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    Thursday, May 7, 2020

    Factorio Upgradeable Buffered Intersection

    Factorio Upgradeable Buffered Intersection


    Upgradeable Buffered Intersection

    Posted: 06 May 2020 10:43 PM PDT

    Turing Complete Computers: Is there a practical use for them in factorio?

    Posted: 07 May 2020 07:12 AM PDT

    4 colors theorem

    Posted: 07 May 2020 05:37 AM PDT

    Hello Have you ever noticed how the rail sections' colors changed based on signals? These made me think the devs are implementing and algorithm based on the 4 colors theorem: states that any map can be coloured with only 4 colors without adjacent equal colors. Did any of you think about it. I'm also curious about how you'd implement such thing programmatically.

    submitted by /u/henriquecs
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    TIL that build order matters for fluid throughput

    Posted: 06 May 2020 04:31 PM PDT

    Is my mod idea feasible?

    Posted: 07 May 2020 03:36 AM PDT

    I've had an idea for a mod I'd be tempted to try and create, but having never worked with Factorio modding, I'm not sure if it's even possible or not, so I'm after some advice!

    The idea is simple, bots automatically place down light in any dark areas of my factory (that are covered by roboports, and have lights available to the logistics network etc). Is it possible to detect any sort of "light level" for a given area in the game?

    submitted by /u/tomharto
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    My Krastorio 2 15 GW power plant that only uses water for input

    Posted: 07 May 2020 05:31 AM PDT

    Just finished automating red science in full Py modpack. (~7 hours) Although the recipes are huge, I somehow don't feel overwhelmed. Everything untill now was balanced. And graphics are quite nice.Can't wait to see what's going to be my next nightmare.

    Posted: 07 May 2020 01:05 AM PDT

    20000 science per minute hybrid modular megabase, vanilla

    Posted: 06 May 2020 08:17 AM PDT

    20000 science per minute hybrid modular megabase, vanilla

    After multiples of hundreds of hours in UPS testing, planning and design, I bring you the first 20000 science per minute modular and hybrid! megabase; full vanilla production. This base runs in factorio version 0.18.19

    Screenshots + description

    Savefile

    Steady production graph

    Features

    • 107 mini-bases that each produce 187spm
    • Modular design, each module produces all sciences from plates + oil
    • Very efficient on-patch train smelter
    • Belts for moving mid volumes of products across mid to long distances
    • Bots for everything else
    • Inserter clocks to reduce inserter swings
    • Super compact design that optimizes bot travel
    • Closed train loops for each module, only receive train fuel from the outside
    • Full solar power: 3.28 million solar panels and 2.755 million accumulators
    • Very optimized design. Runs at around 60 updates per second(UPS) on my PC

    Top view of a production cell. Bots, belts and train happily co-existing!

    For a more detailed and technical writeup, read this post.

    Tools used

    Factorio benchmarks, this site, lots of spreadsheets, kirk's factorio calculator, in game functions and editor, some supporting scripts (machine rounding, SA, vbt), mods: max rate calc, creative world, no power icons, auto-research and delete empty chunks.

    Also, control +c and control + x are very awesome. This base would have taken 5x the time to design if it wasn't for them.

    Thanks

    Special thanks to the technical factorio community for their help and input.

    submitted by /u/swolar
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    [Krastorio] Mildly infuriating

    Posted: 06 May 2020 04:08 PM PDT

    Unintentionally brutal mod + startup settings combination

    Posted: 06 May 2020 11:24 PM PDT

    Unintentionally brutal mod + startup settings combination

    This is just a story to share. If you don't like stories, walk away now or prepare to be disappointed.

    I've been dabbling in overhaul mods recently to try to figure out which one I want to stick with for a while. SeaBlock, Py's suite, SpaceBlock, Krastorio 2, Angel's + Bob's, etc. The other day I started an Angel/Bob game with Angel's Industry including the tech overhaul (which thunks in building components) and RSO on otherwise default settings (pollution, biter expansion/evolution, etc). This led to a really slow start as a lot of already constrained early game resources end up being diverted to the war effort. I also didn't like that Angel's tech overhaul put useful weaponry so far down the tech tree that the 1500 HP elemental spawners from Bob's Enemies were either insurmountable or required walking turrets into the biter base. But I digress.

    So I rerolled the same mod combo. This time I turned off pollution. I turned off biter expansion and evolution. I set starting area size to max. For the first 10 hours or so, things were going great. Then I started looking to expand.

    Turns out that RSO doesn't put additional resources in your starting area. You get the one set of starting resources and that's it. So I walked out to the edge of the max size starting area and found biters galore. Behemoth worms sitting in the middle of ore patches, bases with 10+ spawners, and base spacing where not seeing a biter on screen was a rarity. My warfare tech level is at submachine gun + turret. Anything more advanced is locked behind another tier of science and anything useful is going to be even further down.

    So, the combination of RSO, max size starting area, default resource allocation, Bob's Enemies, and Angel's tech overhaul results in (a) lots of resources required to unlock what would be easily reachable tech in a normal A+B game, (b) a tiny amount of resources in a sea of open space ringed by biter bases you cannot hope to destroy, and (c) low probability of finding a combination of the resources required to make early game progress in close proximity and not completely overrun with biters.

    It seems like a fun puzzle, so I'm still at it. I've rushed down the tech tree to arboretums so I can break my dependence on coal. Next I'm making a beeline for slag processing so that I can go full Seablock and start turning water into the ores I need. After that, it is basically a Seablock game with comparatively unlimited space until I unlock enough military to start clearing biters. Another option would be to weave trains between the biter bases but I don't think I could emotionally handle spending all the time getting it setup only to have a stray biter get within range, call his buddies, and then tear it all down. Am I turtling? Yes, I'm turtling.

    And that's my tale of unintentionally creating a more difficult version of an already difficult setup. Will I finish it? Probably not; I'm easily distracted and my SeaBlock and Py AlienLife saves are calling out to me. I do think I'll stick it out long enough to see my plan evolve though.

    Edit: Adding some pictures.

    The map I've uncovered so far:

    I went on a walkabout. There are some promising spots for expansion, but tin + lead + copper + iron? No.

    Zoomed in closer on where I'm standing:

    The rings of biters are interesting. Might mess around with building a base inside a ring once I've got slag processing.

    And not 1, not 2, but 3 Behemoth Worms sitting right at this particular ore patch. Note the evolution factor in the lower left. Not sure if this is Bob's or RSO that is spawning massive worms based on distance.

    One behemoth worm, hah-hah-hah. Two behemoth worms, hah-hah-hah. Three behemoth worms, hah-hah-hah. Today's number is three! Evo factor? 0.

    submitted by /u/FenixAsche
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    Simple RHD station entrances ("off ramp") and exits ("on ramp")

    Posted: 07 May 2020 08:17 AM PDT

    I was bored and created this...abomination.

    Posted: 07 May 2020 05:23 AM PDT

    Finally secured my first little base (1.4k Lasers, 16k Walls, a lot of electric poles and a whole lot of explosive tank shells...)

    Posted: 07 May 2020 03:30 AM PDT

    I played several hours of the "Introduction" but I'm totally lost in freeplay

    Posted: 07 May 2020 02:13 AM PDT

    Question from a Beginner

    Posted: 06 May 2020 11:29 PM PDT

    Hey there! I picked this game up today, and after a quick search online, it tells me i should play the 'first steps' campaign, and then 'New Hope'.

    However, when i click on start campaign, i do not see these levels. I only see 'introduction', 'transport belt madness' and 'tight spot'. Is there something I'm doing incorrectly, or did they patch out these tutorial levels..

    Please help! I dont want to miss out on important tutorials and just throw myself into freeplay haha

    submitted by /u/critty15
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    Pallbearer Song..

    Posted: 06 May 2020 04:53 PM PDT

    who completed the "lazy bastard" achievement?

    Posted: 07 May 2020 05:50 AM PDT

    I'm trying to complete this achievement ... and on steam it says that only 2.6% of players managed to do it. watching videos on youtube and reading posts on reddit, however, I see that many people have completed it. so i'm a bit confused!

    submitted by /u/NJmig
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    recycling a pre-megabase

    Posted: 07 May 2020 09:25 AM PDT

    Krastorio 2 sand problems

    Posted: 07 May 2020 09:16 AM PDT

    Just a question, who else who's playing krastorio 2 has also toooooo much sand? And what do you do with it? 😳

    submitted by /u/Tom_Larsen
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    My First Mod: Simple Terrain Manager

    Posted: 07 May 2020 08:28 AM PDT

    New player. But pc down for repairs

    Posted: 07 May 2020 03:49 AM PDT

    I picked up this game days before my system decided to eat the ram. Gotta hope I can get some new sticks soon. Anyways:

    So I am asking the vet players what would you suggest is the best way to start out? Any advice is welcome. I am familiar with Command and Conquer, Homeworld, and Star Craft style plat.

    submitted by /u/ScarsWindblade
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    0.18 - How to move to blueprint library?

    Posted: 07 May 2020 07:33 AM PDT

    In 0.17, I could move a blueprint book to the blueprint library by dragging it to a box at the bottom of my inventory. That option seems to have disappeared.

    How do I move blueprint books to the blueprint library?

    submitted by /u/binarycow
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