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    Monday, November 18, 2019

    Factorio Best lab locations.

    Factorio Best lab locations.


    Best lab locations.

    Posted: 18 Nov 2019 01:50 AM PST

    Some people plan factories when bored, i draw Fan Art.

    Posted: 18 Nov 2019 05:19 AM PST

    Trying this map setup for a new game (rare but huge Iron ore patches with frequent but tiny Copper ore patches)

    Posted: 17 Nov 2019 10:38 AM PST

    Minimal, Poorest and Rarest Resource Settings, a Logistic Nigthmare!

    Posted: 18 Nov 2019 05:08 AM PST

    Thank you everybody for your help in my last post! Here is my single saturated belt of steel

    Posted: 17 Nov 2019 11:23 PM PST

    A 2.4 GW reactor that has been experimentally proven to sustain max output at full load

    Posted: 17 Nov 2019 10:03 AM PST

    I think I'm taking lazy bastard too seriously... (My photoshop skills are amazing)

    Posted: 17 Nov 2019 04:45 PM PST

    Please explain to me why the train wont use the other track

    Posted: 18 Nov 2019 05:39 AM PST

    Simplified view like the strategic view in civilization - How unlike is it?! :)

    Posted: 18 Nov 2019 01:28 AM PST

    • title should read "unlikely"

    So, especially when designing intricate curcuitry in a tight space it can be a m-f*cking nightmare to debug that shit. It is sometimes very hard to tell which wires go where.

    So i thought, wouldnt it be possible to have a simplified grid view where each entity is represented by its Icon and wires go in a straight line from one entity to another, ideally showing the current signals that are live on that wire when hovering over it or something?

    Do i overestimate its usefulness (just really got into circuitry, so still learning)?

    submitted by /u/overlydelicioustea
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    AGAIN

    Posted: 17 Nov 2019 09:40 AM PST

    Mod Review: Bobs/Angels vs IR/Krastorio

    Posted: 17 Nov 2019 07:39 PM PST

    All of this is my personal opinion, of course, but I couldn't find any other reviews / writeups of the bigger game changer mod packs, so I thought that I'd put down a few of my own notes & thoughts. I have not tried Pyanodon or Xander... the former is on my list, and Xander will be once he gets his 3.x revamp a little further down.

    I have played a complete Bobs/Angels game, including SpaceX. I have been playing IR/Krastorio heavily the last couple of weeks, and am about 1/2 way through (in the Steel Age). This means that I am just into the first elements of Krastorio, but I've been through the recipes with FNEI and have a decent idea what is coming. I will likely finish this map to rocket launch, as both of these mod packs have things that I really like, and things that I don't. None of them is a bad experience, and they are VERY different. But I will be going back to BA after this map.

    Industrial Revolution / Krastorio: The best feature is the early personal roboports. The emphasis on personal (and vehicle) robots is hands down my favorite part of this modpack. But other than that, I have found the experience amazingly frustrating. I am not a fan of the balance between the tech tree progression, and the rate of science. The entire early game with the burner phase was quite interesting. But the machines are SLOOW, and it's really hard to justify scaling them up, knowing that in not too many techs you will unlock electric stuff in the Iron age. This was my favorite part of the game so far, because keeping the burner machines fueled was interesting. Probably a base game issue, but if burner inserters could fuel themselves out of a machine they are unloading out of, that would make this phase of the game perfect. Now that I'm in late steel age, nearly chrome age, I need to scale everything up by a lot. But I can't build stack inserters, and until recently didn't even have a decent source of FAST inserters due to a systemic lack of circuits (i.e. copper). Running a train loading/unloading station with normal inserters is a study in frustration. If I had to do it again, fast inserters would be my 1st Steel age tech. My mistake, but the only thing that they are really needed for are train loading/unloading. I think that fast inserters should be late iron age, and stack inserters should be the early steel age tech. Krastorio doesn't help here, with the materials for stack inserters needing the output of ore washing, thus putting them very late age by the time you can get the materials to build them. Many of the recipes have very similar ingredient lists from age to age, just different base ingots (copper vs iron vs steel, etc.). The fact that you don't need the low-tier machines to craft high-tier ones is a great choice, and drove me to make a very different base, with "age based" outpost sections, rather than a (single) main bus, or anything. It's almost easier to craft everything on-site if you can manage a steady stream of ingots and fluids. The intermediate metal products are interesting, and I like that all the different machines need somewhat different ingredients... but once set up those steps tend to fade away. It's a great option, and makes everything feel very realistic, but I can see why other mod sets don't bother, as just sticking a machine or two between the steel supply and the engine factory to make the pistons is more busy work than anything else. I have enjoyed the challenge, but it's not one that I feel any interest in redoing either.

    All in all a decent mod pack, and as I said I enjoyed it and plan to finish it... but something in the balance (or my personal playstyle) makes it hard to really enjoy the mid game. Can't get the materials to build in bulk, but you need to for science progression. If the tech was cheaper, or a few key techs were easier to grab (especially stack inserters) it would be so much better. Even the bots (which I love) suffer from some balance issues... the generators don't make /quite/ enough electricity and they tend to work for a while, then stop, then start up again. Even once you get batteries to help even the flow out, it just doesn't work quite like it feels it should. The graphics are /amazing/ly good, and I am in awe of them. Everything feels unique, you can tell what it is, and it just fits.

    Bob's Angels: I jumped right into this modset after finishing my 1st rocket launch on a vanilla map. Learned SO much playing through my 1st BA base, and so much I (look forward to) doing differently the next time out. Most especially wood... took me FOREVER to get greenhouses (locked behind silicon smelting, and I had the "no easy smelting" mod enabled). Probably should've gotten wood from bioprocessing... but there were enough trees to dismantle that I could deal with it well enough. I love that there are always 3-4 ways to get anything you need, and that so much of this game is in the logistics of byproduct management, which you can not ignore. Angels Smelting is probably my #1 favorite part of this set, though petrochem comes a close second. Both because of the complicated recipes, and that you have to pick between multiple ways of getting what you need. It's not a question of "how do I build X" but rather "which way do I have the ingredients for, and do I need any of these other outputs somewhere else?"

    There are balance issues with this modpack too... notably pipe throughput vs the amount of fluids & gasses in the late game with SpaceX. Hard to build functional big assembly lines building Amonia/Urea/HCl, or breaking down multi-phase oil. Running 3-4 pipes in a parallel bus is doable, but more annoying than fun. Angels early bots are great (and similar to IR give you personal construction bots early), and the cargo truck is great because its roboport is at such high size. The bots are slow, but you can drive it to an area, and leave it to work while you go do something else. Bob's multi-tier machines of all types are nice, but I feel they need a little better balance on the ingredient list for the purple & green phases. 5 forms of titanium or Tungsten is fine and all (gears, pipes, bearings, etc.) but it isn't really hard to do, and feels more frustrating than fun. But by the time this happens you have easy access to logistic bots, and its' not that hard to handle... just stamp down what you need. The top couple of machine levels and modules are a nice counter-point to the complexity of the late game recipes, letting you get decent throughput even with not too many machines... but it's still a challenge due to the number of steps & managing the byproducts and offcasts. I played these with LTN, which made balancing different things much easier... without LTN this set would be a lot harder to manage.

    I'll add some more as I ponder a bit more, but hopefuly this is helpful to those who are thinking of trying one (or both) of these mod packs.

    submitted by /u/evandy
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    Finally Launched my First Rocket... it was painful with my spaghetti base.

    Posted: 17 Nov 2019 06:43 PM PST

    Today my 900hr game was on my SSD, and I formatted it for a new version of windows.

    Posted: 17 Nov 2019 03:52 PM PST

    Oh well..

    submitted by /u/PanterPudding
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    1000 hours in under a year! (calculations in the comments)

    Posted: 18 Nov 2019 06:41 AM PST

    how do i install mods with the mod portal? (principally the bobs angels mods)

    Posted: 18 Nov 2019 07:35 AM PST

    Why Nukes Are Bad 101 with Jaco..

    Posted: 17 Nov 2019 09:46 AM PST

    Max amount of reactors for max neighbor bonus?

    Posted: 18 Nov 2019 07:23 AM PST

    Curious to know how many reactors it takes to achieve the max neighbor bonus. I believe it's just 2x2 going in a line, but not sure how many reactors should be going down that line. Looking at ratios I believe it's 8. So 4 rows of 2x2?

    Hopefully I'm asking the question properly.

    submitted by /u/Gh0stwheeI
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    Playing Factorio Remotely

    Posted: 17 Nov 2019 10:04 PM PST

    At my job I have a lot of free time at my desk where nothing is going on, and I'm not expected to do anything. For a pretty huge percentage of my workday I'm being paid to sit at a desk in case the phone rings or someone walks in. When I work the overnight shift that figure is literally 99%.

    As a Factorio fan it has occurred to me on more than a few occasions that I could be putting this time to "good use" working on my factory. Today I have achieved this task.

    The Means

    I downloaded TeamViewer, a free (for non-commercial users) tool which allows remote control of a computer. I became aware of this tool because this is what our tech support team uses when we have issues at work. I installed the software on my gaming PC and downloaded a portable version on my work computer. This way I don't have to install anything on the work computer - nor do I need administrative privileges to run the software.

    The Drawbacks

    The connection is far from perfect. The video quality is pretty low and the connection hangs regularly for about half a second, enough that driving a car is very tricky if you're trying to weave about inside your base. I haven't tested the connection in a combat situation, but it's good enough for most anything else so far.

    Due to some design quirks of the TeamViewer software it is not possible to play using WASD. The software does not cooperate with held keys, except for the arrow keys. Fortunately the Factorio devs were kind enough to design the game to honor two concurrent control schemes, so I rebound the following keys on the secondary controls:

    Action New Binding
    Up, Down, Left, Right Arrow Keys
    Inventory, Close Window Numpad 1
    Rotate Right Control
    Pipette, Clear Cursor Numpad 4

    Everything else I left the same. I don't use the hotbar as much as I really ought to, so I didn't bother rebinding those. I suppose you could use the six cursor keys (Ins, Del, Home, End, PgUp, PgDn) if you wanted to, and depending on the size of your hand and how fancy your mouse is you could probably use more of the numpad.

    Notes

    If you use this, definitely set up two-factor authentication for your TeamViewer account. You're setting up remote total control of your gaming PC, so you want it to be as secure as possible.

    I first attempted using MSRA to accomplish remote control for gaming because I've had tremendous success using it to train employees at work, but ran in to a few problems. Firstly, MSRA appears to choose a random listening port each time it generates a session, which makes port forwarding impossible. Secondly these sessions time out after listening too long without connections, so by the time I got to where I was going and encountered down-time my home PC wasn't listening anymore.

    Conclusion

    If you're desperate to play Factorio but you can't bring your gaming PC with you, it can be done if you have a little patience.

    I'm sure there is probably a better way to do all of this, and if you're privy to it then I'm all ears!

    submitted by /u/ListenerNius
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    Tileable belt based 12 beacon setup.

    Posted: 17 Nov 2019 11:18 AM PST

    When does the first mining productivity research pay for itself? (0.17.60 numbers)

    Posted: 17 Nov 2019 01:04 PM PST

    Hey everyone,

    I really like getting mining productivity research early, and I was wondering what short term stuff I was giving up, and how long it would take to recover it.

    Obviously, the fact that productivity makes resources in the ground count more is also powerful, but

    First, we have to make some assumptions. Namely, that no other economy research (including producing modules) have been done yet, and that "drain" and inserter power consumption doesn't matter. Oh, and stone furnaces and coal energy everywhere, which means I can just use kirk's tool with the default electric furnace at 1 item per second)

    Anyway, the cost of the research itself is 250 red/green research and 60 seconds of research time. The 60 seconds costs 60kW*60= 3.6 MJ, and one of each of red/green science costs is 10 ore and 6.9 MJ of energy. So that's 10 ore and about 2.6 coal for one research cycles. I will round up to 3 coal to attempt to capture the fact that you need to burn some coal to mine more coal. So in all mining productivity research 1 costs you 13*250= 3250 raw resources.

    https://kirkmcdonald.github.io/calc.html#data=0-17-60&rate=s&items=automation-science-pack:r:1,logistic-science-pack:r:1

    A raw resource in this case is worth 2 electric miner seconds so that is 7500 miner seconds you are down. to research mining productivity, and you can only get that back through running more mining.

    After doing research I think it's fairly easy to have 2 belts of mining output being used. To drive that 30 items a second, you need 60 drills before research and 54.454545 drills afterward., for 5.54 actives miners no longer being needed by doing

    This means that it will take 7500 miner seconds /5.54 miners= ~1354 seconds or ~ 23 minutes to get back to where you started, assuming your base is processing at least 2 belts of mining output.

    Of course, this gets better as your produce more mining items, and save more cycles.

    The next follow-up is "how does this compare to producing a new drill?" Well, a new drill costs 27.5 ore and 14 MJ rounding up to 3.5 coal, for 31 raw resources or 62 miner seconds, so an electric drill put to constant work pays for itself in about a minute, and is actually scalable, (you can only research mining productivity once) while actually consuming resources in the ground to generate the extra miner seconds.

    https://kirkmcdonald.github.io/calc.html#data=0-17-60&rate=s&items=electric-mining-drill:r:1

    submitted by /u/sawbladex
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    Is this a good disign for a rail based base?

    Posted: 18 Nov 2019 02:22 AM PST

    So i wanted to be able to go super end game this playtrought so i started off my starter base with a giant main bus, Now however i want to transfer into a railway system yet i havent done one this exstensively before.

    Is this a good disign and can i just paste these with the walls overlapping or do i need to have dubble wals with how i have built this up? (cud be an isue with the railway signals)

    https://pastebin.com/zRki0awa

    submitted by /u/BarbsFury
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