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    Wednesday, March 25, 2020

    Factorio Yelling at Biter

    Factorio Yelling at Biter


    Yelling at Biter

    Posted: 25 Mar 2020 03:35 AM PDT

    To the guy with 11 locomotives... Ill raise you 1801

    Posted: 24 Mar 2020 04:04 PM PDT

    Locomotive loop with automated refueling

    Posted: 25 Mar 2020 01:52 AM PDT

    Those circles are nice, but I think we have some real potential here

    Posted: 24 Mar 2020 06:25 PM PDT

    Someone said ten was the limit, well... Here are ELEVEN!

    Posted: 24 Mar 2020 02:40 PM PDT

    Literally unplayable

    Posted: 25 Mar 2020 03:46 AM PDT

    My €0.02 regarding the beacon redesign: Pipes and fans are a good way to visually communicate a "performance boosting" entity

    Posted: 24 Mar 2020 10:35 AM PDT

    I'll one up your trains with my fish circle!

    Posted: 24 Mar 2020 07:26 PM PDT

    I decided to upgrade the train depot, so here i am

    Posted: 24 Mar 2020 02:09 PM PDT

    Haven't played in a while. Forgot how destructive flamethrowers can be... and how much I love them

    Posted: 24 Mar 2020 11:06 PM PDT

    New wallpaper

    Posted: 25 Mar 2020 01:34 AM PDT

    Steel for days

    Posted: 25 Mar 2020 06:29 AM PDT

    8-car Fast-Unloader, 12 blue belts

    Posted: 24 Mar 2020 04:01 PM PDT

    Just some 3 AM thoughts about trains and fuel bonuses

    Posted: 24 Mar 2020 06:06 PM PDT

    Power = speed * force

    Locomotives have a constant power consumption of 600 kW and a top speed of 72 m/s without bonuses. This means that the force a locomotive at full speed produces to move is 8333 N.

    With nuclear fuel, however, top speed becomes 82.8 m/s, but the power remains the same. This means that now the force is 7246 N.

    Force = mass * acceleration

    With nuclear fuel acceleration is also increased 2.5 times, meaning that a force of 7246 N now accelerates the train 2.5 times faster than a force of 8333 N. This requires the mass of the train to be 34.78% of what it is without nuclear fuel.

    The only sensible conclusion is that nuclear fuel has negative mass

    submitted by /u/MediocreMeat
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    Extremely new but excited player here! Question: is this a terrible and over complicated way to automate science packs? Any tips would be great!

    Posted: 24 Mar 2020 08:07 PM PDT

    After my 1st rocket launch I decided to have a go using no blueprints from others, especially for a starter base, so far so good.

    Posted: 24 Mar 2020 06:03 PM PDT

    Beginning Base

    Posted: 25 Mar 2020 07:16 AM PDT

    I have started a lot of games before but not really gotten that far. This is the start of my play through where I hope to launch my first rocket after 220 hours of playtime without ever doing so. Was wondering whether this is a decent start (furnaces are all stone furnaces btw)

    https://preview.redd.it/zmwz6frtuto41.png?width=800&format=png&auto=webp&s=ebb068f2ea5d9c7e6744dc6cb02cc61251c153db

    submitted by /u/Flinchous
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    Maintaining motivation/Dealing with analysis paralysis?

    Posted: 24 Mar 2020 03:14 PM PDT

    I think most of you have encountered this situation in Factorio:
    1. I have a goal (i.e. producing new science pack)
    2. To reach this goal, I have to produce new resouce X
    3. This requires new production chain and new production machines
    4. These production machines have to be added to "mall"
    5. Some older production chains have to be upgraded to meet the demand.

    Although you have a clear goal, defined a clear plan how to reach this goal and the whole process is fun and constitutes the core gameplay loop, somehow, personally, I find myself often doing ....nothing. Just aimlessly driving around the factory, admiring mesmerizing balet of working belts, inserters and machines...and just can't force myself to make first (or any) of steps.
    When somehow I muster the courage to tackle some of the sub-problems, bottom up, I open helmod and lose myself there, trying to find "perfect" ratios and maximizing utility function. ...ending up doing nothing, again. In the end so much time is wasted on aimless "doing nothing" that if I were to actually DO this at 5% efficiency, the whole task would have been done already.

    Reddit, do you have that? How do you cope with these issues?

    submitted by /u/artemonster
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    Increased defensive perimeter of turrets stick together, covered by a wall, auto charged by an automated loaders line! We are safe for now (reupload better quality)

    Posted: 25 Mar 2020 12:01 AM PDT

    Mod portal down for anyone else?

    Posted: 24 Mar 2020 04:57 PM PDT

    Factorio and Conquer: Tiberian Dawn Portal Update

    Posted: 24 Mar 2020 12:20 PM PDT

    https://mods.factorio.com/mod/Factorio-Tiberium

    A massive update, including Bob's compatibility, Angel's Refining compatibility, and a tech overhaul.

    This update has been available as beta for about 2 weeks now, with minimal changes in that 2 week mark. To get notified about future betas, you can join the discord here. Membership in the discord also means you get to see what's coming up, as I am usually active there daily.

    A special thanks to some of our discord members for modelling and texturing things for the mod: CVL, Kane, Techpriest Antharann, and Hannah97Gamer.

    Thanks to Torndar for working through the growth code, and testing the stuff I put out.

    Full change notes:

    Added an option to choose how much ore is created per growth cycle. All recipes automatically adjust to changed value of tib. (Recipe multiplier, basically.)

    Added option to change how much each tib ore is worth. Recipes that use tib ore auto adjust.

    Removed vanilla Centrifuge unlock from Tiberium Processing Tech.

    Reduced the Logistics science pack cost of Tiberium Processing.

    Reduced mining area on Tiberium Control Node to 100x100.

    Refinery recipes times decreased to 2.5 seconds, from 6.

    Fixed damage hitbox of tib ore. No more walking over fields with no damage.

    Nodes now do some damage over the whole field, and a little beyond the max growth radius.

    Centrifuges are now fast replace with each other.

    Halved the mining time and depletion speed of the Tib Spike node.

    Linked Tib Spike node richness to normal node richness.

    Change direct ore output to be based on the centrifuge outputs.

    Bob's integrated.

    Tiberium derived Nuclear Fuel cells. Stack size 5, because you don't want too many of them in one place, lest bad things happen.

    Liquid Tiberium Seed missile.

    Node values reduced by 5x, and 2 million base.

    Adjusted Nuclear fuel from tib recipe, so it doesn't require more than double the liquid tib energy equivalent.

    Overhauled damage system, so now nodes use landmines. Which means they damage biters too.

    Spaced out the ore transitioning, so it doesn't cap out at 1000.

    Increased node growth radius. Testing showed we can go higher without adversly affecting UPS.

    Removed Centrifuge editing to add fluid boxes, as they aren't needed.

    Removed Direct Recipe Waste setting, pending crash fixes.

    Fixed a crash because it doesn't have the correct variables.

    Fixed variables for vanilla not being generated if bobs isn't active at all.

    Fixed up node damage system. Nodes now only damage the player, and entities belonging to non-player forces.

    Fixed tib spikes apparently being unable to collide with the mines.

    Sonic fences now go over rails.

    Fixed fluid icons.

    Fixed mine placement, so they do not get repeatedly placed.

    Added a command to remove all mines, to reset it. /tibFixMineLag

    Fixed recipe icon scaling.

    Fixed Tib Power Plant not making any pollution.

    Bob's Thorium can now be gotten and eaten by tib...

    Upped damage on mines, by 20x.

    Angel's Refining Compatibility

    Tib data and science chain, Ore testing is unlocked by each tech for it, others are unlocked by their refining tech, for any of the testing techs it requires, more advanced testing is unlocked by the respective tech.*

    Moved Tib Nuclear Fuel Cells to Tiberium Nuclear Physics, which also unlocks the direct recipes.*

    Tib tech overhaul, including icons*

    Changed the order of fluid input/output on the refining recipes, so they line up better.

    Moved all tiberium items over to the tiberium tab. When setting things like filters, this is now where you'll find them.

    Fixed Bob's Centrifuging ratios to be nice and perfect. Each cycle now gives 100x as much, but takes 100x as long as well.

    Fixed a literally unplayable typo.

    Mines should now be immune to all damage types.

    Integrated recipe tinting for Chemical Plants, thanks to Hannah97Gamer

    Fixed Tiberium Liquid Processing to be able to have productivity.

    Added a setting for max tib per tile. Default is 1000, down from the 10000 it was. Tib fields will no longer be capable of storing many many millions of ore. This setting also affects how much the Seed makes, and how much is required to make a node.

    submitted by /u/termiAurthur
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