TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Forum rules
Clever and beautiful constructions, bigger than two chunks
TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
TAFK
Save as attachment:
Links
Imgur: https://imgur.com/a/EJ9W7
Youtube: https://www.youtube.com/watch?time_cont ... N4mIewMWXw
Reddit: https://www.reddit.com/r/factorio/comme ... ctory_kit/
My initional goal was to produce self-replicating factory. Than I decided that it should be “self-unpackable”. Than figured out it should have purpose. So why not use main game purpose build a rocket. I went with that. But after a lot of time was spent on design and testing I realized its too UPS heavy and ill be satisfied with just autobuild rocket for V1.2 replicating will come with V2. (It wouldn’t be that hard to iplement at moment but putting 2-3 factories like this would kill UPS.)
Mine conditions was too fit all material into ship + as minimum possible into inventory for starting point + 1 con. Robot. After I leave ship I remove my armor so iam not dependat on personal roboport.
One of goals was to be it flexible and possible to deploy on all locations fitting specific condition, but this feature is kinda wonky atm since if layout of materials around base is bad it can take hours and hours longer to autobuild rocket
So whats going on. (What you can see on video)
First of all you have to find a spot with Iron, Coal and Cooper in initial blueprint. Stone is optionaly all you need to have it in expansion way of “mining arms” cos its needed later on.
Than you put small blueprint phase #0 and park your ship next to it so it can be unloaded.
Phase #1: Starting power boost and some basic stuff.
Continue when: inventory unloaded up to constant combinators.
Phase #2: Frame that will collect all resources coming to it.
Continue when: Everything builded
Phase #3: Steam engines
Continue when: All boilers are filled with coal
Phase #4: Basic items
Continue when: Enough inserters, belts for next phase
Phase #5: Expanded items
Continue when: Solars > 800
Here it splits to two other modes
A) Whenever solars in chest >200 it will build another cube of solars above last ones. )upt o limit of 1,6K)
B) And whenever factory have materials (ports,belts, miners) to build another arm extension it keeps growing up to limit of solars, it wont build more miners than solars can keep-up with.
Phase #6: Building robots (A, B, still in progress)
Continue when: Constructions robots >290 Logistics >590
Phase #7: Building silo
Continue when: Silo is done
Phase #8: Building rocket
Continue when: rocket is done
There is a lot of internal ”logic”, fail safe mechanics and conditions based on trial and error method, that is not oclearly visible but some of it can be seen on detailed screens and I might explain them more if there is interest.
A lot of mine time took system to ensure miner expansions stops as soon as it hit resource and wait for all resources to be found before going crazy all directions, which turned to be kinda redundant in the end, but I decidet to stick with it for sake of finishing version V1, and will fix and redo it at V2.
EDIT1: Oil is solved by this mod https://mods.factorio.com/mods/Emmote/CoalToHeavy
EDIT2: No research
Save as attachment:
Links
Imgur: https://imgur.com/a/EJ9W7
Youtube: https://www.youtube.com/watch?time_cont ... N4mIewMWXw
Reddit: https://www.reddit.com/r/factorio/comme ... ctory_kit/
My initional goal was to produce self-replicating factory. Than I decided that it should be “self-unpackable”. Than figured out it should have purpose. So why not use main game purpose build a rocket. I went with that. But after a lot of time was spent on design and testing I realized its too UPS heavy and ill be satisfied with just autobuild rocket for V1.2 replicating will come with V2. (It wouldn’t be that hard to iplement at moment but putting 2-3 factories like this would kill UPS.)
Mine conditions was too fit all material into ship + as minimum possible into inventory for starting point + 1 con. Robot. After I leave ship I remove my armor so iam not dependat on personal roboport.
One of goals was to be it flexible and possible to deploy on all locations fitting specific condition, but this feature is kinda wonky atm since if layout of materials around base is bad it can take hours and hours longer to autobuild rocket
So whats going on. (What you can see on video)
First of all you have to find a spot with Iron, Coal and Cooper in initial blueprint. Stone is optionaly all you need to have it in expansion way of “mining arms” cos its needed later on.
Than you put small blueprint phase #0 and park your ship next to it so it can be unloaded.
Phase #1: Starting power boost and some basic stuff.
Continue when: inventory unloaded up to constant combinators.
Phase #2: Frame that will collect all resources coming to it.
Continue when: Everything builded
Phase #3: Steam engines
Continue when: All boilers are filled with coal
Phase #4: Basic items
Continue when: Enough inserters, belts for next phase
Phase #5: Expanded items
Continue when: Solars > 800
Here it splits to two other modes
A) Whenever solars in chest >200 it will build another cube of solars above last ones. )upt o limit of 1,6K)
B) And whenever factory have materials (ports,belts, miners) to build another arm extension it keeps growing up to limit of solars, it wont build more miners than solars can keep-up with.
Phase #6: Building robots (A, B, still in progress)
Continue when: Constructions robots >290 Logistics >590
Phase #7: Building silo
Continue when: Silo is done
Phase #8: Building rocket
Continue when: rocket is done
There is a lot of internal ”logic”, fail safe mechanics and conditions based on trial and error method, that is not oclearly visible but some of it can be seen on detailed screens and I might explain them more if there is interest.
A lot of mine time took system to ensure miner expansions stops as soon as it hit resource and wait for all resources to be found before going crazy all directions, which turned to be kinda redundant in the end, but I decidet to stick with it for sake of finishing version V1, and will fix and redo it at V2.
EDIT1: Oil is solved by this mod https://mods.factorio.com/mods/Emmote/CoalToHeavy
EDIT2: No research
- Attachments
-
- TAFK_V1.21_spot3_redit.zip
- (8.92 MiB) Downloaded 579 times
-
- tafk1.jpg (1.09 MiB) Viewed 12062 times
-
- Long Handed Inserter
- Posts: 90
- Joined: Sat Jan 21, 2017 12:01 am
- Contact:
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Just want to say that this is awesome and hasn't got nearly the attention it deserves. Looking forward to V2 and self replication!
The race to the first self-replicating factory is on.
The race to the first self-replicating factory is on.
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
How could I have missed that post ? This is insane, so Factorian
Koub - Please consider English is not my native language.
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Maybe posting on redit on friday was not good idea , but hey atleast more people will be suprised when TAFK 2.0 will be out. But i need 0.15 for that.
Tho i lack knowledge in coding, so all i have is common sence and my favourite IF statement chains.
Hehe i was actualy sitting on this for while but when i saw your goo i tought that ill share mine progress as wellJust want to say that this is awesome and hasn't got nearly the attention it deserves. Looking forward to V2 and self replication!
The race to the first self-replicating factory is on.
Tho i lack knowledge in coding, so all i have is common sence and my favourite IF statement chains.
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
So will there be an update? Because this is an awesome idea.
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
While working on TAFK 2, here are some ss that was requested in youtube comments.
- Attachments
-
- 20170714143847_1.jpg (1.09 MiB) Viewed 10232 times
-
- 20170714143833_1.jpg (399.02 KiB) Viewed 10232 times
-
- 20170714143824_1.jpg (209.79 KiB) Viewed 10232 times
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Will you make TAFK for 0.15/0.16 science?
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
Yop working on it.
-
- Burner Inserter
- Posts: 5
- Joined: Tue Sep 26, 2017 8:21 pm
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
im sorry about necroing this but i saw it on youtube and wanted to play with it and watch it in real time one small problem it gets to
and doesent continue building its self am i starting it wrongRe: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
What version do you run it on ?
atm iam not able to ensure its gonna work cos iam not sure witch versions where mods, like recursive blueprints, on back than.
But whole build should be bit more to south cos of stone, also was plane fully unloaded ?
otherwise "arm books" seems to be in postions they just miss signal. Been so long iam not even sure what they waiting for xD Would have to go back to 0.14 and atm iam really busy with 0.15 version of this.
atm iam not able to ensure its gonna work cos iam not sure witch versions where mods, like recursive blueprints, on back than.
But whole build should be bit more to south cos of stone, also was plane fully unloaded ?
otherwise "arm books" seems to be in postions they just miss signal. Been so long iam not even sure what they waiting for xD Would have to go back to 0.14 and atm iam really busy with 0.15 version of this.
-
- Manual Inserter
- Posts: 2
- Joined: Mon Aug 07, 2017 8:56 pm
- Contact:
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
I'm interested in playing with this. Is it up to 0.16 yet?
Re: TAFK (Tochs Automatic Factory Kit)-Self unpacking Factory
iam afraid not, and i wont transfer it into 0.16, because iam working on something even more crazy