• Breaking News

    Saturday, February 22, 2020

    Factorio Literately unplayable...

    Factorio Literately unplayable...


    Literately unplayable...

    Posted: 22 Feb 2020 12:25 AM PST

    Finally a way to stop belt braiders dead in their tracks

    Posted: 22 Feb 2020 03:27 AM PST

    Perimeter Breach

    Posted: 22 Feb 2020 06:00 AM PST

    Love to the Community <3 (Rubite-Ore from Angels Mods, world-gen, not modified)

    Posted: 22 Feb 2020 02:14 AM PST

    Remember to set limits when making artillery

    Posted: 22 Feb 2020 04:53 AM PST

    Factorio centrifuge

    Posted: 22 Feb 2020 01:02 AM PST

    My son wanted to buy factorio

    Posted: 21 Feb 2020 12:48 PM PST

    I can't say how happy I am, he wanted to buy it to play with me he's 10, and we started our first LAN game tonight!!

    Start them expanding the factory young.

    :D

    submitted by /u/Fishing4KarmaBoii
    [link] [comments]

    Terrain Artisan - A World Painting Mod (coming soon, I hope)

    Posted: 22 Feb 2020 07:36 AM PST

    I 3D printed some logos. Large one is 15cm long and sits proudly on my desk.

    Posted: 22 Feb 2020 06:09 AM PST

    Combinator Ethernet from the ground up (plus new blueprints)

    Posted: 21 Feb 2020 05:19 PM PST

    0.18.8 UPS Optimization: Direct vs Belt vs Chest pickup

    Posted: 21 Feb 2020 08:51 PM PST

    In previous versions an inserter hovering over a moving belt would be always active, to reduce UPS, either a belt stub was used to stop the belt moving, or a chest stub to make the inserter dependent on the chest instead of the belt.

    In recent updates, inserters received considerable optimizations. So I decided to run some preliminary tests to see what the current best method of picking up is in three situations:

    • Iron smelting, 10 furnaces long
    • Low density structure, 5 assemblers long or copper
    • Low density structure, 10 assemblers long of steel/plastic shared belt

    EDIT: All builds are 12 Beacon designs with outputs into void chests, for LDS the non-tested resources were supplied with infinity chests

    Each test had 10k total machines, iron was run for 10k ticks while LDS was run for 5k.

    Specs: 2560x1440, Intel Core i7-2600 @ 3.40GHz, 12GB RAM, AMD Radeon R9 390 Series

    TLDR:

    • Belt stubs look to be completely redundant, being 17-20% slower than direct pickup
    • Chest stubs may still have some niche case use, being 2-4% slower for single item belt and 10% for shared item belt
    • Splitters are still awful for UPS, avoid at all cost

    Results:

    Test average tick (ms)
    Direct Belt Stub Chest Stub
    Iron 11.35 13.69 11.84
    LDS(Copper) 14.09 16.61 14.42
    LDS(Steel/Plastic) 9.26 10.90 10.23

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

    I made an interactive network viz graph of Factorio recipes, to help plan my second run

    Posted: 22 Feb 2020 03:00 AM PST

    I made an interactive network viz graph of Factorio recipes, to help plan my second run

    Its very much like data engineering, so I used some R network viz to help - its interactive, zoom in a bit then click on the items etc. https://storage.googleapis.com/mark-edmondson-public-read/factorio-graph.html

    The raw data is from https://raw.githubusercontent.com/kevinta893/factorio-recipes-json/master/recipes.json - thanks to https://github.com/kevinta893/factorio-recipes-json

    Work in progress, but any feedback on what would make it useful? I think I need to update a little to make the text clearer, and some of the data is weird as in Solid fuel not dependent on anything.

    Its ranked from top to bottom on how many dependencies each ingredient has, e.g. how many inputs it needs, so the more late game stuff should be at the bottom.

    https://preview.redd.it/pwxtnn34igi41.png?width=2232&format=png&auto=webp&s=f49a10bc85246344c111da21b8db7139956064c3

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

    I just got Factorio a few hours ago, and I know that this setup is kind of pathetic, but I couldn't help but stare at the satisfying efficiency for a while...

    Posted: 22 Feb 2020 07:36 AM PST

    Some more stuff i’ve made on Dreams!

    Posted: 22 Feb 2020 02:22 AM PST

    Rocket Launched in 100x Research Cost Marathon After 200 Hours!

    Posted: 21 Feb 2020 11:32 PM PST

    How do I change the recipe on the assembling machine? I need to make electric circuits

    Posted: 22 Feb 2020 06:16 AM PST

    literally unplayable, my entire factorio experience has just been ruined. Thanks alot Angel

    Posted: 21 Feb 2020 11:53 AM PST

    Is this still an achievment?

    Posted: 22 Feb 2020 01:44 AM PST

    How do experienced players set up electric furnaces? Why are people using modules on them?Isnt it more efficient just placing more furnaces down? Is this setup optimal?

    Posted: 22 Feb 2020 03:03 AM PST

    Unloading 10 Compressed Balanced Belts From 2 1-4 Trains

    Posted: 21 Feb 2020 11:08 PM PST

    I was wondering if anyone had good ideas or blueprints to unload 10 compressed blue belts that are balanced from 2 1-4 trains. This is my current setup:
    https://imgur.com/a/BKcO3Sz
    Where I have 2 belts coming off each wagon for 8 per train, then running those 8 belts through an 8-5 balancer to get 10 belts total, then running those 10 belts through a 10-10 balancer.

    Theoretically, this should work completely fine, but I cant help but feel there must be a much better way to do this than the way im doing it.

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

    So...…. I'm playing Industrial Revolution and most of this was a lake

    Posted: 21 Feb 2020 04:35 PM PST

    I love this game, finally got back into playing!!

    Posted: 22 Feb 2020 08:20 AM PST

    People might like industrial revolution mod for many reasons. I like it because

    Posted: 22 Feb 2020 08:19 AM PST

    it actually uses the things that nuclear processing in vanilla uses for other processes for more interesting set-ups. (namely random results of processes and catalysts that aren't consumed by the process typically.

    For example, battery charging and catalyst usages can break the battery or the catalyst usage randomly.

    Too much of other "realistic" mods are just more steps for resource efficiency, and catalysts that are consumed with exactly one use, which doesn't seem very catalytic of them.

    Not sure if I want to have to relearn recipe in starting a full game of thst, but at least there is a concept in there that vanilla doesn't use as much.

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

    No comments:

    Post a Comment