Factorio Me and 3 friends' first attempt at a speedrun. Lots of room for improvement, but I'm happy with it! Also I finally have 100% achievements |
- Me and 3 friends' first attempt at a speedrun. Lots of room for improvement, but I'm happy with it! Also I finally have 100% achievements
- Factorio is great for religious fasting
- Two full 25k oil tanks add up as 49k in logistic network. Probably some floating point rounding nonsense? Maybe 49999.9 oil? This makes me mad evertime I set a comparator to 50k and it won't be activated.
- A Tale of a UPS pitfall I didn't know about, ammo loops..
- Should I buy Factorio?
- I was today years old when I discovered the beautiful art of weaving, but I may have gotten too excited and messed up. Spot the mistake (Hint: it has nothing to do with ratios)
- Modular Megabase Unit - 151spm
- Deathmatch Marathon 98 hour base, launched rocket with no lasers built
- Midstrap Base. From Bots to this in one simple step.
- upgrading worlds 0.17 > 0.18
- Assembling machine poster
- A little love for Space Exploration
- Opinion: there should be a native way to "ground all bots" with a button in an emergency.
- Stalemate between bots and a spitter, been going at it for several minutes now.
- I still have no clue why my signals don't work. Can you help me here? One train form the east, one from the south, one station. How to place signals so that they don't crash?
- Does anybody know how much it cost to develop Factorio?
- Looking to start a new game, what mods should I use?
- Setting up a modded Server
- Don't I get how fluids work?
- Discord
- Returning Factorio Newbie
- Looking for a new mod to play through
Posted: 23 May 2020 10:45 PM PDT
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Factorio is great for religious fasting Posted: 23 May 2020 09:41 AM PDT As you all might know, Muslims have a one month per year obligation to fast from sunrise to sunset(no eating or drinking unless you're sick or traveling) Today is the last day of Ramadhan, and as a Muslim myself I would like to thank the developers for making things easier for me, considering where I live translates fasting time to a total of 15 hours each day, but Factorio is a bloody time sink, there's definitely a blackhole in the coding that makes time go faster for the player, which is incredibly convenient especially in the current global circumstances. So, thank you. And Eid Mubarak (happy holidays)! :)))) [link] [comments] | ||
Posted: 24 May 2020 04:11 AM PDT
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A Tale of a UPS pitfall I didn't know about, ammo loops.. Posted: 23 May 2020 11:44 PM PDT For reference, playing 18.26, Krastorio 2 on 100x difficulty + Alien Loot Economy + Random Science only (and other mods not relevant) Due to playing at 100x difficulty, and random science, I'm stuck with primitive means of defense for a very, VERY long time. I have behemoths knocking at my door, and all I have are basic turrets, red ammo, and no military science. So predictably, I have a lot of them. My base is large, consuming about 2k spm of the sciences I can available to me, and already had to expand it's borders to reach more oil, mineral water, and has long blown out it's original and nearby iron patches. Robots and ful logistics are a pipe dream. (Oh, so are walls, no walls for me). My main defense is based on a ammo production factory on the west side if my base, feeding a continuous arc all around to the east side. (Fortunately, there's a ocean to the south of me). Forked off the main ammo loop are inserter chained turrets, sometimes 6 deep. So here's the sticky wicket... With Alien Loot Economy, dying bugs drop alien ore. They drop it wherever, even on belts, and the alien ore does a really good job of jamming up the belts, preventing turrets from being fed correctly. So I had an idea... I ran the termination end of my ammo loop back up into my base, through it, and in parallel with the feeder line emitting from the west side of my base. I put a splitter on the return line to split out the ore, leaving only the remaining ammo, then I used a splitter to merge the freshly made ammo and well traveled ammo lines, giving input priority to the well traveled ammo. It seemed... perfect. The ammo line would circle around, when it returned any collected ore would be filtered off, and any gaps would be filled by the newly made ammo side of the spliter - then be sent back off into the loop. Except, the instant I put that last splitter in to merge the two - wham - 20UPS (down from 60). It took me a while to figure out what was going on, but when I did, I picked up the splitter, and popped back up to 60UPS. I found if I slapped various forms of circuits on it to control the flow (a simple pulsing timer, or a measurement of returning ammo) - to keep the belt merging point from ever being considered 'full', it hovered around 50UPS. Some part of belt optimization seems to react very poorly to a large base sized loop, with inserters pulling ammo off of it every 2 tiles, that eventually does a priority merge back into itself. Just something to watch out for. It seemed like a good idea at the time.... It's been rebuilt with circuit driven miniloaders, and is running fine at 60UPS. (Note: I cannot guarantee the entire loop was one belt color. In fact, I can almost guarentee that it wasn't, and I suspect having to calculate a speed for the loop, while full, when merging with itself, across multiple belt speeds was involved) [link] [comments] | ||
Posted: 23 May 2020 06:49 PM PDT Looking for a good time sink game, and I keep coming back to factorio. I've played satisfactory but I hate controlling/building a factory in first person, so I thought factorio would be better. So I was thinking of either buying it or looking for another good addictive/time sink single player game. EDIT - got the game and am loving it so far. So much better than satisfactory and I think I'm going to love this game [link] [comments] | ||
Posted: 23 May 2020 11:30 PM PDT
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Modular Megabase Unit - 151spm Posted: 24 May 2020 06:06 AM PDT Description - An all beacon and bot 151spm module for megabase construction. Fed only by raw ingredients, (Ores, Stone, Coal, Water and Crude Oil). Produces all science and tested using the Follower Robot Count research which uses all 7 science flasks. Uses aprox 4500 logistics robots at Worker Robot Speed level 10. Produces excess Rocket fuel at 70 units per minute to fuel delivery trains. Uses just under 1.9 GW of power. Takes about 10 minutes to stabilise after construction to allow science buffers to fill up. Works best if raw ingredients are fed by bots from the left hand side. Made in version 0.18.22 Screenshot - https://imgur.com/a/uxQ7BBP Blueprint - https://factorioprints.com/view/-M85iBJ76sM6S86WuYFx Made of 18x18 individual "cells" and reminds me of a bee hive when the bots get going. I'm not sure of the exact dimensions though. Is there anyway to find that out without counting tiles? :P This may not be the perfect setup in terms of calculating ratios from scratch but it has been tested over hours and seems rock solid in terms of science and rocket fuel output. Although it took a long time to get it right it wasn't as hard as you might imagine. I basically made this in creative mode starting with an assembler surrounded by beacons making Yellow science fed by bots taking from infinity chests and then kept replacing the chests with more assemblers and beacons until I got down to raw ingredients. I then did this with all science types and built the rocket facilities separately. Then I put all the "unit cells" into a spreadsheet and reorganised the cell layout to make it more optimal for bots to transport items. Then it was a case of stress testing and reorganising the module ratios to make it fully reliable. Not specifically optimised for better UPS but bots in this case may be better than belts. I haven't done any inserter swing optimising which might improve performance as I haven't worked out a reliable way of doing it but maybe someone is up for the challenge. I guess my next task is to actually use a bunch of these to create a Megabase of my own if I can work out how to feed in all of the raw ingredients. I guess I'll have to design a Megamall just to create enough raw items to build a hundred of these not to mention the power requirements XD. Anyway, hope you enjoy this! :) [link] [comments] | ||
Deathmatch Marathon 98 hour base, launched rocket with no lasers built Posted: 24 May 2020 03:24 AM PDT
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Midstrap Base. From Bots to this in one simple step. Posted: 23 May 2020 01:05 PM PDT
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Posted: 24 May 2020 06:36 AM PDT has the world gen changed between 0.17 and 0.18? i would like to play on the latest version and not have my world break. it's the first time i got to megabase building so it would be nice to finish [link] [comments] | ||
Posted: 23 May 2020 12:08 PM PDT
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A little love for Space Exploration Posted: 23 May 2020 02:09 PM PDT
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Opinion: there should be a native way to "ground all bots" with a button in an emergency. Posted: 24 May 2020 01:01 AM PDT So many times My bots just get screwed in a big open area and they go to repair and sometimes you just need to let the biters move along. [link] [comments] | ||
Stalemate between bots and a spitter, been going at it for several minutes now. Posted: 24 May 2020 02:28 AM PDT
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Posted: 24 May 2020 04:22 AM PDT
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Does anybody know how much it cost to develop Factorio? Posted: 24 May 2020 07:50 AM PDT | ||
Looking to start a new game, what mods should I use? Posted: 24 May 2020 07:48 AM PDT I should start by saying I've never finished a megabase or anything like that. I've launched rockets, but I haven't completed spaceX for instance. My most recent play was about 50 hrs long, using part of bobs (most of it except ores). I always use unlimited resources for my own sanity so I'm not freaking out about finding new patches. I ended up stopping because I moved and didn't play for a while, but I'd like to get back into a game again. Other mods I usually use are factorissimo and some QOL mods (long reach and faster start). Should I try angels? Bob's ores? Or should I go simpler? I really don't know what's out there, I haven't played in 2 years or so. Thank you. [link] [comments] | ||
Posted: 24 May 2020 07:40 AM PDT So i want to setup a dedicated Factorio Server with a set of mods. However i don't know how to tweak the settings for the server so i can use a pre generated Map from Singleplayer and the settings that go with it. Last time i tried it the server wouldn't start up. I do have an FTP access to the server. How would i go about that? [link] [comments] | ||
Posted: 24 May 2020 01:23 AM PDT
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Posted: 24 May 2020 07:03 AM PDT Can someone send me the invite to the official discord server? Because when I click on the link both here on reddit and on the official site it does not work... it says that it is expired and that something went wrong D: [link] [comments] | ||
Posted: 24 May 2020 05:51 AM PDT I've played Factorio before but I always got stuck around the robot/train part of the game. I'm thinking about starting a new world after not playing for over a year. Any tips? [link] [comments] | ||
Looking for a new mod to play through Posted: 23 May 2020 08:49 PM PDT My most recent play throughs have been: k2, before that was a ba run, krastorio and industrial rev, and space exp. looking for a new mod to play through that isn't pyradons Level complex. Any suggestions? Any new mods? Thanks in advance. [link] [comments] |
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