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    Thursday, December 5, 2019

    Factorio Finished off my achievements list, and saved the best for last.

    Factorio Finished off my achievements list, and saved the best for last.


    Finished off my achievements list, and saved the best for last.

    Posted: 04 Dec 2019 07:18 PM PST

    Glad I defended that choke point...

    Posted: 04 Dec 2019 10:44 PM PST

    I designed this junction for my latest megabase, it might be a bit over-engineered. It has thruput of ~40 wagons / s

    Posted: 04 Dec 2019 09:46 AM PST

    Just can't fit a power line where you need it? Have I got a solution for you.

    Posted: 04 Dec 2019 04:39 PM PST

    2x2 Chunk Challenge! 42spm

    Posted: 04 Dec 2019 11:14 PM PST

    2x2 Chunk Challenge! 42spm

    I started this before the 1 Chunk challenge by u/ArpFire321, and by luck it ended up just smaller than 2x2 chunks, and otherwise compliant with the rules. Haven't seen any submissions for a 2x2 yet, so here goes! My goal was to have a distributed base rather than run through the crazy logistics of massive single bases. The 42spm produced works out to 50.4spm researched with productivity bonuses. A 3-reactor setup nearby fits nicely in a 1x2 chunk and can fully supply the factory and the miners that feed it.

    https://preview.redd.it/8gv2t9o3lr241.png?width=3160&format=png&auto=webp&s=2765668f650944887d92284e712172ca2ee02e45

    42spm factory

    Pastebin

    Plenty of challenges in getting this working. It's using very nearly every base item produced, so keeping the second order machines from overproducing was a challenge. The satellite, in particular, had to be throttled way back or it would steal resources from Yellow Science. It's set to feed from the same chest, but only if the items in it more than exceed what the YS assembler needs. The stack inserters that feed wire to the circuit machines have their stack size set to 11 just to keep them from eating too much copper. Most of the sciences produce exactly 42spm, but the beacons have to be just so to make it happen. Keeping grenades and productivity modules away from beacons was mandatory, for example, and Red Science needed one beacon to be slightly slower than all the rest.

    Still, I bet with some braiding of the smelter lines there's room for a 6th column of smelters, adding 20% capacity. Maybe 50spm produced is possible in a 2x2 chunk! Lots of room for improvement, but I'm stupidly pleased with myself for getting this far.

    submitted by /u/HonoraryCanadian
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    Picture 100 of upcoming time lapse after I reach Lazy Bastard achievement

    Posted: 05 Dec 2019 01:29 AM PST

    Question: Why does the game need 60 updates per second?

    Posted: 05 Dec 2019 07:19 AM PST

    UPS is obviously the biggest performance bottleneck for huge megabases.

    Just wondering what systems would be affected considerably negatively, if the game was designed around, say, 5 UPS?

    That means, the animations would stay at the same speed, but 30-seconds research would be completed in 150 updates instead of 1800, in the same amount of real-world time.

    This is not a suggestion, I'm sure 60 UPS is well-justified, I'm just curious.

    submitted by /u/buyutec
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    Reasonable sized balancer that Haphollas is trying to find a use for on his stream

    Posted: 05 Dec 2019 07:38 AM PST

    Safety features for night-driving: lights, turtles, guard-rail

    Posted: 04 Dec 2019 10:39 AM PST

    Pro tip: You can click on notifications (triangle, gear, etc) to see where it is on the map!

    Posted: 04 Dec 2019 07:50 PM PST

    600 hours in and I was only recently informed about this... always found it annoying trying to search the map for it!

    submitted by /u/The_DestroyerKSP
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    Decorated my factory with a Venomoth

    Posted: 04 Dec 2019 01:44 PM PST

    Best construction bot^^

    Posted: 04 Dec 2019 02:42 PM PST

    Factorio just CRASHED and I have something to say about these "developers"...

    Posted: 04 Dec 2019 12:23 PM PST

    ... they're really great! It turns out it actually didn't crash, I accidentally pressed CMD+Q because I'm an idiot.

    I've had over 1000 hours playing and it's never once crashed on me. I always play the experimental builds too.

    What a game. What a team <3

    submitted by /u/Vole85
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    Space Exploration plus Space Extension

    Posted: 05 Dec 2019 12:03 AM PST

    Hello. My name is Empty-Heart, and I am an addict. A completely unrepentant addict intent on tripling down on the good stuff. You know what I'm talking about....

    So, to business. I'm currently playing AngelBob with Space Extension and AAI. And that's fun. But there could be more. Like space ships, and space travel, and space exploitation, and, dare I say, Space Exploration!

    My question: Will SpaceExt work with SpaceExp? I haven't actually gotten to the point of launching a rocket yet, but my understanding is that several will be needed in SpaceExt for all the yummy space science. But SpaceExp changes the space science game quite a bit in ways I can't find great detail on without exposing myself to glorious let's plays I'd rather avoid in order to keep the first experience totally my own. So I'm concerned they may not be compatible. Many thanks for your knowledges, fellow factorinauts!

    submitted by /u/Empty-Heart
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    Dont Starve your Factorio! (Name in progress)

    Posted: 04 Dec 2019 10:39 PM PST

    Factorio is a great game, and it reminds me of a game I played with my friends years ago: "Don't Starve". (factorio is far more fleshed out in all stages of the game imo but that's aside from the point.) Both have a similar feel, and both are have an isometric world view (the best view) and it got me thinking about how hilarious a crossover mod would be between these two games. In Don't starve the darkness kills you, so you'd better stay close to the dim light of your first furnaces night 1, how would the biters and shadow creatures play together? fight for land, or team up to thwart the players attempt to escape? The best result of course would be that after killing so many tree (the real objective of factorio) tree ents would spawn to get revenge for their lost brethren

    submitted by /u/SlayerOfWhales
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    when you're at the end of the game and doesn't have much to do.

    Posted: 05 Dec 2019 02:24 AM PST

    Max flow rate for a pipe?

    Posted: 04 Dec 2019 09:18 PM PST

    I'm trying to get my head around pipe and fluid dynamics.

    I understand that effectively the system is trying to balance all connected pipes and tanks to an even percentage across an entire pipe network.

    But do pipes have an actual maximum flow rate that they can handle?

    Example: A standard coal power station setup could use a single water pump, putting out 1200 units/s of water, to support 20 boilers with 40 attached steam engines. Could one then connect two water pumps to a single pipe system in order to support 40 boilers with 80 steam engines? Is there a maximum amount per second of water, or any other liquid, that can pass through a single section of pipe?

    submitted by /u/PhoenixNZ
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    Factorio on a Raspberry

    Posted: 05 Dec 2019 01:11 AM PST

    Hello!

    Since a few days I am a proud owner of a Raspberry Pi 4B with Raspbian as operating system. So I google and looked if it works with it, however just an old post from 2017 was really relevant. Sadly... apparently the ARM architecture is kinda ruining the possibility of Factorio on a Raspberry Pi, or did someone develope a workaround (compiled it for ARM) ?

    submitted by /u/Eventar
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    Linux version of Factorio flickering / flashing

    Posted: 05 Dec 2019 03:36 AM PST

    I have a problem with a Linux version of Factorio.

    I've installed Factorio on my Lenovo Yoga 11e Chromebook (4-core Celeron N3450, 4GB RAM, newest Chrome OS 79.0.3945.42) under built-in Debian (Crostini). I enabled GPU Acceleration just like it's shown here

    https://www.xda-developers.com/chrome-os-76-gpu-support-linux-apps/

    App starts normally, menu works, but when i try to play, game starts flashing / flickering, look at the video.

    What should I do?

    submitted by /u/Cywilo
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    Mistakes Were Made

    Posted: 04 Dec 2019 05:31 PM PST

    Mistakes Were Made

    Spent a good 20 mins or so putting together this sulfuric acid section.... turned on the inserters and LTN requesters and wondered why nothing was happening. won't take long for you to know what the problem is....

    https://preview.redd.it/a4c32o7nwp241.png?width=1344&format=png&auto=webp&s=eebabb7121178df46065bc42662e86982c898cac

    submitted by /u/RunnyDung
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    Why do inserters not respect the output slot of furnaces?

    Posted: 04 Dec 2019 07:23 PM PST

    If you have an iron gear assembling machine, inserters will stop inserting plates in it once it has a few gears in the output slot.

    For furnaces, however the inserter will still put in ore even as the furnaces have like 50 plates in it, meaning that those plates have been sitting for a minute.

    Why?

    I'd like answets from like a game design or technical limit direction, in-game lore reasons .... I except to be ... not there

    submitted by /u/sawbladex
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    List of Demo Features

    Posted: 05 Dec 2019 01:39 AM PST

    Hi community

    i have started factorio demo for a couple day and i finished the campaign checkpoints. i already destroy all bitter base and explore the map while driving the car.

    i wanna play this demo for all features that available on the demo. i found uranium ore but no technology found to mine this item.

    is it not available on the demo? i check wiki, i need sulfur acid and to get that, i need chemical plant. but no item on the demo.

    submitted by /u/uthadehikaru
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