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    Wednesday, April 15, 2020

    Factorio Yeah don't that

    Factorio Yeah don't that


    Yeah don't that

    Posted: 15 Apr 2020 01:45 AM PDT

    The Book of Factorio: a planning notebook for modded playthroughs almost halfway filled

    Posted: 14 Apr 2020 01:45 PM PDT

    I finally got my wife into this game, this is her first furnace setup!

    Posted: 14 Apr 2020 09:35 AM PDT

    Finally launched a rocket in full PyMods after 772 hours.

    Posted: 15 Apr 2020 06:54 AM PDT

    After about 8 months of playing and 772 hours in-game time, I've finally launched a rocket with a satellite in this playthrough.

    I went into this mod a bit blind after playing vanilla, Krastorio1 and SpaceX for about 200 hours.

    Needless to say, it was a bit underwhelming at first. But once I figured out how to use Helmod to work out proper ratios, things started to work a lot better.

    The whole base is based around a train station per major ingredient.

    I tried to aim at a Yellow Belt of each separate ingredient, except for highly consumed items, that were scaled appropriately. Although painful, this worked out fine until yellow science, where I had to lower my ambition to about 4 items per second for the advanced stuff to avoid massive scaling (and the entirety of the base as well)

    I used a slightly modified version of the Haphollas Train network that I tweaked slightly to match my needs for this base.

    All the sciences have a pretty high throughput if all the materials are present, yellow science is about 4/second.

    The majority of the time, the base is sleeping. On full load I use about 6 GW of power, on average about 1.5GW.

    And now, a break, this has been very exhausting to finish but I'm glad I did!

    I could now possible expand to quantum computing to generate science, but it won't allow me to unlock more research, it would only be "remaking" existing infrastructure.

    The full Py mods suite really is.. insane.

    https://imgur.com/JidRRk5

    Map: https://imgur.com/UT19dvB

    With all stations enabled: https://imgur.com/TVGVLw5

    submitted by /u/v-braga
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    Sub 2h speed run is here!

    Posted: 14 Apr 2020 06:33 PM PDT

    Simplest way to take out that sweet u235 and feed the rest back in for enrichment

    Posted: 14 Apr 2020 01:11 PM PDT

    Any1 else sad to see your starter base get deleted?

    Posted: 15 Apr 2020 02:09 AM PDT

    I made it past 1K SPM for the first time! (Rail World, Vanilla) Here are some things I learned...

    Posted: 15 Apr 2020 07:15 AM PDT

    Why is this inserter still working?? Science is over 400 so should disable?

    Posted: 15 Apr 2020 04:41 AM PDT

    Smallest Green Circuit factory (24 beacons, 11x33, full blue belt, UPS-friendly). I DARE you to make it smaller!

    Posted: 14 Apr 2020 10:58 AM PDT

    Made a satisfying looking train buffer.

    Posted: 15 Apr 2020 08:14 AM PDT

    Made a satisfying looking train buffer.

    This took frigging forever to do. But it's done ! Blueprint String will be in the comments if you're interested.

    I built this thing for my storage network. I wanted to go with a 10 input 2 output system just to see how it'll work.

    https://preview.redd.it/3yepmxhnzzs41.jpg?width=1600&format=pjpg&auto=webp&s=fcaa6fb2618fb8246bc6c4b4550c63847127c722

    submitted by /u/SuperLew23
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    Well that's not good...

    Posted: 15 Apr 2020 08:11 AM PDT

    122 Hours into Bobs/Angels, just started launching rockets. It's the densest spaghetti I've made

    Posted: 14 Apr 2020 07:09 PM PDT

    Lubricant, Solid Fuel, Rocket Fuel and Sulfur are wagon-inefficient

    Posted: 14 Apr 2020 08:13 PM PDT

    Wagon-efficiency

    Wagon-efficiency is when the number of train-wagons goes down after processing a particular resource. For example, electric-circuits are extremely wagon-efficient. They stack to 200, meaning each wagon has 8000 electric circuits in them.

    In contrast, iron ore and copper ore stack to 50. All in all, it takes 8000 iron + 12,000 copper plates to make 8000 electric circuits. So 10-trains of input (4-trains of Iron Ore + 6-trains of Copper Ore) becomes 1-train of electric circuits.

    Because the inputs have more wagons than the outputs, I dub this "wagon-efficiency".

    Most items in the game are wagon-efficient. Not necessarily as wagon-efficient as electric circuits, but almost all items become more efficient to transport after processing.

    However, I just ran the calculations, and very, very few oil products are wagon efficient. ONLY plastic and sulfuric acid seem to have wagon-efficiency. All other products seem less efficient than their original parts.

    Solid Fuel

    Solid Fuel is the easiest one. One wagon of light oil is 25000 light oil, which turns into 2500 solid fuel. That's 50-stacks (1.25 wagons). QED, Solid Fuel is less wagon-efficient than light oil.

    Productivity Bonuses

    All other items I discuss are wagon-efficient under normal circumstances. But as players reach endgame, most items enter a 1.3x or 1.4x productivity bonus. That is, 3x Productivity3 modules provides a +30% boost to production in chemical plants, while 4x Productivity3 modules provides a +40% bonus to production.

    Rocket Fuel

    Rocket Fuel unfortunately only has a stack-size of 10, meaning only 400 rocket fuels can be loaded into a wagon.

    Solid fuel is wagon-inefficient, so we need to compare against light-oil instead. One wagon of Light oil is 25000 Light Oil with 1.3x productivity becomes 2876 Light Oil + 2876 Solid Fuel. Then, 287.6x production cycles x 1.4 productivity becomes 402 Rocket Fuel.

    One wagon of light oil becomes MORE than one wagon of rocket fuel. Therefore, rocket fuel is wagon-inefficient.

    Lubricant

    130% Productivity means that 1 Wagon of Heavy oil becomes 1.3 wagons of Lubricant. Simple enough.

    Sulfur

    1-wagon of Petroleum Gas x1.3 Productivity 2166 Sulfur. This requires a source of infinite water, but water is normally infinite in this game.

    What should the player do with this information?

    To put it simply: never put Lubricant, Solid Fuel, Rocket Fuel, or Sulfur onto a train.

    Just as this community says "never belt wires", these oil-products are less efficient to put onto a train than their input parts. Instead of putting Rocket Fuel onto a train, you should always transport Light Oil instead, and then convert the Light Oil into Solid Fuel / Rocket Fuel at the destination, instead of at the oil base.


    Ninja-Edit Round: Plastic

    EDIT: My math was wrong. Ignore what was in this section.

    submitted by /u/dragontamer5788
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    So long and thanks for all the fish! After 60 hours I did my very first ever launch. The journey was fun, but the end feels kinda anticlimactic. What do you think a new player should start looking into after finishing their first game?

    Posted: 14 Apr 2020 02:22 PM PDT

    Synology multiplayer setup

    Posted: 15 Apr 2020 01:02 AM PDT

    Trying to setup multiplayer on my synology ds218 and I'm using the factorio tools docker container.

    I also have a UniFi USG that has all the port forwards enabled but canyouseeme doesn't show the ports as forwarded.

    I'm confused on what I need to do once the docker container is running. And why the udp ports are blocked.

    Thank you in advance.

    submitted by /u/YdocEmu
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    Headless Server setup successful on the same PC as I play

    Posted: 15 Apr 2020 12:47 AM PDT

    So basically I am running the headless server version (No graphics or sound computation) of the game AND the main game on Steam at the same time on the same PC. This way you do not have to pay for server service or have a second dedicated PC running.

    If your PC can handle the extra work load, I would be glad to help if you want to try it. We just started a game and do not know how things will turn out once we get into late game. I have a i7-6700 with 16GB RAM.

    If you are interested in such a setup make sure you are familiar with:

    1- Port Forwarding

    2- Editing config files

    3- Patient until it works

    Start with this dude's video:

    https://www.youtube.com/watch?v=46gQ_frQF20

    submitted by /u/soacemantr
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    Players who launched a rocket with no mods and no external blueprints, how many hours did your first launch take?

    Posted: 15 Apr 2020 08:34 AM PDT

    Hello all I have a few hundred hours in the game and just launched my first rocket. I play the game heavily modded and rely on blueprints made by others for many things.

    I'm curious for those of you that launched a rocket vanilla and no blueprints you didn't make in that session, how many hours did it take you? Wondering about first time no best time

    submitted by /u/PhilosophicalBrewer
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    (Vanilla) Spitters destroying rail when I zip past them on a train....

    Posted: 15 Apr 2020 08:22 AM PDT

    I slowly have a big ugly base going. its been around for many versions of the game. one more recent versions of the game extended spitter range so that it was farther than lasers. so what happened was the laser defense I built was destroyed. spitters would spawn, and peck away at the laser perimeter.

    So.

    I slowly went around building artillery camps. this was to push back all the aliens so that spitters would not destroy lasers. now the entire perimeter of the base edge is protected by artillery shots for longer range, to take out all the spitters.

    But that means any new long expansions I want to do, 100% of the rail length must be protected by artillery camps that cover ALL rail. otherwise as sure as night follows day, they will take a few pot shots at passing trains, thanks to their increased range, the trains will be long gone before the acid blob lands, and over time enough blobs will land on the rail destroying a piece, and train movement will halt. then because Im trying to do long range runs, trying to run over there and patch it up will be a bit of a chore...

    it was fun building a solution, it took FOREVER to plop these fucking artillery stations all over the place, but its cool now watching it get replenished.

    however to think that, any and all expansions from this point forward have to fall under 100% protection from artillery is a bit of a drag....especially with all this talk about how enemies dont attack rails...

    what kind of solution or thoughts do people have about this?

    thanks!

    submitted by /u/Shurgosa
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    Ive only just found the in game mod menu, and i wanted to ask if there are any mods you you'd highly recommend?

    Posted: 15 Apr 2020 07:51 AM PDT

    Im only looking for quality of life mods for someone who has only played a few hours of the game. Or should i just play pure vanilla?

    submitted by /u/Mariosam100
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    Opinion: Storing unused resources from belt line?

    Posted: 15 Apr 2020 01:31 AM PDT

    I'm pretty new to Factorio. I've stumbled upon architecting my belts as resource pipelines, like having a Main Bus with smaller branches.

    My question is regarding storing unused resources vs making sure the resources are available.

    I have a huge line of stone walls feeding into just a few military science makers. Hardly any walls are actually fed into the Assemblers. I figure I could either NOT store any walls in chests, thus ensuring the assemblers will never run out, OR store some excess walls but risk the assemblers running out.

    That's just one example but it doesn't have to be walls. Like, at the end of my main bus there is a shit load of copper and iron plates just waiting for a future branch. Do I put them in chests, or leave them be?

    submitted by /u/lachyBalboa
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    After 6 hours of work our circuit bus and air filtration setup for Bob's mods are finally complete damnnn. reddit.com/u/Beastall for huge help with the bus. These are the lengths you have to go to to survive in bob's holy shit

    Posted: 15 Apr 2020 06:38 AM PDT

    Mod to increase radar Map zoom distance

    Posted: 15 Apr 2020 06:31 AM PDT

    I remember when the devs first implemented the ability to zoom in on radar position point on the map you had quite a large field of view. They later nerfed it stating performance reasons.

    Is there a mod that changes the switch over threshold so you can see more?

    submitted by /u/ProfounDisputes
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