Factorio Don't underestimate the throughput of a double track rail |
- Don't underestimate the throughput of a double track rail
- Krastorio 1 million rockets sent
- 80 lanes input -> 32 lane output green circuits. Fully balanced.
- My friend is still new to the game :D
- My attempt at a 4 lane output Red Circuit factory with nearly max beacons. 1.3GW needed to feed this beast.
- My factorio Wallpaper
- Imagine Nauvis Without the Biter
- when bob's gives you inventory explosions you make... inventorynade -- no... art?
- Belt Mining Patterns (factorio prints link in the comments)
- The beginnings of my Sushi Belt Factory. (just under 4 hours in)
- Multiplayer Spaghetti Series, Come for the Spaghetti, stay for the Banter!
- Max biggest base so far in nearly 700h playtime- still growing- 80 h -two Players - so proud
- Reactor, 480MW. Water intake on one side.
- Welcome to sorting hell, i will be your guide
- After a few hours of annoyance, and right before I ran out of my beginning iron ore patch, I was able to figure out a train system. At first only had 1 train, then managed to add on a second one. I have this train set up coming from a patch of 6 million ore which I know won't last long!
- Finally I have my own t-shirt!!!
- Is it better to put miners directly next to each other or space them out so the 5x5 doesn't cross with any other miner?
- WTF Is all my steel going?!
- Found a good stress test for Factorio while testing defense layouts, managed to get the entity update to 13ms
- A Blueprint Book for Beginners?
- How do you make a server?
- Good mod/s for testing?
- QoL Mod Suggestions?
- Can anyone link me recources on how to use these blueprints? For an exaple i would like to place a wall down this line some turrets, lamps, and poles using the bots but i dont know how to do it...
Don't underestimate the throughput of a double track rail Posted: 17 Dec 2019 05:10 PM PST
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Krastorio 1 million rockets sent Posted: 18 Dec 2019 06:38 AM PST
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80 lanes input -> 32 lane output green circuits. Fully balanced. Posted: 17 Dec 2019 05:04 PM PST
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My friend is still new to the game :D Posted: 17 Dec 2019 07:38 PM PST
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Posted: 18 Dec 2019 12:34 AM PST
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Posted: 18 Dec 2019 06:23 AM PST
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Imagine Nauvis Without the Biter Posted: 18 Dec 2019 03:28 AM PST TLDR: What would it take to make biters extinct on Nauvis? Lots and lots of nukes. We just need to eliminate every nest on the planet, and every biter as well. It would just be a matter of walking for long enough with your Personal Laser Defense systems, and leaving behind a few laser turrets to keep colony expansions at bay, right? Right? Obviously, it's a daunting challenge. Nauvis is huge. Let's do some quick math to see if the Engineer can personally murder every biter on the planet. Nauvis is a square that is two million meters on a side (one tile = one square meter). That's 2e+6. Squaring that gets us 4e+12. That's a four with twelve zeroes after it, or four trillion square meters of territory to clear out. That's a lot of space. Of course, not every tile is going to have a worm or a biter nest on it, so we need to find out how many of those four trillion tiles are actually occupied. I've seen some pretty scary-looking death worlds on Reddit, but I want to limit this analysis to a vanilla, default-settings world. So I started a sandbox game, zoomed my view out as far as it would go, then held the 'A' key down for fifteen minutes. I'm not sure how far I traveled in that time – the chunk lines were going past too fast for me to accurately count. I'm also not sure if the biter density increases steadily all the way to the edge, but it was hopefully far enough for me to get a decent middle of the road analysis. Then I picked a random spot and started counting how many 32x32 chunks had biter nests or worms in them. Out of 300 chunks evaluated, 40 had nests or worms in them. That's only 13.3333%! So now instead of 4e+12 tiles, we only need to clear out the 5.3e+11 tiles that are actually infested! That's so much better! What's the most time-efficient weapon for clearing territory? If we set aside questions of inventory management, nuclear missiles look like a good first choice. With a maximum effective radius of 38 tiles, each nuke can clear out 4,536 m2. That seems like an impressive number, until you remember how many zeroes there were on the total area we need to clear out. 4.5 is pretty close to 5.3, so 5.3e+11 / 4.5e+3 = 1e+8. We would need around 10^8 nuclear missiles to clear the map. 100 million nukes. And that assumes that our Engineer friend could apply the destructive power of each nuke JUST to the biter-infested tiles without any waste. Yikes. But that's not a completely insurmountable problem. The factory can grow to accommodate any demand you might have. Cranking out a hundred-million nuclear missiles is feasible. But how fast can the Engineer fire them? At maximum research, the Engineer can fire 4.4 nukes per second. So assuming the roboports could deliver them fast enough and far enough, the engineer could clear out all of Nauvis in 22.7 million seconds, or roughly 263 days of constant running and firing. Oh, and the biters would be constantly expanding into the freshly-glassed space behind them. Can we engineer a faster way to wipe out the damn, dirty biters? If the Engineer gives up on their dream of personally watching each and every biter perish, there are some extra avenues of attack available. The next obvious candidate is artillery. With infinite research to increase both range and firing speed, and enough damage to one-shot every target it strikes, surely there's some kind of exponential return on investment that can make short work of that huge 5.3e+11 infested territory, right? Well, maybe. There's one aspect of the artillery shells that doesn't improve with more research, and that's their area of effect. The wiki lists their area of effect size as "4", which I would assume refers to the radius. A quick test in sandbox mode makes that seem plausible. That means each artillery shell can clear out around 50 tiles of infested territory. Remember those 100 million nukes? This is gonna take 11 billion artillery shells. We would have to create a factory capable of producing and firing around 500 artillery shells per second just to match the 263-day completion time of the nuke-spam. Since that would also mean 500 clicks on the map per second to manually target the shells, we'll have to work with the 224-tile range in which the turret will fire on its own. That means a single artillery turret can cover 157,632 tiles worth of territory, if it's kept well-fed. 5.3e+11 / 1.6e+5 = 3.3e+6 artillery turrets that we would need to deploy. We can reduce that if we can increase the number of tiles each turret can reach. Each level of artillery range research increases the range by 67.2 tiles (224 tiles base range * 0.3). This yields just under 100,000 more tiles of cleared area for the first level, and each additional level of research adds around 30,000 more tiles than the one before. With as little as eight levels of research, each artillery turret would cover twelve times as much territory as before! That brings the number down to a much more reasonable 100,000 turrets. [TANGENT!] To reach every corner of Nauvis from the spawn point, an artillery turret would need 21,042 levels of range research. Achieving that would require (2^21043 – 2000) science, which the standard calculator software on Ubuntu reported to be "Overflow: the result couldn't be calculated". My trusty little solar-powered TI-36X wept and begged me to never ask it such a cruel question again. Wolfram Alpha came through for me, because of course it did. It's 1.8e+6334. I don't know how many SPM your megabase produces, but I do know it ain't producing that. To put it in perspective, the universe is estimated to lose its slow and agonizing battle against entropy in about 10^100 years. That means we only have 5.25e+105 minutes to go. (Thanks, Rent!) You would need a base producing 3.4e+6229 SPM in order to just barely finish that last level of range research before the last proton expires. Even if you devoted every tile on the entire planet of Nauvis to producing nothing but science, you'd need to somehow produce 1e+6217 science per minute per tile to meet that goal. (Further off-topic: What is the greatest science-per-minute-per-tile anyone has achieved? What's the theoretical maximum SPM of Nauvis, assuming the computer it runs on isn't an issue?) [ON TOPIC!] Clearly, we'll need to deploy a bunch of artillery turrets and keep them all fed. But what about targeting? In order to fire autonomously, we'll need radars revealing the map. The math on this one is pretty straightforward. There are 62,500 chunks on each side of Nauvis, and a radar can reveal up to 7 chunks along that edge. To reveal the whole map via radar would require just under 80 million radar units. They would draw 24 terawatts of power. Not a problem, just send along 571 million solar panels and 476 million accumulators. Oh, and since the location of each radar is not covered by any of the others, the Engineer will have to go out and place them all personally, which means we're right back to the nuclear missile plan again. --- It actually seems like the nuclear option is the way to go for cleansing Nauvis of its infestation. It is, of course, the only way to be sure. Can anyone think of a faster or more convenient way to wipe out the biters, without resorting to mods or that silly "Enemy Bases" checkbox on the map generator? EDIT: Never try to do math in your head, kids. I screwed up the heat-death-of-the-universe section. All of the science pack numbers in the Wolfram Alpha paragraph should be doubled. Not that it really changes much, at that scale. [link] [comments] | ||
when bob's gives you inventory explosions you make... inventorynade -- no... art? Posted: 17 Dec 2019 06:23 PM PST
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Belt Mining Patterns (factorio prints link in the comments) Posted: 18 Dec 2019 03:57 AM PST
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The beginnings of my Sushi Belt Factory. (just under 4 hours in) Posted: 17 Dec 2019 07:04 PM PST
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Multiplayer Spaghetti Series, Come for the Spaghetti, stay for the Banter! Posted: 18 Dec 2019 03:12 AM PST
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Max biggest base so far in nearly 700h playtime- still growing- 80 h -two Players - so proud Posted: 18 Dec 2019 02:12 AM PST
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Reactor, 480MW. Water intake on one side. Posted: 17 Dec 2019 09:34 AM PST
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Welcome to sorting hell, i will be your guide Posted: 18 Dec 2019 07:27 AM PST
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Posted: 17 Dec 2019 09:08 PM PST
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Finally I have my own t-shirt!!! Posted: 18 Dec 2019 03:06 AM PST | ||
Posted: 17 Dec 2019 10:38 PM PST I've always had my miners spaced out so they're all mining from their own 5x5 but I've been watching some speedruns and they place the miners right next to each other. Is one way better than the other or is it preference or something? [link] [comments] | ||
Posted: 17 Dec 2019 05:13 PM PST
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Posted: 17 Dec 2019 07:45 PM PST
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A Blueprint Book for Beginners? Posted: 18 Dec 2019 07:14 AM PST I'm quite new to this game, and i'm getting the hang of spaghetti-ing(?) My base. Right now I'm learning making a central bus for my plates and circuits, but the problem is, after i pull a line my spaghetti-ing habit comes again and I can't design a good and compact factory. My question, Is there any good blueprint for beginners where you just need to pull from your main bus? Something modular so i can put what i want, where i want? Thanks Community!, Sorry for my English. [link] [comments] | ||
Posted: 18 Dec 2019 07:08 AM PST My friend and I want to play factorio together but we don't know how to make/host a server. It asks for an IP address and port but we don't know what that is. Can someone help? [link] [comments] | ||
Posted: 18 Dec 2019 06:43 AM PST Looking for a mod/s that lets me build anything(like a creative mode), either has chests that infinitely spawn items or something that fills a belt infinitely, and some kind of a void chest or belt that deletes items. For testing throughput and designs quickly. [link] [comments] | ||
Posted: 17 Dec 2019 11:45 PM PST Hey, I've been looking over some mods, but I really don't like mods that add something new to the game (yet) So, I'm looking for QoL mods that may improve my gameplay experience without turning the game into a whole new one. I'm really still enjoying the game by itself. Any suggestions? Thanks! [link] [comments] | ||
Posted: 18 Dec 2019 06:02 AM PST
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