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    Monday, January 6, 2020

    Factorio Developer of the Decade

    Factorio Developer of the Decade


    Developer of the Decade

    Posted: 06 Jan 2020 02:52 AM PST

    I know I'm preaching to the choir here but the Factorio devs are definitely my choice for the best dev of the decade.

    Amazing job guys!

    submitted by /u/McCleavage
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    So Factorio made ripples into "Slay the Spire". ��

    Posted: 06 Jan 2020 06:32 AM PST

    This keyboard animation when the game loads. It’s the little things

    Posted: 05 Jan 2020 12:37 PM PST

    Is it okay to say I am in love with my 480 MW nuclear power supply?

    Posted: 06 Jan 2020 06:33 AM PST

    8 Blue Belts/Wagon Tileable Unloader

    Posted: 06 Jan 2020 05:42 AM PST

    When you and your friend spent 3hrs just to get these two lanes of steel in earlygame...

    Posted: 06 Jan 2020 01:21 AM PST

    My favorite way of revealing more map

    Posted: 05 Jan 2020 08:11 PM PST

    I hate myself... why is every ore patch right under my rails???

    Posted: 06 Jan 2020 07:37 AM PST

    My friend's first try to make train station

    Posted: 05 Jan 2020 03:43 PM PST

    How long does it take for early game builds to self replicate? A breakdown

    Posted: 06 Jan 2020 03:32 AM PST

    Hey everyone,

    one thing that I have been thinking about is how long it takes for builds to pay for themselves... seperate from the resources from extra power and moduling. That is pretty well documented, and I think I did a breakdown for like tier 1 prod and efficiency modules, even as the super end game has has more math applied to it.

    But what about early game builds?

    Well in this post, I will look at the 0.17 final stable breakdown of what I think the final burner base looks like, and a rated for 30 red/green SPM electric base with some early mall elements.

    This is interesting, because the burner base basically has no logistics investment, and actual outsources it's assembling to the character, so I was wondering how much actually paying for assembling and logistics in a viable manner slows down the self replication.

    First things first, the final burner base. I think of this as featuring 10 iron miners and 4 copper miners with furnace attachments and 8 coal miners.

    Overall this set-up outputs 3.5 plates per second and like 4 coal per second.

    each drill costs 9 plates and 5 unprocessed ore, with the stone furnaces 5 extra unprocessed ore.

    thats 198 plates (922) and 180 (536) raw ore.

    It takes roughly a minute to for the build to produce the same number of plates that make up it, at which point it will have produced enough coal to replicate the stone needed.

    This isn't fully self-replicating, as the character is needed to make stuff into actual end products. Only the coal as kick starting other builds needs no crafting time.

    The 30 red/green and mall base is basically fully self replicating, besides the need for new territory, but has a lot logistics that doesn't go one to one.

    I could go into great detail in what exactly is in my base, but like my method for storing the numbers of stuff in text from broke.

    I have 96 furnaces, 94 drills, 37 assembling machines, 1300 belts, 380 inserters (roughly double counting my 10 total fast/long inserters and throwing in my burner inserters, and 20 boilers and 40 steam engines.

    Note, that because stone furnaces are not hooked up directly with electric mining drill, I will consider their work separately.

    This requires 349 drill minutes, 466 stone furnace minutes, and like 100 assembling machine minutes to make.

    So yeah, the assembling machines will make up the assembling machine time investment in like 3 minutes, while the stone furnace and drills have to do roughly the same amount of work to replicate the set-up.

    It takes the stone furnaces roughly 5 minutes to do their part to replicate the set-up.

    This shows that the additional logistics and actually paying for assembling machines means an early electric build takes 5 times longer to access the resources to have had the option to replicate itself with what it did. However it is still really short, even if you over built furnaces somewhat compared to your current auto crafting.

    submitted by /u/sawbladex
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    Modules?

    Posted: 06 Jan 2020 08:14 AM PST

    My brother thinks he is all that playing Bob 'n Angles. What do you think?

    Posted: 05 Jan 2020 02:20 PM PST

    Several hours in and I've finally got my Industrial Revolution cranking out some science!

    Posted: 05 Jan 2020 09:57 PM PST

    After 300 hours I learned you are not limited to 1 Personal Roboport

    Posted: 05 Jan 2020 06:39 PM PST

    I now know that the player is not limited to a single personal roboport and also a single personal laser defense.

    This is a great discovery but it is also frustrating that I did not know this 300 hours earlier.

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

    The "F" key can be automated too.

    Posted: 05 Jan 2020 01:22 PM PST

    100 Chemical (Blue) Science Per Minute Blueprint

    Posted: 06 Jan 2020 05:07 AM PST

    100 Chemical (Blue) Science Per Minute Blueprint

    Greetings Factorians!

    Today I present to you my latest blueprint, the 100 chemical science per minute production line. The blueprint takes raw inputs only with crafting for circuits integrated into the design. It uses all yellow belts and blue assemblers and is meant for early to mid game and while it is designed to be run off a bus it could be put anywhere you can get the raw resources to. I will eventually be doing the same concept but for black, yellow, purple and white science, and have already done a similar thing for green science which you can find here if you are interested.

    The blueprint can be found over on Factorio Prints.

    https://preview.redd.it/4m4ofvc9q5941.png?width=864&format=png&auto=webp&s=b7e0c1fddaa2843197218ea52d7ab20c9a87dea8

    submitted by /u/nanonator102
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    Factio - timeline # 2

    Posted: 06 Jan 2020 03:58 AM PST

    Will biter attacks stop if I rip down my base and start again?

    Posted: 06 Jan 2020 06:08 AM PST

    I have launched my first rocket in the space exploration mod however my base is a mess it takes ages to build a rocket and I made the mistake of building it in a manner that I can't expand.

    If I turn off my base and rip it all down will the biters then leave me alone?

    submitted by /u/Kashada91
    [link] [comments]

    Compact, tileable red circuit production

    Posted: 05 Jan 2020 05:46 PM PST

    My build for red cercuits, plz give me a rating.

    Posted: 06 Jan 2020 07:51 AM PST

    Is it possible to automatically stock logistic chests via robots a certain amount of science each?

    Posted: 06 Jan 2020 01:11 AM PST

    It is chain in rail out right?Just want to be certain!

    Posted: 06 Jan 2020 04:24 AM PST

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