• Breaking News

    Sunday, November 10, 2019

    Factorio 7616 red circuits per minute, as compact as I can get it!

    Factorio 7616 red circuits per minute, as compact as I can get it!


    7616 red circuits per minute, as compact as I can get it!

    Posted: 10 Nov 2019 01:18 AM PST

    When you need to put items on different lanes but you've had 3 hours of sleep

    Posted: 09 Nov 2019 12:27 PM PST

    Gotta. Go. Fast. Right. Fucking. Now.

    Posted: 09 Nov 2019 11:40 PM PST

    Addicted to this game so my girlfriend made a drinking game for it, cheers

    Posted: 09 Nov 2019 06:26 PM PST

    Is enemy expansion cooldown shared between all enemy bases or separate?

    Posted: 10 Nov 2019 06:10 AM PST

    So it says that the enemies send expansion parties every 4-60 mins, but is that exactly one expansion party per 4-60 mins in the game, or one party per 4-60 for each enemy base there is?

    submitted by /u/Verdusk
    [link] [comments]

    Say hello to bus tree, he's here to help the factory grow

    Posted: 09 Nov 2019 09:05 PM PST

    This is one way to quickly clear a biter base

    Posted: 10 Nov 2019 06:37 AM PST

    1kspm - organic growth, peaceful

    Posted: 10 Nov 2019 06:17 AM PST

    After 150 hours in this save, lots of experiments and fiddling I'm pretty happy with how this turned out :)

    I decided to push through to the start of the big numbers. The previous highest SPM I ever acheived was 100.

    This was my first big dive, I only decided to aim for the 1k after realizing I was already comfortably hitting 250 with room to spare, so I started growing stuff out.

    Logistic bots are used only for satalite construction and refueling trains.

    Album of some choice areas https://imgur.com/a/EvPLD0w

    submitted by /u/Rippsy
    [link] [comments]

    History of Factorio by art director

    Posted: 10 Nov 2019 02:16 AM PST

    First time playing since the science revolution (yes it's been a while). Testing out my science mixing, WDYT? (fuel cells standing in for space science)

    Posted: 09 Nov 2019 11:04 AM PST

    Belt Direction Logic

    Posted: 10 Nov 2019 07:41 AM PST

    Newbie. When extending an existing belt, often just one segment, I often get it headed in the wrong direction from the section I'm appending to. I don't have numbers, but it's at least half the time. How does the game decide which direction to present to the player when the belt is selected? The last direction used? Random? A random choice of east-west only?

    Is there a way I can increase the odds the belt will be rolling in the direction I want?

    submitted by /u/FiveAtMost
    [link] [comments]

    Science pack Ratio 0.17.76

    Posted: 10 Nov 2019 04:57 AM PST

    I have a question about the ratio for the science pack, what is the best ratio in 0.17.76?

    This website gives these ratio:10-12-7-16-14-10

    https://kirkmcdonald.github.io/calc.html#zip=ZcnRDkAgFADQv/FUm2JsbX1MrtIdhVwP/p7exOs5ZAbtzF4h2XDoA9BGsHwzMHOhnBI1K0xmk6U12ToWcEEy6eLvfKpnW1rHEwjX+D3RMo+T52TB/66+AQ==

    And the wiki page gives this production / factories:

    10-12-10-24-21-21 / 10-12-5-12-7-7

    https://wiki.factorio.com/Science_pack

    Factorio Cheat Sheets shows this ratio:

    5-6-5-12-7-7

    https://factoriocheatsheet.com/#science

    OR is there an even better one?

    submitted by /u/Coolenj
    [link] [comments]

    Is there a mod that allows placing specific trees, even from other mods, for decorative purposes?

    Posted: 10 Nov 2019 06:55 AM PST

    Petition to add module slots to tooltips

    Posted: 10 Nov 2019 06:45 AM PST

    If you build your factory in a lake, how wide should you make the moat?

    Posted: 10 Nov 2019 02:44 AM PST

    I assume that it is 16 tiles because that is the range of behemoth spitters.

    submitted by /u/meee39
    [link] [comments]

    AI vehicles

    Posted: 10 Nov 2019 04:06 AM PST

    Basically being able to have robot controlled cars and tanks follow you/programmed to patrol and attack would be really cool especially for offensives agains large nests.

    submitted by /u/ilikeclaymores
    [link] [comments]

    10 to 10 Universally Throughput Unlimited Balancer

    Posted: 09 Nov 2019 09:37 PM PST

    I couldn't find any 10 to 10 UTU (Universal Throughput Unlimited) belt balancers, so I decided to make my own. It's composed of two non-UTU 10 to 10 balancers, each of which is made from five 2 to 2 balancers (splitters lol) and two 5 to 5 balancers, with a bunch of shuffling in the middle.

    Here's the blueprint: https://factorioprints.com/view/-LtInSFXzbEALk_33knK

    There's probably a more compact and less spaghetti way to make it, but it works and I spent far too long making it.

    submitted by /u/Blapor
    [link] [comments]

    Loading Labs

    Posted: 10 Nov 2019 07:51 AM PST

    Just did my first red-green combined belt to load a string of labs. A minor personal triumph as I did not leave enough space to really maneuver. I have read a lot of posts about the efficient way to load labs, and I did daisy-chain too many. Also, I'm just feeding off one belt with one inserter per lab, which I now know is sub-optimal.

    But my question is this: My labs run N-S, and the first 2-3 labs farther south do take both colors and research with them. Labs in the middle pretty much take red only (red production is several times more than green) and let green sail by even though they need them. Labs at the north end take both, but both red and green are filling the belt toward the south. When the backlog "gets to the front door", the lab needing a green then takes one. But unless it's that way, they let them go by, just adding to the crowd at the north end of the belt.

    Do beakers have a destination pre-assigned when they leave the factory? Why do labs grab passing red beakers but almost never grab a passing green? Are reds special in some way? Is the differing rate of supply between the colors the determining factor?

    submitted by /u/FiveAtMost
    [link] [comments]

    Nuclear Power's paying back start-up costs, a breakdown

    Posted: 09 Nov 2019 10:30 PM PST

    Hey everyone, I got to thinking, people use nuclear power (energy/time) for 3 efficiency based reasons.

    1. most compact spacewise power source.

    2. Low pollution per MJ (no pollution for processing fuel cells, and less mining per MJ of power produced.)

    3. less raw resources consumed per MJ. (Raw resources being copper/iron/coal ore)

    The first reason is just true of nuclear power. In roughly the same space you can put 3 "36 MW 20 boiler/ 40 steam engine" power plants, you can put a single 480 MW 2 by 2 reactor set-up with heat exchangers and steam turbines.

    However, the second 2 things are efficiency that you have to pay for with upfront costs. I will mainly be focusing on the less raw resources as it is more consistently something you worry about and pollution production is basically a function of that. Extra raw resource consumption means more pollution, with boilers just adding an extra 66 and 2/3 pollution s/m per 4 MJ. I am assuming no modules and solar power/handcrafting (so no ongoing electric raw resource cost) to keep it simpler. Obviously different forms of power and modules modify the raw resource cost somewhat, but this is an easy default.

    So what's the question that makes sense to ask of nuclear power vs the boiler alternative regarding raw resource consumption vs start up cost?

    How much MJ to you have to produce to have the raw resources (iron/coal/copper ore) savings of nuclear power pay back the bigger up front cost of nuclear power?

    Assuming no prod module usage and no enrichment to make the number higher than it would be normally, to make this back of the envelope calculation biased against nuclear even as I ignore logistics costs, which I am not willing for figure out, heat pipes are more expensive than express belts the most expensive belt, but you only need them in the reactor site itself, and can basically get away with yellow belts/ low throughput bots for all items involved in overgoing nuclear power production. (cells, ore, u-235 and so on.)

    The good thing is that I have already looked at the cost per 2 MW of each power type in https://www.reddit.com/r/factorio/comments/cc7wth/startup_cost_per_2_mw_of_each_power_type_in_017/

    So I can take the 105 raw resources per 2 MW for coal fired boiler and 159 for solid fuel fired boiler and compared them to about 257.2 raw resources and 206.6667 petrol gas, multiplying each by 240 gets us the information of the start-up costs of 480 MW of power or one 2x2 nuclear set-up.

    This means 25,200 raw resources for coal boiler power vs. 38,160 for solid fuel vs. 61,728 raw resources and 53,154.675 p. gas. Treating 1 p. gas as 1/10 raw resource turns nuclear power into having a startup cost of ~68k raw resources.

    This means that a 2 by 2 reactor set-up needs to make up ~43k more raw resources than the equivalent coal power and 30k more than solid fuel power.

    To calculate the raw resource savings. Running the reactor for 1 sec produces 480 MJ which equal in energy to 120 coal. or 40 solid fuel Running that reactor cost .02 fuel cells per second. Without enrichment or modules, producing that costs about 6.1 raw resources. (mostly dominated by the 2.8 uranium ore extracted, which takes twice as long) https://kirkmcdonald.github.io/calc.html#data=0-17-60&rate=s&k=off&items=nuclear-reactor-cycle:f:4

    So that for 480 MJ nuclear power saves 120-6.1= 113.9 raw resources vs coal power.

    Solid fuel's raw resource cost is more complex. I will assume that advanced oil processing and light oil is used, and that non of the light oil used is cracked heavy oil. This means that 1 solid fuel costs 10 light oil, which costs 8 crude (it costs 80 crude oil to produce 100 oil products with advanced oil processing), and I will treat crude oil units as being worth basically 1/10 an ore. This means that 40 (480 MJ worth of) solid fuel is worth .8*40= 32 raw resources. so switching to nuclear switches to saving 32-6.1 raw resources= 25.9 raw resources per 480 MJ produced

    It will take producing 43k/113.9 resources = 378 (480 MJ) to makes up the raw resource cost if you would have used coal power instead, and 30k/25.9 = ~1160 (480 MJ) if you would have used solid fuel power instead.

    Takeaway

    If you can run your 2 by 2 reactors in such that your steam turbines average around 480 MJ produced per second for half an hour, you will have made up the raw resource cost of switching to nuclear power by then even if you used solid fuel. 30*60 (480 MJ) = 1800 (480 MJ). Switching from coal power is even better as it only takes 6sh minutes to pay back this cost. 360 (480 MJ).

    submitted by /u/sawbladex
    [link] [comments]

    Spaghetti hoops, anyone? Mini train base.

    Posted: 09 Nov 2019 01:10 PM PST

    Sooo... I didn't realize how powerful the tier 3 reactors from bob's are. I keep adding to the plant in hopes of reaching 0 waste. I'm still not there yet....

    Posted: 09 Nov 2019 03:32 PM PST

    problems with achievments

    Posted: 10 Nov 2019 02:07 AM PST

    problems with achievments

    https://preview.redd.it/s97bwo363ux31.png?width=1920&format=png&auto=webp&s=087313ecb9c91bd646d47f5ff9542f476195d8aa

    As seen in the screenshot the achievments tracker doesn´t track my production of iron, so i cant get the achievements. I have the same problem with red and blue circuits. The green circuits achievments work, only the one where i have to produce a certain amount per hour are somehow broken. I´m not using any mods or console commands and i already got some achievements in this playthrough. thanks for help

    submitted by /u/Herr_Unterberg_
    [link] [comments]

    How can I make a train stop at a coal deposit only if it is low on coal?

    Posted: 10 Nov 2019 05:31 AM PST

    No comments:

    Post a Comment