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    Sunday, February 16, 2020

    Factorio Factorio Badge pack 2 (fanmade)

    Factorio Factorio Badge pack 2 (fanmade)


    Factorio Badge pack 2 (fanmade)

    Posted: 16 Feb 2020 05:15 AM PST

    Cliff explosives should also "undo" placed landfill and destroy ores.

    Posted: 15 Feb 2020 09:22 PM PST

    What do you think? Landfill is now even looks different from the normal land...

    https://forums.factorio.com/viewtopic.php?f=6&t=62368&p=377734#p377734

    Lack of those features is critical as it and cause incredible PAIN if you try decorating your base around water or when you have to manually remove ores, and this is inhibiting possible gameplay ways for building cool looking Factories...

    So, personally, I think that vanilla Factorio should have these features before 1.0 and it's probably the best time to request that.

    submitted by /u/imTheSupremeOne
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    Accidentally overwritten this ~400spm base with a bunch of hours. RIP

    Posted: 15 Feb 2020 10:40 AM PST

    39 hours into this rail world, so much more fun than a main bus base!

    Posted: 16 Feb 2020 05:11 AM PST

    Title says it all! I was growing tired of the same old main bus base so I wanted to switch it up and go for a train orientated base. I found some nice city grid blueprints aswell so I figured I'd incorporate those into my base aswell. And last but not least this created a great opportunity to learn LTN.

    SPM isn't my main focus right now. I just want to get stuff up and running. Growing/beacons/modules will be a later focus. I know I didn't make most designs myself, but some blueprints are too good to pass up, like this mall BP which I altered slightly to incorporate bots:

    https://imgur.com/Isoyq4Q

    I focused on science first, as you can see I made a center science grid with all materials coming from outside. I seperated the green circuits needed for producing blue circuits from the other green circuits by creating a new LTN network ID. The green circuits for blue circuits are produced in the southern #2 GC grid.

    I'll probably work on launching my first rocket now, but I'm finetuning some production belts first.

    LTN is a great help for creating a train orientated world btw. I'm using a naming scheme consisting of: [LTN] + [L]oad/[U]nload + Train composition + Input

    Anyway, some pics:

    Overall view:

    https://imgur.com/13mrr05

    Power + liquids:

    https://imgur.com/mPplO9H

    Science center:

    https://imgur.com/NrAzGUb

    Production bay:

    https://imgur.com/SRLwh9i

    LTN:

    https://imgur.com/YXe9uMy

    submitted by /u/Cactusonpizza
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    First Mega Base +800SPM. (Currently needs ~6GW)

    Posted: 16 Feb 2020 04:45 AM PST

    Ryzen 5 3600 for Factorio compared to 9900K?

    Posted: 16 Feb 2020 01:19 AM PST

    Hi,

    internet seems to claim that Ryzen 5 3600 is the bestest most CPU-est single-thread furnace at the moment, is there anybody who has Ryzen 5 3600 (I'm looking at CL14-14-14-34 3200MHz memory specifically)?

    I've found https://www.reddit.com/r/factorio/comments/ccy927/update_ryzen_3000_memory_speed_benchmarks/ for the Ryzen memory test.

    However, the 8700K is capped at 4.2GHz in that test, but on full blast u/madpavel seems to have went even further... https://www.reddit.com/r/factorio/comments/bdkrwz/10k_spm_belt_megabase_benchmarked_83ups_with_way/el01szt?utm_source=share&utm_medium=web2x

    I've got a 9900K (I run it at 4.7GHz) at work with CL17 4266MHz (BTW I only got a few UPS compared to CL15 3000MHz) and it performs just ridiculously well (though surprisingly a little worse than madpavel's OC insano-rig). I'm considering buying the Ryzen for home to save them $$$, but it seems to me like the Ryzen single-thread benchmarks aren't everything.

    Also 0.18 optimized some things so the tests might come out a little differently now.

    For reference I ask you to test these saves by running factorio.exe --benchmark "stevetrovs_10K_mega_belt_base.zip", I used the Steam version of Factorio 0.18.6.

    https://www.reddit.com/r/factorio/comments/98qruz/10k_spm_ups_optimized_train_megabase/ My 9900K result:

    Performed 1000 updates in 9444.888 ms avg: 9.445 ms, min: 8.424 ms, max: 20.129 ms, so about 106UPS

    or https://www.reddit.com/r/factorio/comments/bdkrwz/10k_spm_belt_megabase_benchmarked_83ups_with_way/

    My 9900K result

    Performed 1000 updates in 9255.330 ms avg: 9.255 ms, min: 8.643 ms, max: 23.195 ms, so about 108UPS

    submitted by /u/V453000
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    Decided to start a game without aliens, it has been a blast and looks so good

    Posted: 15 Feb 2020 04:01 PM PST

    The artillery must grow

    Posted: 16 Feb 2020 12:35 AM PST

    I have never thought I would have loved anything more then my tank... But god damned it I was wrong! Artillery is so useful like more then I every could have imagined just having a mod that lets me use other types of shells too just makes me feel like a kid in a candy store. I have already started automation on atomic bomb artillery shells so basically having super long range atomic bombs at my disposal. Not to mention the use of artillery in chunk discovery.

    (If you are wondering how it looks so far): https://imgur.com/fioEXRK

    submitted by /u/Demori2052
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    Reactor randomly powered down?

    Posted: 16 Feb 2020 05:05 AM PST

    So my nuclear reactor just went down from 1000 C to around 500C and now I have a slight power issue since I just installed 500 laser defense turrets. The uranium burns normally and all. And it worked the last 20h. So, any reason this happened? Or a way to get it back to full power? its a single reactor, so no amplification.

    submitted by /u/PottedRosePetal
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    My Wacky Power Plant, Part 1: Precise Steam Control

    Posted: 15 Feb 2020 08:34 PM PST

    Series Overview

    My power plant is weird, really weird. I'm playing with a few rules around power: no solar, no steam storage, not too many batteries, and nuclear reactors explode if they reach 1000 C. (That means reactors must run at 100% load at all times.) The supporting systems are quite complex, so I'll detail them piece by piece.

    Prologue: Battery Balancing Act

    To keep reactors from exploding, I want to use nuclear power for base load and cover the difference with steam power. But nuclear steam turbines and conventional steam engines count as the same type of power source, so load is distributed evenly among both.

    As long as electric load is equal to or greater than total generating capacity, the reactors won't explode. But in order to keep the base powered, load must be equal to or less than total generating capacity. I have to hit a seemingly impossible target where total generating capacity exactly equals total energy consumption.

    Accumulators can be used to buffer those inequalities. As long as the accumulators are neither full nor empty, the base will have full power, and the reactors won't explode. One of my rules is "not too many batteries", so I can't just soak up energy over the course of a reactor cycle. The system I've built keeps a small bank of accumulators balanced at around 50% charge, even under changing conditions.

    Part 1: Precise Steam Control

    Power consumed must equal nuclear power plus steam power (on average, over the course of a few seconds). Nuclear fuel cells last a full 200 seconds, so the steam plant must rapidly adjust its output.

    I control the flow of water into the steam plant using a circuit condition on the water pumps. The boilers only consume fuel if water is present.

    A simple way to balance the batteries would be to turn on the pumps if the accumulators are under 50%. But as soon as the pumps turn off, the steam plant will stop producing any power. This will cause brownouts if the batteries can't discharge quickly enough to power the base, and the accumulator level will constantly bounce up and down.

    For smoother power output, I rapidly toggle the water pump on and off. For 50% output, the pump is activated every other tick; for 25%, it's activated once every four ticks. The effect is that the water flows at a steady rate.

    This method is called pulse density modulation. My plant uses an 8-bit pulse density modulation circuit. Given an intensity in the range 0-255, it produces a pulsed signal that repeats every 256 ticks.

    !blueprint https://gist.github.com/Majiir/14373096598ef5c6e1b76c8bb88d0be1

    Green wire signal A is the input; given any positive value, it will produce a pulsed signal A on the red wire. The result will act as division by 256, where any remainder is captured by pulsing between two values.

    The left portion of the build produces a signal that toggles individual bits. The most significant bit is pulsed most frequently - once every other tick - and the least significant bit is pulsed only once in each 256-tick cycle.

    An AND gate joins that signal with the input. When a bit is pulsed, the output will only be pulsed if the input signal has set that bit. That means the most significant bit (indicating 128) will cause the output to pulse every other tick, contributing a full half of the signal. A convenience of the AND setup is that the input signal doesn't need to be synchronized with the PDM cycle.

    Connecting this to the water pumps, I check A > 0, A > 1, and so on for each pump. Each pump serves a 36 MW steam plant. Given an example input of 320, the first plant would run at full capacity, and the second pump would pulse 25% of the time. The whole plant would produce a total of 45 MW.

    In practice, the system is quite responsive. It takes a few ticks to react and start producing power, but not many. It's possible to react second-by-second to changing power conditions and adjust the output of the steam plant accordingly. It's also really cool to see in action; the lines of boilers glow on and off again, releasing little puffs of smoke with each burst of energy required.

    Continued in Part 2

    I hope someone found this interesting! Next, I'll share how I automated the control of the steam plant to make it safe to add a nuclear plant.

    submitted by /u/Majiir
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    Factorio Interactive Display

    Posted: 16 Feb 2020 08:06 AM PST

    Station names

    Posted: 16 Feb 2020 04:46 AM PST

    I'm sure I could use [item=copper-ore #1 when naming a station and it would show a thumbnail of copper ore followed by #1 .... Was that removed from 0.18, does anyone know???

    Tnx

    submitted by /u/Kl408
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    My factory is becoming even less of a jumbled mess.

    Posted: 16 Feb 2020 03:33 AM PST

    Still thinking about where to put a bus, but I have kicked refined concrete production into maximum overdrive planning for a huge expansion on the main factory now that I have a few blueprints of my walls and defenses so I can easily replace them with robots!

    (Image for those curious on expansion progress): https://imgur.com/ubibUsb

    It has been fun learning from the community and learning some tips n tricks to get me out of the late early game and into the mid and eventually into the end. Up to even my first rocket. But the biggest question on top of my list.

    What is the first step to making a mega base?

    I know mega bases are supposed to be these huge factories with insane outputs and production but I could not even imagine the planning that goes into one. But not bad to learn the first steps right?

    For those wondering I got basic needs fully automated by this point even pretty much using only red and blue belts and yellow and blue assemblers. And I got a good power situation at least for now until I need to upgrade my reactor setup later so from what I know and understand Id like to think i'm at least 2% ready for a project like a mega base. (Feel free to ask any questions and I will try my best to answer)

    submitted by /u/Demori2052
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    2 years after playing factorio I finally decided to buy it.

    Posted: 16 Feb 2020 01:46 AM PST

    Around 2 years ago I played a....not so legal copy and loved it. I stopped playing after around 3 hours and planned to support the developers and buy it and haven't been able to or forgot. Today is the day that I am buying and playing for the first time in 2 years.

    submitted by /u/BizarreAndroid
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    Started a new factory on current version...

    Posted: 16 Feb 2020 04:57 AM PST

    Started a new factory on current version...

    Shout out to the Factorio devs. Last year all the cool kids were raving about the new version of the game, but I wasn't ready to start over. I'm far enough into a fresh game with a still reasonably organised factory, and having fun all over again with some changed mechanics, but still all the goodness. In particular the new combat is much more interesting and the tech progression seems more balanced, busy researching nuclear enrichment in order to quit coal.

    Was it my imagination that a bug broke into my Iron Ore facility, did some scouting and then tried to leave without attacking? Or was it due to the cavalry showing up just in time? Whats up with that? (Will they return in greater numbers?)

    https://preview.redd.it/p8nnkvkh8ah41.png?width=849&format=png&auto=webp&s=e951a6bb69bc3fb6bf78bf14b0edd3df2c6df271

    submitted by /u/nigels_com
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    Has anyone tried DeFacto for the PICO-8? It's a Factorio clone that runs in your browser.

    Posted: 16 Feb 2020 08:37 AM PST

    Why Doesn't Power Armor Show Fusion Reactor Power Output?

    Posted: 15 Feb 2020 12:34 PM PST

    Why Doesn't Power Armor Show Fusion Reactor Power Output?

    The equipment grid should show bonus run speed, total power output, power demand, and other items.

    https://preview.redd.it/v5i1dhrte5h41.png?width=806&format=png&auto=webp&s=5a768ab0c95c011675e4100a8458312cc810c790

    submitted by /u/NerdIsACompliment
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    My OCD, 100 of all SPM ( if all of my calculations serve me correctly). I have been out of town and only had my laptop with no internet for the past week so I thought it was about time to step up my production. It's all untested as of yet and has not had anything put through her.

    Posted: 15 Feb 2020 08:23 PM PST

    Coming back after several years, anything I should watch out for?

    Posted: 16 Feb 2020 08:03 AM PST

    By several I mean about three years. I see it looks a little different, the toolbar has changed which I figured out.

    submitted by /u/oldmanartie
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    AngelBob 0.18 - solder recipe disappeared

    Posted: 16 Feb 2020 07:46 AM PST

    I've updated my game and mods to 0.18 and started a new AngelBob map. Everything was fine until I got to basic electronic board which require solder. In 0.17 those were made from solder plate (tin+lead) and resin, but this recipe seems to have disappeared. Is this a bug or am I just remembering it wrong? The only recipe for solder is making it from solder coils which is a very elaborate production chain.

    submitted by /u/HaggleBurger
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    Unable to move character - single player

    Posted: 16 Feb 2020 06:51 AM PST

    For some reason when I launched a new game, my character was unable to move. It was processing my keyboard inputs and the character would turn in the appropriate direction, but wouldn't actually move. I couldn't find much on Google so I'm wondering if anyone knows about a fix for this.

    submitted by /u/MetalNutSack
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    Finally, got to red circuits! (250x Science)

    Posted: 15 Feb 2020 06:19 PM PST

    A Simple Tool I Made To Calculate Solar Power Output

    Posted: 15 Feb 2020 02:40 PM PST

    I've seen many solar array blueprints which don't state their sustained power output or give rounded figures, so I've decided to create a tool to calculate the power output of a solar array given the number of solar panels and accumulators.

    Another motivation in creating this tool was that I've seen the following formula being used before:

    MW = min(0.84 * Panels, Accumulators)/20

    I believed this formula to be correct until I considered the case where the ratio between accumulators and solar panels is less than 0.84. This is where the above formula fails, since it fails to account for the increased power production during dawn and dusk per accumulator when using a ratio less than 0.84. This increased production from the solar panels means that the accumulators do not need to hold as much energy to maintain the same level of sustained power output throughout the night. Due to this fact, the above formula gives figures that are slightly lower than the actual power output when using ratios less than 0.84.

    With that being said, here is the link to the tool: desmos link. Note that you do not need to use the sliders, and can instead enter the numbers directly.

    I've confirmed the results this tool gives both empirically and by comparing them to another tool I found afterward. I also decided to add a visualization to (hopefully) example why the results are correct.

    submitted by /u/NotJusticeWargrave
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