Factorio An effective starter base |
- An effective starter base
- Amazing Lab!!! :) Mod: Changed lab graphics by BiusArt
- My kid was playing "factorio" when I got home
- Solid fuel ! Solid fuel everywhere !
- The factorio "background" on the new steam library looks very nice yet the old underground belts are making me nuts
- Just tripled my red circuit production. This satisfies me greatly :D
- Scary Factorio Challenge
- 2K Science Factory Fun
- IR vs Bob's + Angels
- It’s been a while, and I just got a fresh taste of cracktorio.
- Infinite research BA
- I did't know the biters could siege turret lines. They must be punished.
- Awesome single entry island seed
- Need help with Ghost entities
- Originally, I just wanted to make some plastic to increase red circuits production. I got carried away.
- Buggy burner inserters?
- 5k SPM Mega-belt-base
- Factorio is the only single player game I can play because I'm addicted to cheating.
- My daughter wanted me to draw with her, I had one thing in mind ;)
- Why do blueprints have to take up a spot in your inventory?
- Factorio: The Iron Dome - Community Video Spotlight
- Is factorio using Luajit?
- My long hard-fought ribbon world is making good progress...
Posted: 31 Oct 2019 05:17 AM PDT
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Amazing Lab!!! :) Mod: Changed lab graphics by BiusArt Posted: 30 Oct 2019 10:57 AM PDT
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My kid was playing "factorio" when I got home Posted: 30 Oct 2019 04:22 PM PDT
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Solid fuel ! Solid fuel everywhere ! Posted: 31 Oct 2019 03:23 AM PDT My friends and I have a really hard time figuring out how to handle oil processing correctly. Whatever we do, we feel like we have to craft solid fuel by thousands, having it put into a line a chests to keep our refineries running for the "useful" products, such as plastic and sulfur. We already have all our trains, and steam maker run on solid fuel, but we make way more than what we use... Can you give us some advice to make oil processing pleasantly working? We have launched +/-90 satellites, and we are expanding to a goal of 1-2k science/min, and we play on pacifist mode (no ennemies whatsoever). But we still have to multiply chests and tanks to have our refineries all running without bottleneck... [link] [comments] | ||
Posted: 31 Oct 2019 07:06 AM PDT
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Just tripled my red circuit production. This satisfies me greatly :D Posted: 30 Oct 2019 05:14 PM PDT
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Posted: 31 Oct 2019 07:05 AM PDT Use nuclear fuel on all of your trains without safety crossings For extra spook, play zoomed in. [link] [comments] | ||
Posted: 31 Oct 2019 12:18 AM PDT
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Posted: 31 Oct 2019 05:45 AM PDT I'm getting close to finishing my current run where my goal was to get all of my remaining achievements and I'm starting to look ahead to my first modded run. Trouble is I don't know where to start. I seen a lot of cool things on industrial revolution and with Bob's + Angels. So what do you guys recommend? [link] [comments] | ||
It’s been a while, and I just got a fresh taste of cracktorio. Posted: 30 Oct 2019 07:51 PM PDT I've been on a leave of absence from the game for a few years. Last time I played, alien science was a thing. But since I keep reading about how great this game is from everyone on this sub, I gave it a try again today. I started on the tutorial because I wanted a quick refresher. WOW! The tutorial revamp is AMAZING. I didn't quite finish it, but I think I'm at the end, and still love gathering all the production together to make a functional line/mess. I'm on the fence about going back to it because it's crazy, but... unfortunately for us both, I like crazy. [link] [comments] | ||
Posted: 31 Oct 2019 07:09 AM PDT How can I enable some infinite researches for Bob angels? I don't even know how to do it for vanilla but Ive definitely seen it [link] [comments] | ||
I did't know the biters could siege turret lines. They must be punished. Posted: 30 Oct 2019 06:34 PM PDT
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Awesome single entry island seed Posted: 30 Oct 2019 04:12 PM PDT
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Posted: 31 Oct 2019 02:20 AM PDT I need a little help, in practice when the enemy destroys me an entity, the latter does not remain as a phantom entity but is simply destroyed, I have to reposition it myself because drones do not do it. Is there the possibility of having the object reappear as a phantom entity once it has been destroyed? [link] [comments] | ||
Posted: 30 Oct 2019 12:28 PM PDT
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Posted: 31 Oct 2019 04:56 AM PDT I don't know if i am the only one who get this bug sometimes, i feeds my boilers with burner inserters with a mixed coal/solid fuel belt. But i always have to keep an eye on them because sometimes they'll just go flashing for fuel and stop working even if they're empty (fuel) and the belt is full(still mixed so they can take what they want), removing them and placing them back solve the problem but it is annoying... [link] [comments] | ||
Posted: 30 Oct 2019 10:56 AM PDT 5kspm, belts only. I do have bots for construction and personal logistics, and I have 1 building train for oil, but everything for science production is 100% belts. Vanilla production. Just a few QoL mods: auto-deconstruct, bottleneck, mega bot start, power armor mk3, and YARM. Map settings:
Runs at about 17 UPS/FPS. Some fun production statistics:
I started the run trying for a 1kspm belt base, but it didn't work. You need just over 2k petroleum gas / sec, and I just could not get that through one pipe. So, since the factory must grow, I created a second base next to it designed for 5kspm, for a total of 6k. However, once again oil is a pain, so I was happy to reach a combined 5kspm. Each base is one giant robotport network. I did this to make building it easier. There were only a few times I left the game running overnight, but that way I could just let the bots build everything. I think a trip of across the big base took about 3 minutes at bot speed 16 (+910% movement speed). The bus:
Oil - where everything went wrong. To run 5kspm, you need about 11k petroleum gas per second, which is way more than 1 pipe can support. Of the possible solutions, I tried barreling, thinking a blue belt could support about 2k gas per sec (50 per barrel and 45 barrels per sec with buffer). It was a total disaster. Trying to manage keeping the empty barrel inputs full without clogging the outputs was impossible. Looking back, there were two better solutions. One would be separate and dedicated pipes for everything. Stagger the refinery outputs to max pipe throughput, with each heavy oil with a dedicated lubricant and cracking line, then each light oil with a dedicated solid fuel, rocket fuel, and cracking line, and a plastic line for every cracking input and straight petroleum input, and then combine / balance everything together. A second option would be a smaller setup, targeted at 500spm, and then make 10 copies of it. I'm having trouble making an imgur album, so here is a listing of all of the individual images: https://i.imgur.com/biAYiBZ.png Production graph to show 5kspm. https://i.imgur.com/VT9djzW.jpg Main bus. https://i.imgur.com/nHRAxUY.png Map view, the left is the giant solar farm, first base is in the middle, big base on the right, oil for both is on the top. https://i.imgur.com/d1IhNeA.png Power graph, the staggering 33GW needed to support this. https://i.imgur.com/M9x1yhY.png Oil refinery setup, standard 16 beacons, with the barreling and unbarreling. https://i.imgur.com/ybJjcyf.png Lubricant and heavy oil cracking, standard 12 beacon setup. https://i.imgur.com/Gszf0E3.png Light oil to solid fuel, next to the rocket fuel, total of 16 belts of solid fuel making 2 belts of rocket fuel. https://i.imgur.com/icR5AJs.png One of the 40 plastic lines, I think you only need 3 chemical plants, but I thought it would be easier to have 2 per side of the belt. https://i.imgur.com/5QE8lXG.png Rivers of plastic! A 64x64 balancer with 24 belts recycled. This was part of my band-aid for not enough oil production. https://i.imgur.com/RhzdXDS.png Green circuit array, has iron and copper smelting along with the green circuits production all in one line. If you look close you can see combinators numbering each line. https://i.imgur.com/NGCz6Pt.png Red circuit array, I combine 3 to make 1 blue belt. Again, it is a bit overkill but easier to make too much than try to balance something smaller. https://i.imgur.com/ZUrmdx6.png Steel. I put 5 arrays in a row, with the extra lanes going down the side and then jumping in. 2 feeding each side and then the 5th feeding the lane balancer to ensure a fully saturated belt. I sacrificed a few beacons to fit the roboports in. https://i.imgur.com/luO3ZN2.png Rocket silos. There were 2 more on the first base. I needed two stack inserters per input to keep up, hence the splitter. The satellite was circuit controlled, it would only enable when the inserters and belts for the science output were empty. Fun fact, for making the satellites, it required 16 solar panel and 11 accumulator fully beaconed machines. https://i.imgur.com/H0cQZyG.jpg Rivers of ore! This is about half of the ore feeding green circuits. After over 400 hours, I'm done with this map. It was fun but oil was a pain. I'm happy to answer any questions. [link] [comments] | ||
Factorio is the only single player game I can play because I'm addicted to cheating. Posted: 30 Oct 2019 09:02 AM PDT I was enjoying the new The Outer Worlds game. Cool game, reminded me of Fallout. Then I opened Cheat Engine and I ruined the game and now I can't go back to it. I have infinite health and ammo and money and levels. I can't not cheat. But it doesn't matter that much in Factorio. You can have infinite of everything but the challenge still continues, the fun still continues.. Thanks Factorio.. [link] [comments] | ||
My daughter wanted me to draw with her, I had one thing in mind ;) Posted: 30 Oct 2019 01:17 PM PDT
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Why do blueprints have to take up a spot in your inventory? Posted: 30 Oct 2019 11:55 AM PDT They're not actual items. You can store them away in your blueprint manager. What if I wanted to just put it on an action bar, but not take up a spot in my inventory? Is there any rationale behind it? Or is it just 'cause? [link] [comments] | ||
Factorio: The Iron Dome - Community Video Spotlight Posted: 30 Oct 2019 01:28 PM PDT
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Posted: 31 Oct 2019 03:04 AM PDT So, I come from a game development background. I am a Core Developer for Veloren and I do a lot of optimization. With the large amount of Lua code being executed in Factorio I wonder if it's using Luajit. It seems like pretty low hanging fruit and could provide a good speedup if it isn't used right now. Does anyone have any info on this? [link] [comments] | ||
My long hard-fought ribbon world is making good progress... Posted: 30 Oct 2019 12:49 PM PDT So those that care to remember, I started a ribbon world a long while back. I'm here to report progress on it. Sorry about the time taken but as you can imagine tearing down all those trees without flamethrowers and keeping them back while trying to build and grow is difficult. Coupling it with the danger of a deathworld and constriction of a ribbon map makes it very slow going. The biters totally didn't wipe me out 14 times before I finally survived this far ! I feel that I am finally getting enough progress though to share. This ribbon world is 256 in height, is set to rail deathworld and has the tree regrowth mod coupled with maximum tree coverage. Biters are set to horriffically violent but also very random. They have the ability to spread but the minimum and maximums of their time, distance, and number are all as far apart as they can get. Now the downside I have noticed is that the biter spawns take precedence over tree growth. This means on a death world once you get far enough from the spawn point, the tree thickness kind of dies down due to biter thickness. But the other side of this coin is that if I blow up the biters, it's a fight to see who encroaches back first. Trees tend to move quicker and are slower to be removed as artillery doesn't do a great job against them. I'm about to move out and get trains going to the western ore fields and reconstruct my furnace columns to be able to accept trainloads of ore instead of direct mining from the starting patches. That is why I have constructed my western wall and begun cleansing the fields with artillery. If anyone wants any other screenshots, let me know. I love ribbon worlds. Something about the simplicity of being able to just build a north/south wall of turrets is really comforting. Sure, it means my trains have to travel much further on average to find resources, but it is really fun to try and drill my way through solid fields of the biter menace. I can't wait until I can start using my ion cannon and nuclear artillery shells on them. I also eventually intend to break up the map into 256x256 rail squares for larger scale production. I am going to start that towards the east of my starting bus and then eventually have a square for each major production. I'll report back once I get first rocket launched. [link] [comments] |
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