dedicated production drifting away from main bus.
When bots are available I start by converting the mall and then the main base is turn more or less into city blocks, but keeping the main bus.
Not as extreme as this but you can get the idea.
Fot the moment, it has worked everytime (including K2, let’s see how it goes with current run of B&A) and the main plus (IMHO) is that I don’t end up with a base that looks the same every run.
Inserters can catch fish. I need to try if they can also drop them into a pond because … reasons
I don’t think I’ve ever tried, the ones I (mistakenly) catch tend to end in a random box somewhere.
… as a buffer for trains that have nowhere to go …
Yep, that’s the idea. Have them wait somewhere where they won’t disrupt the network.
By the way, the idea is not mine. In part it’s borrowed from LTN mod and probably from somewhere else that I don’t remember.
This is the simplest I’d do:
Have a dedicated refueling line. This one is a bit special and probably with a 1-1 train it’ll be enough. This line should go from “fuel pickup -> fuel drop off”. Maybe, down the line, more than one refueling train will be needed. Your fuel drop off should refuel this line first. This way, as you progress you just need to change what’s in “fuel pickup” and all your trains will (eventually) use your new fuel.
Have a* refueling area where all your trains are refueled. Think of having 5-10 (as many as you need) stations in parallel, all canned exactly the same (i.e “Refuel”) *These stations might become a traffic bottleneck so you might want to have a few returning areas scattered around. For automatic schedule you can use a few seconds of inactivity as a condition.
Have a parking area. Think of 10 stations all named exactly the same (i.e. “Parking”). These might also become a traffic bottleneck so you might want to have a few of these areas scattered around. Use no condition in the schedule, so trains won’t stop unless they have nowhere to go. It’s important to consider these areas, as you don’t want a train which can’t pickup anything blocking a refueling station.
Name every pickup station type exactly the same (i.e. 1-4 Iron Ore Pickup) Use amount of material in the station as a condition to set train limit (and not enable/disable station). You can use circuits to set exactly the number of trains you can serve but I usually don’t bother. If you can request 3 trains, you need to make sure that there’s space to park 2 trains by the station where they won’t interrupt traffic. I did it simpler to just have multiple pickup stations in parallel and depending on waiting material request 1 or 0 trains. As multiple trains would be waiting anyway, I prefer them being loaded. This might not be the most efficient way but I think it’s simpler. For the scheduler you’d use full cargo OR Time passed. If a couple of minutes have gone by, have the train depart and not wait anymore.
Name every drop of station exactly the same (following the iron ore example, 1-4 Iron Ore Drop Off) As schedule conditions you’d use Empty Cargo OR Time passed. If a couple minutes go by, have the train depart and not wait anymore. You’d use circuits to keep requesting trains until the station has stopped as many material as you want. Keep in mind that if you request more than one train, you’ll need space for the remaining trains to wait without interrupting traffic.
Your train schedule should look like (adjust times add needed):
You can repeat parking, pickup, drop off a few times to minimize refueling (be careful not to do this too many times so your trains spend all their fuel before refueling) If you do, remember that after drop off you should always go to parking.
Once you have the schedule set up for a train, you can copy it with shift+right click and paste with shift+left click.
Finally, it’s important to use train limit instead of enable / disable.
Using the former, over a train has departed, if the station changes and requests 0 trains, the train will keep going.
If you use disable, if a train departs and the station becomes disabled, the train will stop in the middle of nowhere, potentially causing a gridlock.
PS: I usually name my stations with the type of train, so if later I decide to bring ore from an outpost far away, I can make a few exchanging hubs with 3-8, 4-16, … bringing materials and 1-4 distributing then around the base
There are currently a few communities about football (soccer)
Try to search in the community section using “All instances”
If you can’t find them, comment below and I’ll gather links to the ones I can see
If you know of a community and you can’t find it in all, paste the whole URL in the search field ( https://lemmy.ml/c/linux ) and then you can subscribe.
This indicates your instance there’s someone interested in this community and it’ll start getting future content
Only the first user would need to do this, for those after, the community will show when searching in all
Edit: autocorrect
This is not complete by any means but this is what I did (recently):
A couple of things that might be odd to get your head around:
But the most important part, enjoy your time here
It works for me.
I think you must have subscribed? followed? (I’m not sure of the correct word) from mastodon before the post was made. The post appears as a toot with the comments as replies.
Anyway, the factory looks really tidy
I’ve read good things about K2 + SE combined.
About going blind you’re right it’s quite not possible to go fully blind with many mods. What I meant was I try not to look beforehand what I will need or in some cases, what to build close to or reserve space for sometime later as the byproduct will be useful for xxx
As overhaul mods:
Krastorio2 I recommend, even if I found the late game a bit tedious. B&A I see myself taking long rides in a train around the base while I decide where / how / what I will build next.
In both cases I jumped in as blind as possible discovering everything on the go
At least, I understood it in some other way.
With some “back of the envelope” calculations (using Reddit provided revenue and user number) Reddit’s revenue (not earnings) / user month is $0.12 , around $1.4 user/year
In the case of Apollo, the “intended” revenue per Apollo user would be $2.5 per user month, around $30 user /year
From the body of the post, search for the following header: Why do you say Reddit’s pricing is “too high”? By what metric?
The $20 Million is what would cost to continue using the API with the intended price point.
Also, $500.000 year would be revenue, not earnings. As I understood, he’s not a “solo” developer working in his basement. There’s people and infraestructure to pay from that number (I don’t know neither how many people nor how much costs “keeping the lights on”, but anyway, I don’t think those numbers are relevant)
My own opinion: Let’s say Reddit’s break even point is around the Apollo’s intended cost / user. That would mean that with a revenue of $0.12 per month * user, Reddit would be losing around $800 million / month. That’s close to $10.000 million / year. Even as a ballpark figure, I find it suspicious to say the least.
BTW: I’ve never used Apollo. RIF user from long long before they had to change the App name
You should probably take a look at Webamp then. Winamp2 inside the browser, Llama, skins and milkdrop included.
It seems that there is an implementation that lets you interact with Spotify (I haven’t tried it myself, you’ll need Spotify premium)
When I play with bitters on (it’s been a while, I want to try rampant but currently I’m doing a B&A so it’ll take a long while) I either clean with the tank or spidertron when available, or grow organically with the walls. Artillery closer to the walls and first, let the artillery clean automatically and then fire manually for longer range.
If I have to build an outpost and is not feasible by growing the base, my outpost looks quite similar to yours. Add some dragon teeth and depending on how crowded it is, I can send a couple oil trains for the flamethrowers.
All in all, I’d say 90% of the time I grow with the walls (robots make this easy and basically I copy-paste big sections, straight - corner and let the robots build), 8% with the spider (as many missiles as I can carry, or full of lasers for disco effect) just because I can, and in very odd cases I build outposts.
Reallistically, growing on par with the subreddit won’t happen anytime soon. I mean, there are five times as many subscriptors (lurkers aside) on the subreddit as there are users in the whole “lemmyverse”
It’s true that numbers are growing fast and what happens during/after the blackout is still to to be seen.
When I “arrived” and was looking around, there were quite a few references to factorio but no community in any instance (that I could find)
As noone was creating a community, and since dedicated communities were being created (dwarf fortress, DRG, Terraria, …)
My idea is not “I own the first…” “I created / mod…” but “There’s interest in the game and if people keep joining, there will be more people interested in having a dedicated space to discuss the game, and currently there’s none”. I applied that of “be the change you want to see” Heck, my Reddit account dates from 2010? 2011? and I have more posts and comments in this community alone than the total of my Reddit account (forever lurker)
Having more content is something that I believe is a task for all of us. If / when the community grows and if there’s people interested (you can bookmark this comment) I’ll gladly hand the community over to manage the growth. Fire the time being, I think the most important thing is that when people arrive and search in the communities have them think “Hey, there’s people interested in factorio here too” instead of “Which instance should I post too? Should I crosspost? Should I stay in my instance?..”
By the way, thanks for joining
Edit: autocorrect
Roger that. Doing it ASAP.
Thanks
It’s been a few years since I used keepalived so my knowledge might be outdated.
You are correct that the VMs should be in different servers. To test around you can set up on the same, but this shouldn’t be done in production environments, if you lose the host, you lose the service.
Keepalived will make sure your service is available in an IP. To say, you have two (it can be configured for more than two) servers with (A) 192.168.0.2 and (B) 192.168.0.3 which provide the service you want to provide. With Keepalived you’ll configure a common IP for both of them, let’s say 192.168.0.4
While working, server A will be available at 192.168.0.2 and 192.168.0.4 while server B will be available at 192.168.0.3. If server A fails keepalived will “move” 192.168.0.4 to server B, so 192.168.0.2 will not be available and server B will be available at 192.168.0.3 and 192.168.0.4.
No matter which server is up / primary, your service will always be available at 192.168.0.4
For the mirroring part, you need to solve it in another step outside from keepalived. For example, MariaDB provides multimaster replication “out of the box” with galera (the recommendation is at least 3 nodes)
For files, depending on your filesystem you should have to rsync, use some shared units, distribute filesystem (Ceph), …
Maybe an inserter? But gear is cool.