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    Sunday, January 26, 2020

    Factorio Super Compact 2 lane Balancer

    Factorio Super Compact 2 lane Balancer


    Super Compact 2 lane Balancer

    Posted: 25 Jan 2020 07:43 PM PST

    First Time Playing Factorio - Having A Blast!

    Posted: 26 Jan 2020 06:00 AM PST

    KatherineOfSky & Caledorn Community has set the new record of most concurrent players on a server with 521 players online

    Posted: 25 Jan 2020 12:42 PM PST

    Chemical Science Quick Start for Advanced Oil Processing - 75x Chemical Science Packs - Details and Blueprint in Comments

    Posted: 25 Jan 2020 07:00 PM PST

    Flamethrower really helps moving chests and belts when they are full of stuff

    Posted: 26 Jan 2020 06:55 AM PST

    Guide: How to update (hack) your mods to 0.18

    Posted: 25 Jan 2020 11:52 PM PST

    Make those plants vanish with fire, please!

    Posted: 25 Jan 2020 03:29 PM PST

    My First Completion!

    Posted: 26 Jan 2020 01:17 AM PST

    After 39 hours and 16 minutes, I've finally managed to launch my first rocket! I've tried to distance myself from the community and kept away from the wiki for the entirety of this playthrough, so the majority of what I faced was completely new to me (with the exception of rail signals which I had to look up the wiki for, cause the in game tutorial was incredibly unhelpful). Never before had I played a game where I've kept a notebook of calculations and ratios in order to optimize production, and was able to automate almost everything, though I did end up only semi-automating rocket parts and the satellite. Never before have I felt so thankful for taking a course in project management, as it greatly help me calculate ratios and plan out automation of the factory.

    Now that I've finished the game the first time, I'd love to ask several questions for clarification and just general help for future gameplay.

    1. Belt travel speed and item capacity limit the number of assembly machines it can supply. Is there something similar for pipes? I noticed that in long chains of heat exchangers for my nuclear power plant, later exchangers would not receive enough water, even though the pumps were not pumping at max capacity
    2. Is there a rule or something for deciding where to use rail signals and chain signals? I ended up going through a lot of trail and error, but still don't understand how they work.
    3. It there a way to set the following condition for train pathing: (AvB) ^ C. Whenever I try to set this condition, the game changes the position of the brackets to become A v (B^C)
    4. Are efficiency modules worth making? Especially with nuclear power, I find that generally I produce 3 - 4 times the amount of power I need, thus never found myself using efficiency modules, thus never made any more than a few tier 1 modules when I first unlocked the tech.
    5. Why do beacons and certain assembler recipes not accept the usage of productivity modules? Less of gameplay help, but just out of curiosity. Did they use to be able to accept productivity modules and was changed later, or did they never accept them?

    Also, is there something I can check the ratios I calculated against? It's been working very well so far, but I'd like to know if it is optimal and I haven't messed up with my calculations somewhere.

    Thanks everyone

    the factory must grow

    submitted by /u/NPC_2930
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    hey, just finished the first part of my megabase (first time I try to do something so big) that's my copper factory. I would like to get your opinion on it. i'm playing on 0.15.34 so i don't have everything.

    Posted: 26 Jan 2020 05:21 AM PST

    Building a megafactory in creative mode - here's my 21.5k blue science per minute build

    Posted: 25 Jan 2020 05:18 PM PST

    I present to you The...thing...God this is ugly.

    Posted: 26 Jan 2020 07:27 AM PST

    Finished My Bob's and Angels run!

    Posted: 25 Jan 2020 06:51 PM PST

    Finished My Bob's and Angels run!

    Hi everybody,

    I just finished yesterday my run with Bob's and Angels, just in time for 0.18.

    I decided for the first time to use an city block design with LTN, based on 1-1 trains. For the ores, raw gas and multi phase oil, I'm using 2-4 trains.

    Learned some really good lessons during these ~260 hours. And I have a total of 931 hours of Factorio ( I know rookie numbers ), so this run is basically a third of my total time.

    So let's go for some pictures:

    Game finished.

    The city block is based on the distance of 4 Level 1 big Power Poles, with 4 level 1 roboports and 2 radars, this was based on a city block that someone posted here ( sorry don't remember your name, but accuse yourself and I shall tag you ), but his city blocks were chunk aligned, mine aren't, and he also had blueprints for 1 station, 2 stations and 3 stations ( and the 3 stations layout fit on the city block, they don't fit on mine ), that I stole and used trough the entire run. I also created a super city block that corresponds to 4 of the small city blocks, that I've used on some productions ( for example plastic, because it was just too complex and big ).

    City block example

    The entire factory.

    My main mall

    The mall, where I basically build everything, completely bot based, and with some trains unloading to passive providers so that the bots don't have to be running all over the base to get stuff.

    A lot of stuff was hard on this run specially mid-game when the mall was running at full speed, had several bottlenecks on steel, iron plates, copper plates, and cobalt steel plates. Sulfuric Acid was also a pain to get going correctly and with a stable production.

    One of the 3 sulfuric waste water processing city blocks. And I also have 2 other city blocks making Sulfuric Acid from Acid Gas, created from the Porous Lime Filter

    My first plastic production that was completely inadequate.

    The new plastic facility here:

    https://preview.redd.it/n0kl41ao54d41.jpg?width=7703&format=pjpg&auto=webp&s=69f2974aa625fd59775f1acae7312be8d32d0bd6

    Using one of the super blocks. Don't ask me for ratios because I don't know that was made based on FNEI, but I know that it's not correct, I've had to go back and correct some stuff like 10 times, add a fluid or gas void here and there, increase the production of hydrogen or oxygen. The point is that now it is working. This production facility was done thanks to u/damienreave because he did a post 2 years ago that pointed me in the right direction.

    Rocket Fuel was awesome to design and implement, probably spend like 3 or 4 hours implementing this:

    https://preview.redd.it/pizifgeu54d41.jpg?width=7722&format=pjpg&auto=webp&s=24f7b18dbcf71df49c889b265bfbf7337604a7b5

    But it was so fun. And notice that I'm using the mod Fluid Must Flow, because I had a target of 25 i/s of rocket fuel ( I'm not even close to that I think ) and the volume of Hydrazine Gas is already at 3.7k/s, with normal piping it's impossible so I had to use the larger pipes in conjunction with the several tanks providing the gases to the pipes.

    The Chlorine Gas/Sodium chain, it's a huge problem for me, generating sodium generates Chlorine Gas, but you need to sink the sodium to something ( I'm sinking it into sodium carbonate and something else, but still doesn't seem good to me ) or else you will run out of Chlorine Gas.

    The depot's that are simply terrible ( I know ):

    The depots

    When the trains are dispatched they basically block them self's over and over.

    Lessons learned:

    • Always connect your chest storage to your train stop, if you don't the trains won't stop coming.

    This happened to me a lot, I simply forgot to connect the the chest storage, and after some time I started to get warnings from LTN warning me that trains have reached their timeout, and when I went looking for it, I would see like 5 trains trying to unload to a station already full!

    • Using large warehouses that store 51k ( of 200 items per stack ) or large that store 173k ( also 200 items per stack ), gives a false sense of security.

    Your buffers are so huge that you will only notice that your production is too small after a good amount of time.

    • For items with a lot of demand, increase your loaders/unloaders.

    Some items, that need high throughput like Transistors, Basic Electronic Components and Solder, add the maximum amount of loaders possible to the providers, there will be a lot of movement at those stations so the faster the loading the bettter. On my run, I've used the default 6 mini-loaders per train on one side only, on some stations I have 6 on one side, and 4 on the other ( space is tight ) this improved the throughput of these stations a lot, for the rest no need for it, since it doesn't need that much throughput.

    • If notices are disabled on LTN, make sure that you have enough trains to support your entire base

    I spent probably 2/3 hours yesterday doing tests on sandbox and messing with the LTN mods options because I had a problem on Aluminium Plates, it was being blocked by the used coolant that wasn't exported fast enough, the reason? After all that time of testing? I didn't have enough trains!!!

    • Fluids are hard, specially in Bob's and Angel's

    There's a lot of stuff that requires oxygen on this mods, you have basically 2 ways, Purified water electrolysis ( gives 40 Oxygen and 60 Hydrogen ) or Air Separation ( 50 Nitrogen Gas and 50 Oxygen ), I normally went to Air Separation because it gives 50, but the amount of compressed air to generate for example 1.2k of Oxygen is 2.4k, ( 36 Air Filters Mk2 and 15 Chemical Plants Mk4 ), passing around all this fluid in normal pipes is extremely hard, specially when the values are bigger than 1.2k, that's why I got the Fluid Must Flow mod, that way I could start moving around large quantities of fluids but still had problems, it also gave some interesting builds.

    High throughout production of ammonia gas

    • Split your builds, and watch out for byproducts.

    You need to produce 150 items/s of something, take the fastest belt you have and divide the number of items, and just build blocks of that single build ( seems obvious right ), and watch out for byproducts, some times I designed something to give 50 i/s, but never reached it because I had byproducts dropping out in the belts also.

    The rocket is launched, at the time of this writing I have launched 166 rockets. I still haven't build the entire modules tree, I've only got to Speed 3 modules and Productivity 3 and I have no gems processing, and I don't think I will ever will go to the end of that tree.

    Next steps, well I think I'm going to take a small break, and then I'm going to retry Pyanodons, also with city blocks, but this time I'm going for only the super blocks, the machines are huge on Pyanodons, still have to check the radar coverage ( on this map I have 273 radars I think it's excessive ) I would also like to add some of the bob's mods, like the modules, and bots. But really don't know if it's compatible or not, will see.

    About UPS/FPS, well it had been running smoothly until I disabled my coal power, and added 3 Deuterium blocks ( 8 reactors each ) it's around 936MW produced, then I started to drop to 50 UPS, I have an i7 8700@3.2 Ghz no OC, with 32GB of Ram at 1066MHz ( I should buy faster memory I guess ).

    I just wanted to say thanks to the creators of the mods I've been using, Bob's, Angel's FNEI, LTN and LTN Tracker, Fluid Must Flow, Power Armor Mk3 and Mk4,, Factory Planner, Miniloader, Yarm and Bottleneck, thank you for your hard work, it was awesome playing with your mods.

    Let me know if you have some questions, if you want print screens of something particular in the factory etc, I'll be glad to help!

    EDIT: Just changing some pictures for something smaller.

    submitted by /u/tiolancaster
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    Why will this pump not pump the water?

    Posted: 26 Jan 2020 06:10 AM PST

    Requester chest behavior

    Posted: 25 Jan 2020 08:20 PM PST

    Requester chest behavior

    In requester chest menu, logistic request part, when connected to circuit network, fields can be mark with right mouse click, but what is a purpose of this, what does it do?

    https://preview.redd.it/q04qr2liu1d41.png?width=272&format=png&auto=webp&s=5611a2fac11eb93e6fd46ec13fff778ce7567a74

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

    The beginning

    Posted: 26 Jan 2020 05:00 AM PST

    Sharing scenario + blueprint designed for multiplayer

    Posted: 26 Jan 2020 02:22 AM PST

    https://factorioprints.com/view/-LzWK9PmfmAVuPUyuqcU

    https://drive.google.com/open?id=1nrZdMOL6lRMgA2c7sGpwMKQ_HG1I-1rw

    The scenario, called "Work hard for oil", puts you in the center of a square safe area with lots of coal, stone, iron and copper ore. The square is devided into four squares, each surves a purpose:

    • Top left: Science and mall;
    • Top right: Oil
    • Bottom left: Military (AP rounds, walls, grenades and gun turrets)
    • Bottom right: Circuits, LDS, and Rocket control units

    The resources in each quadrant are different, to suit this intended purpose. You can use the blueprint for the entire base (except the oil area) or find your own solution to this map.

    The map is rather weak against griefers, because they can plop some landfill and flood your base with biters. To make this harder I surrounded some of the base with void, so landfill can't be placed there. Consider using /permissions and the save button to prevent grievers from joining and quickly ruining your game.

    The challenge in this scenario is that the oil is surrounded by huge amounts of biters, hence the requirement for a full yellow belt of AP rounds to claim and defend it. The biters will evolve FAST and you wont have access to laser turrets or flamethrowers at first. It may require at least one players constant attention to defend the oil rigs.

    The scenario seems easy at first, but when you decide to confront the biters you may decide you need to start again. It's intended for multiplayer.

    I created the scenario and blueprint. ETK03 provided feedback on an earlier version.

    submitted by /u/promnv
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    Why my fluid wagon isn't filled ?

    Posted: 26 Jan 2020 05:43 AM PST

    come join KoS's mmo server! its up now!!

    Posted: 25 Jan 2020 10:28 AM PST

    we are trying to reach 500, every person helps!

    submitted by /u/when-you-do-it-to-em
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    my friends first automated production line! (he's brand new)

    Posted: 25 Jan 2020 11:01 AM PST

    Robots want to recharge at robochest instead of other available places. How do I fix this?

    Posted: 26 Jan 2020 08:18 AM PST

    [Pyanodon's] How do I get Molybdenum without chemical science?

    Posted: 26 Jan 2020 07:46 AM PST

    So I seem to need laser turrets to make Molybdenum mines. For these I need batteries, for which I need Rayon, for which I need Fiber, for which I need centrifuges. To research these I need chemical science, which, among other things, needs circuits 2, for which I need Cermet, for which I need Molybdenum.

    It's been a wild ride so far, but up until now I've been able to figure everything out. But I'm a little stuck right now. Any help would be appreciated.

    submitted by /u/GoosetheGrey
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