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    Sunday, December 1, 2019

    Factorio 1.1K/min Blue Circuits

    Factorio 1.1K/min Blue Circuits


    1.1K/min Blue Circuits

    Posted: 01 Dec 2019 04:12 AM PST

    I F*ked up

    Posted: 01 Dec 2019 04:53 AM PST

    First Deathworld Map ever. Biters set up camp on the only stone patch in sight. This is me and my offensive line of turrets at work. Felt like a quarterback throwing grenades.

    Posted: 30 Nov 2019 09:32 PM PST

    TIL learned that you can limit energy transfer by running it through accumulator

    Posted: 30 Nov 2019 12:51 PM PST

    Rather simple and efficient GS build

    Posted: 01 Dec 2019 05:47 AM PST

    2000+ Hours in Factorio, have yet to launch a rocket without mods. This is my starter base for my soon to be rocket launch without mods.

    Posted: 30 Nov 2019 10:57 PM PST

    1=2 Therefore I am the Pope.

    Posted: 01 Dec 2019 05:26 AM PST

    Marathon mode Megabase, currently 400 SPM. Going for 1000+

    Posted: 30 Nov 2019 02:02 PM PST

    Belts vs inserters

    Posted: 30 Nov 2019 03:39 PM PST

    Still not enough plates..

    Posted: 30 Nov 2019 12:50 PM PST

    I have no idea what this is but it happened somehow. Yes, that is the main copper bus.

    Posted: 30 Nov 2019 11:19 AM PST

    Getting a bit out of hand... The Spaghetti is real. (Third Image)

    Posted: 30 Nov 2019 08:18 PM PST

    How to stop trains with key stations in their route disabled?

    Posted: 01 Dec 2019 02:16 AM PST

    My train network is set up as follows:

    • Each train has 3 stops: X pickup, X dropoff, refuelling/depot
    • I have multiple stations with the same name to make trains load-balance between them.
    • When a station doesn't have the goods to fill a train, or doesn't have the storage capacity to receive a full train's goods, it disables itself using the circuit network. (It also disables itself while a train is present)
    • A single logistics network covers the whole train network.

    The problem I've discovered is that when all pickup or all dropoff stations (but not both) are disabled, the train will pointlessly travel between the other 2 stops.

    I could refuel trains at pickup/dropoff and remove the refuelling stop - but the refuelling stations are also useful as a waiting depot when all pickup/dropoff stations are disabled so my trains don't get stuck in the middle of the network.

    I also considered having one logistics network signal per station (would need some bitmasking as there aren't that many non-goods signals and I do want goods in the network, but it's possible), and making the signal in front of X dropoff stations always red unless there's at least one signal from non-disabled pickup stations (and vice versa). This would work, but would saturate my logistics network with a lot of signals just for this one problem.

    Has anyone come across this problem and found a neater solution?

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

    Early-Mid game Robot & Electric Things Factory

    Posted: 01 Dec 2019 02:06 AM PST

    Early-Mid game Robot & Electric Things Factory

    So I just made this, and figured might as well share.

    It's mainly a robot factory producing both types of robots at a combined rate of 1/s, but it also (slowly) produces all kinds of other things useful for transitioning into midgame as smoothly as possible.

    https://preview.redd.it/4h26mbfgxz141.png?width=1920&format=png&auto=webp&s=28b16ec2ef5ab5c62756c3e4c6c591fe009f2ac8

    Outputs (into Chests):

    - Logistic Robots 30/m

    - Construction Robots 30/m

    - Roboports

    - Repair Packs

    - Electric Engines (Overflow)

    - Standard Engines (Overflow)

    - Laser Turrets

    - Solar Panels

    - Accumulators

    Inputs (Left to right):

    - Steel

    - Iron Plates

    - Heavy Oil

    - Green Circuits

    - Batteries

    - Red Circuits

    - Iron Plates

    - Copper Plates

    BP String : https://pastebin.com/tvvJqVbY

    submitted by /u/dazzed420
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    Train Station Arrival Sound

    Posted: 01 Dec 2019 02:43 AM PST

    Hey all, I've been having trouble figuring out the logic for getting an alert to go off just once when a train arrives at the station, can anyone point me towards a blueprint or walkthrough?

    submitted by /u/MrSkizz182
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    So I set out to make the worst functional factory possible while drunk last night...

    Posted: 30 Nov 2019 01:48 PM PST

    Can someone explain available power and power output?

    Posted: 01 Dec 2019 07:53 AM PST

    I have a lot of steam turbines, both boiler and nuclear, but I'm constantly running out of electricity. Most of the time the available power bar is full but the power output bar is just showing a very small fraction. How do I get more power out of the turbine?

    submitted by /u/gaia3175
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    Check my Uranium math?

    Posted: 01 Dec 2019 07:41 AM PST

    On one hand, I know, the recipes and values in Factorio are not meant to be based on reality. On the other hand, it's interesting to consider 'what if...' they were. To that end:

    https://www.imperial.ac.uk/media/imperial-college/research-centres-and-groups/nuclear-engineering/1-Introduction-to-water-reactors.pdf

    Claims that 1KG of U-235 has 80 TJ of energy with in. (page 2)

    The recipe for Uranium Fuel Cells is 19 U-238 and 1 U-235 per 10 fuel cells. Each cell has 8GJ, thus, 80GJ for the whole 20 units of Uranium. Because we are putting that into a thermal-spectrum reactor, we don't get the breeding bonus from the U-238 that we would in a fast reactor. The 238 becomes plutonium-239 and does release extra energy, but I can't find numbers for how much. For simplicity's sake, let's say that all of the energy just comes from the single unit of U-235.

    80GJ / cell = 80,000 GJ/kg * x (scaling factor) ==> 80 / 80000 = .001 

    Thus, 1 unit of U-235 in Factorio is...1 gram of U-235. One.fucking.gram?! WAT?!

    So, when you have a train car full of U-235, you actually have just 4 kilos per train car. Did I miss something?

    I suppose I shouldn't be too shocked. Global Uranium production is around 250 tons per year, and once enriched, that forms just 25 tons of actual fuel-grade uranium. The world seems to use around 20TWh of electricity per year. That's close to the 60GW per day that a 10kSPM megabase would use, so you'd need to mine 25 million units of ore every 43 real-world minutes in order to feed all your reactors. So you'd to be generating around 10k U-235 per second to be slightly above break-even (9785 is break even).

    So yea, is my math right, or did I make a fundamental mistake somewhere?

    submitted by /u/mytwentythredditid
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    TIL coal liquefaction is a real thing https://en.wikipedia.org/wiki/Coal_liquefaction

    Posted: 01 Dec 2019 06:54 AM PST

    I'm a perfectionist

    Posted: 30 Nov 2019 07:58 PM PST

    I've been trying to keep playing factorio but I overwhelm myself with stuff like ratios, futureproofing, and modularity, meanwhile I'm still trying to figure out military science.

    I have a main belt kind of but I'm not satisfied with it and I just wanna tear the thing apart CONSTANTLY cause I need it to be perfect.

    How do I get over myself? Will playing with friends help?

    submitted by /u/ahhmeliatrans
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    Why am I not getting the Tech Maniac achievement?

    Posted: 30 Nov 2019 11:25 PM PST

    Edit: Solved, I was being dim, those first 3 aren't infinite. Many thanks to those who pointed it out :)

    So I've researched everything and at least one of every infinite research. My game isn't modded, I've used no console commands. I'm using default biter settings. I've quit and restarted the game but I'm still not getting the Tech Maniac achivement.

    Here's my research screen and here's my achievements list showing that Tech Maniac is available in this game.

    Anyone got any ideas?

    submitted by /u/BoilingCold
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    Is there a way to limit electricity production?

    Posted: 30 Nov 2019 09:22 PM PST

    I'm trying to set up a backup power system. Could I have generators that only run when I don't have enough power/my main system goes down. The idea is that these would have their own line of fuel and would be in a totally different location of the factory that way if something happens to my main source of power I'm not totally screwd. (sorry if I explained this poorly)

    submitted by /u/oddshapedcoconut
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