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    Saturday, March 7, 2020

    Factorio [0.18.10] Literally unplayable.

    Factorio [0.18.10] Literally unplayable.


    [0.18.10] Literally unplayable.

    Posted: 06 Mar 2020 04:43 PM PST

    Just finished my first playthrough! It took me 50 hours.

    Posted: 07 Mar 2020 05:05 AM PST

    Factorio 0.18, 100% Speedrun, WR 7:21:38

    Posted: 07 Mar 2020 04:58 AM PST

    7 science belt by abusing reach arms and underground belts

    Posted: 06 Mar 2020 08:29 PM PST

    Artillery outpost design (click for blueprint, see comment for explanation)

    Posted: 07 Mar 2020 05:52 AM PST

    Rocket Peninsular

    Posted: 06 Mar 2020 05:40 PM PST

    Last Time-dependent splitter. Full Belt. BP in comments

    Posted: 06 Mar 2020 02:05 PM PST

    When you're electrical engineer

    Posted: 07 Mar 2020 02:39 AM PST

    I tweaked my nuclear x solar x accumulator power so it doesn't waste even kJ of energy. I also sent info to a global network so I know how many of my reactor set are working at the moment. https://imgur.com/tnEf7Sa

    submitted by /u/Potwin
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    Nuclear Nights

    Posted: 06 Mar 2020 06:07 PM PST

    Heres and interesting challenge for those who think ribbon world isn't hard enough already or those who just want an extra challenge

    Posted: 06 Mar 2020 10:34 PM PST

    Smart, on-demand, omni-smelter v1

    Posted: 07 Mar 2020 07:09 AM PST

    Blue circuit (expensive mode), direct insertion, perfect unmoduled ratios

    Posted: 06 Mar 2020 05:08 PM PST

    My recommendation for electrical power graph UI

    Posted: 06 Mar 2020 10:42 AM PST

    super simple lazy bastad starting mall

    Posted: 06 Mar 2020 01:00 PM PST

    Base Print

    Posted: 07 Mar 2020 07:02 AM PST

    how can i take a picture of my entire base? have a mod or something native?

    submitted by /u/Furguga
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    my first base how good/bad is it, give me some tips (go easy on me)

    Posted: 06 Mar 2020 06:41 PM PST

    Latest Base - 5k SPM - 0.18

    Posted: 06 Mar 2020 04:29 PM PST

    Latest Base - 5k SPM - 0.18

    Hi Everyone,

    I'm getting ready to retire this base soon and thought I'd share it with you before I start my next project.

    This was my third megabase build and I was shooting for 10k SPM at a reasonable FPS. I didn't quite get there with this one but I learned a great deal about optimization and have some great ideas to apply on my next attempt. This is a completely vanilla game, no mods.

    Base overview, ~22,000 rockets launched

    My last base was a rail-spine concept that I got up to 1k SPM before it became clogged with rail traffic. This base was a reaction to that with distributed production in a semi-regular grid for more train pathing routes.

    Distributed production

    The belt based iron and copper smelting was highly inefficient. Late in the game I switched to bot based smelting for much more throughput.

    Production graph

    Update info, the base currently runs at about 20 FPS.

    I started out going nuclear, I had 20 1-gigawatt plants running at the peak. I quickly realized how much FPS was chewed up and switched to solar. What a PITA.

    Electrical Info

    This is my centralized green chip production facility. At peak this will produce 240k chips per minute.

    The plant was broken up into 6 quadrants, each with their own rail feeds. The load area is in the middle with 2 train stops.

    This is the central steel plant, it is gigantic and highly inefficient. Next game will have direct iron plate to steel feeding.

    5 Iron Ore patches feeding the Steel plant.

    Typical late game smelting plant.

    Low-density Structures plant

    Science facility

    Rocket Ship Row - Currently these support 5k SPM. I would need 8 additional launch facilities and more Rocket Fuel to max out at 10k SPM

    I didn't do many in-depth calculations while designing everything. Some items were grossly over-produced, others under produced. Just gut feeling and some back-of-napkin math plus I knew everything needed to be BIG lol. Current bottle necks for this base are plastic and rocket fuel construction. I had a lot of fun with this one, after about 250 hours I'm ready for the next design!

    submitted by /u/MS-Dau5
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    Smart compact and tileable logistic train. Fills completely in less than 3 min.

    Posted: 06 Mar 2020 03:19 PM PST

    0.17.60 Science BP

    Posted: 07 Mar 2020 06:41 AM PST

    So I got back into this game and I'm looking for a blueprint book for all science packs (except space) for 0.17.60. Anyone have or know of a good one?

    submitted by /u/Iugamil
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    Sea Platforms that work like normal land

    Posted: 07 Mar 2020 12:17 AM PST

    I get why the ability to place water would be game-breaking, but it would be fantastic if you could play around with a coastline without permanently removing the water.. What if you could place removable platform the same way you place land? It could look like a catwalk by default, but it would still look like land, so if you placed concrete on it, it would look like concrete. That way you could make bridges and whatnot without breaking the game. I don't know how the render layers are setup, so maybe this would be difficult, but I feel like there has to be a way to do this...

    submitted by /u/ImmaRussian
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    Artillery outposts: Have biters become more aggressive against walls?

    Posted: 06 Mar 2020 06:14 PM PST

    Artillery outposts: Have biters become more aggressive against walls?

    Just upgraded to .18 and reached ~100% evolution on a deathworld style map, and am struggling with efficient defensive measures, especially for artillery outposts.

    It used to be the case that placing walls as a pathfinding obstacles (as a maze, dragon teeth, etc) would utterly confuse biters and cause them to stumble about looking for a path, giving the flame turrets time to kill 99% of a horde before it reaches the line. A couple normal turrets (laser or gun) would finish off whomever gets through. This used to give almost complete protection against even swarms of behemoths without even damaging the walls in most cases.

    Now, possibly because of the pathfinding changes, things seem a lot less easy. If I place obstacles (I've tried dragon teeth, single-lane mazes, two-lane mazes, focus passages) they start chewing them.

    The best thing that seems to work so far is to use multiple walls with irregular gaps - in many cases they hit the wall, start looking for the gap, etc, until burned. But even this suffers damage over time as you can see in the picture:

    https://preview.redd.it/wee9l7zxu5l41.png?width=948&format=png&auto=webp&s=21fa58254d37558a54c38f5c45c9d30013f85881

    A related problem is bots repairing walls. I would like them to repair the laser turrets, but not the outer walls, as that causes them to fly into the fire and can place them in range of spitters outside turret range. The only way I can think of solving this in a situation of near-constant attack is to place the outer walls / dragon teeth outside of construction range, but that forces a fairly large outpost size.

    For example, here is a map view shot of an outpost with the inner walls in construction range, but the outer walls just outside:

    https://preview.redd.it/tuo5baqzu5l41.png?width=1492&format=png&auto=webp&s=5da570a8a21381bc7cbdc9c9b0e3e83cf1ba26fe

    The center contains an artillery array which has been used to aggro the biters, leading to about 5k kills in the past 3 minutes. As you can see, the base holds easily, but the outer walls are fraying. Now this might be fine as this intensity is only expected in the initial assault as bases in range are cleared, but I'd prefer a more elegant solution.

    What is your current end-game defense / artillery outpost design?

    [edit: Here's the result of clearing the area with artillery range 5:

    https://preview.redd.it/pd23sohlu5l41.png?width=2778&format=png&auto=webp&s=a93370656630d6cdd7242eae5d86c68861aaec6b

    About 18k kills with 80 walls lost. You can see they create gaps which turn into kill zones pointing towards the flame turrets (probably aggro-ing towards the damage source).

    Edit2: The corners sustained most damage, possibly because they were only just within turret range. Using rounded corners seems to work better:

    https://preview.redd.it/4j9k8mirw5l41.png?width=1507&format=png&auto=webp&s=ffba0c07d2114580957a55f3673d0c3c33d05eb4

    submitted by /u/vanatteveldt
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    Does anyone know of a good video guide from start to finish or would be willing to walk me through a multiplayer game from start to finish?

    Posted: 07 Mar 2020 06:06 AM PST

    I've been playing this game on and off for two years and never finished a play through because I always get overwhelmed and confused with how in depth things get. To remedy this, I was hoping to find a video guide or tutorial in which someone narrates an entire play through or at least how to correctly use new technologies in order to keep progressing forward. The furthest I've gotten is to oil processing and I've managed to fumble through cranking out some of the products but from then on I just can't seem to keep moving in the right direction. I've never managed to make it to roboports and I feel like if I could stop building everything myself I could power through the rest of the play through.

    Honestly, I feel like I just need a friend that can take me through a game on multiplayer from start to finish while using discord for voice chat one day or something. I just know I'm going to have so many questions as I progress.

    submitted by /u/SmokeAndGnomes
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    Let's not mix that, should we?

    Posted: 06 Mar 2020 09:52 AM PST

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