Factorio Factorio in a Nutshell |
- Factorio in a Nutshell
- Burner inserters are truly superior.
- Could’ve sworn this was somebody showing a fancy bus design in the map
- I just got the full game so here is my demo world I have been playing.
- My brother wanted to make the furnace automated system.
- Proper way to use priority splitters on a main bus? Before the split or after the split?
- Belts, Underground Belts, and Splitters with Filtered Storage Chests + Easy Controls and Visual Indicators
- I created a keyboard shortcut to open Factorio
- Deep learning for factorio
- Mod request-solar city
- Power Issues at 1kSPM
- Command Block Mod?
- My notes after deciding to use maths for equalizing inputs and outputs, instead of haphazardly throwing buildings everywhere and hoping it churns out nicely.
- how many rail segments is too many?
- How bad (environmentally) is using a flamethrower to purge every enemy I see?
- Great game, made a fully autonomous science pack generator, what do I do now?
- who needs walls?
- I have 1000+ hr on steam and just noticed belt splitters have settings.
- Factorio for a noob
- Alternating items on one side of the belt
- Lossless nuclear reactor, calculations
- Christmas giveaway
- Its my spaghetti! My friend bought me the game yesterday and im loving it.
Posted: 25 Dec 2019 10:57 PM PST
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Burner inserters are truly superior. Posted: 26 Dec 2019 04:33 AM PST
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Could’ve sworn this was somebody showing a fancy bus design in the map Posted: 26 Dec 2019 06:03 AM PST
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I just got the full game so here is my demo world I have been playing. Posted: 25 Dec 2019 09:44 AM PST
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My brother wanted to make the furnace automated system. Posted: 26 Dec 2019 04:21 AM PST
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Proper way to use priority splitters on a main bus? Before the split or after the split? Posted: 25 Dec 2019 01:34 PM PST
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Posted: 26 Dec 2019 05:53 AM PST
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I created a keyboard shortcut to open Factorio Posted: 25 Dec 2019 04:51 PM PST Just as the title says. I use i3 on linux and have Factorio from GOG. Press mod+shift+f and factorio opens. The factory must grow. (as for people who want to do this, add this to your i3 conf: EDIT: Turns out mobile formatting =/= computer formatting. [link] [comments] | ||
Posted: 26 Dec 2019 07:52 AM PST I'm working on using factorio-bot as an interface for deeplearning, should I put the learning it does on a twitch stream? [link] [comments] | ||
Posted: 26 Dec 2019 07:43 AM PST I didn't see anything in the rules about this. Maybe it's already been made, it probably has. Solar city! Solar panels that you can walk on and drive on. Placeable just like concrete. Does something like this already exist? [link] [comments] | ||
Posted: 26 Dec 2019 07:21 AM PST I'm trying to get to 1kspm, but seem to have power issues. I have 9.8GW in nuclear and another 3.3GW in solar. Should I continue laying down solar panels until I can't see straight or will a nuclear build allow me to get the power I need before I run into UPS issues? [link] [comments] | ||
Posted: 26 Dec 2019 12:14 AM PST I'm looking for something that amounts to a Minecraft command block in the game. An entity into which you can type a console LUA command, and have it run when the entity receives a certain signal on the circuit network (in the same way you can enable or disable a lamp using a circuit condition, say.) Does such a mod exist? I had a quick look but didn't find anything. I'm building a massive thing (look out for a future reddit post) and find myself using the same series of console commands over and over at certain times while testing. And this is a game about automation, after all. [link] [comments] | ||
Posted: 25 Dec 2019 03:13 PM PST
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how many rail segments is too many? Posted: 26 Dec 2019 12:27 AM PST after 500 hours in the game nearly consecutively, I decided to convert my whole system to a grid format based on JonnyNof's grid blueprint that uses R-twister intersections for a few reasons:
I'm sure there were other reasons, but I've now forgotten them, and they don't really matter. I am still after consistency - both visually, and with building - I really liked the 'city block' concept, but I had a bad time. Despite running Ryzen 3700x, the UPS impact from the R-twister intersection being abused so greatly in the JonnyNof blueprint is not unsubstantial. I did some digging via `perf top` since I run the game on Linux and found that the game is spending a lot of time in `Train::getPassingSignal` and `railsegment::getSegments`. More specifically, when I'm removing or placing blueprints of rail that contain signal, the whole game stutters, framerate drops to 5fps while the update time on the pathfinder spikes to 257 milliseconds! It is truly broooooken. Removing a vast swathe of rail / chain signals that *aren't even connected to a rail entity* are consuming shit tons of CPU time for seemingly no reason. I don't see why you couldn't perform some kind of segment merging or even just NOOP the whole routine while it is being deconstructed. I stopped all of the trains running on my network and it still causes the pathfinder to loop out while I'm removing entities. I have been kicked after getting desync'd from the server, which is when I looked and found that the TechTrains mod I was using for electric locomotives was causing `ElectricNetwork` to consume far more update time than humane, due to my recent grid expansion that contained about 34,300 entities for overhead power lines, dear god - my UPS dropped from 60/60 to 30/30. So after all this I'm left wondering how do other people design large bases and connect their city blocks? Has anyone made it work with city blocks - and how? I would love to be able to place blueprints without seeing "server not responding" and causing my friends with poor computers to lag out. We had a spaghetti belt world that never caused this kind of commotion even with the largest blueprints we'd placed (which, admittedly, are much smaller in scale than rail stuff ever could be). Could someone like /u/rseding91 help fix the bug in the engine that causes rail signals to hang the whole server for a moment while we're removing large amounts of entities that were causing excessive CPU time? [link] [comments] | ||
How bad (environmentally) is using a flamethrower to purge every enemy I see? Posted: 26 Dec 2019 04:51 AM PST I have about 60 hours of experience with the game, but I haven't played in a few years ( I stopped shortly before uranium was added). I was wondering, since I always burn everything (trees, enemies and outdated equipment) will that effect the pollution by much? And if so, how can I reduce pollution while still purging at least my enemies? Thanks. -Me [link] [comments] | ||
Great game, made a fully autonomous science pack generator, what do I do now? Posted: 26 Dec 2019 07:43 AM PST
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Posted: 25 Dec 2019 12:40 PM PST
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I have 1000+ hr on steam and just noticed belt splitters have settings. Posted: 25 Dec 2019 08:24 AM PST The applications of the priority input and output settings are fairly obvious, but what about the filter? [link] [comments] | ||
Posted: 26 Dec 2019 06:59 AM PST Im thinkng of buying Factorio for myself after watching videos on it.Should I go for it and buy it or is there something i need to know [link] [comments] | ||
Alternating items on one side of the belt Posted: 26 Dec 2019 06:39 AM PST Hi guys, Is there a way to make sure items come in alternating pattern on one side of the belt? Not sure if having circuits on transport belts would be a good solution (haven't completely figured out how that could work + might not be able to reach a full belt?) This is for military science - want one side of belt to be walls, the other side alternating grenades and piercing rounds. [link] [comments] | ||
Lossless nuclear reactor, calculations Posted: 26 Dec 2019 05:59 AM PST So, Im calculationg amount of space for steam for mine nuclear factory. I found here info that 5 units of steam of 500C (yes, I want to calculate same data for Bob&Angel with high temp steam) contains 1kw of power. So 1 unit of steam contains 0,2kw 1 reactor gives 40MW which is 40 000 kW and therefore produces 200 000 units of steam (wow, 8 unmodded gas tanks just from 1 reactor) So, going further, I want to make 12-reactor power station with 2-rows to maximize bonuses. 12 reactors with bonuses will provide energy effective as 44 reactors, so it should be like 44 * 40 MWs = 1 760 000 MWs = 1.76 GWs Wow, huge amount. I starting to think I should reserve a lot of space for generated steam. So, these 44 effective reactors will make 44 * 200 000 = 8 800 000 units of steam. Steam is stored in standart tanks of 25 000 units, so it should take like 8 800 000 / 25 000 = 352 standard tanks to hold that amount of steam. or 8 800 000 / 50 000 = 176 t2 bob&angel tanks or 8 800 000 / 350 000 = 25,14... biggest modded gas containers (350k units) As I remember, modded bob&angel t3 heatExchangers produces higher temperature steam, 765C as I do remember. so, this steam should contain like (765-25) / (500-25) * 1kW of energy. Am I right on all of these maths? I think something is wrong here, it should not be correct. Maybe the source data is incorrect or wrong interpreted? [link] [comments] | ||
Posted: 25 Dec 2019 11:09 AM PST EDIT: The first user to respond has received the key. Last year, I donated a Factorio key at Christmas time to help brighten someone's holiday and share a really excellent game. I'm doing it again this year. The first person to comment on this post requesting the key will get a PM with details. I bought the key on factorio.com, so you'll have that plus a free Steam key too. Merry Christmas! [link] [comments] | ||
Its my spaghetti! My friend bought me the game yesterday and im loving it. Posted: 25 Dec 2019 10:16 PM PST
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