Factorio Stay a while and listen, or why standards are important... |
- Stay a while and listen, or why standards are important...
- [OC] When you come back to base after a long trip and already researched logistic robots
- How would i make this work without a horrific 4 way train collision
- Friend started playing Factorio today, I gotta say he's made some serious progress.
- Life after bringing my new blue circuit factory online
- I decided to try building my factory with these 400 SPM modules
- God help any train that happens upon my convoluted unloading stations
- Why does Factorio not use more of my CPU?
- Neat little metal catalyst factory design
- A very small and simple Kovarex enrichment layout.
- This is what my early spaghetto factory looks like, surprisingly efficient btw
- Why can't I connect these pipes?
- Factorio keeps erasing my personal logistics settings and it's annoying.
- When you are in a fueled vehicle and go to the map, you hear the vehicle sound when you zoom in. Doesn't matter where.
- The 1 Million Monkeys method of Kovarex Enrichment
- Is it possible to create a mod that makes robots scream when out of battery?
- The three turret types work well together
- Why kovarex enrichment was broken with prod modules and no longer is.
- Female players report in !
- My belts so far look like a skyscraper (P.S. I'm cheating a lot)
Stay a while and listen, or why standards are important... Posted: 27 Jun 2020 04:22 AM PDT Hello fellow engineers, Since I have a few moments I thought I tell you all about my favourite story in Factorio so far... Three blokes starting a new map. Two Germans and a Brit. The science dribbles, it's going great, the factory grows as one should, just fun times. Suddenly: TRAINS! Since we're all some rail-o-philes we of course started trainyfieng the base. Me and my German friend started in the main base and the friend from the island goes of to get the chempark and one of the bigger smelters. All fine and well, signals placed, two tracks moving closer to each other. They meet. Big Joy. And all signals go haywire. UK guy did build left-hand traffic, the two continentals of course right hand traffic. Then there was a conversion round about created at the meeting point. The Jam-about. This is how I learned communication with in standardisation. Cheers [link] [comments] | ||
[OC] When you come back to base after a long trip and already researched logistic robots Posted: 26 Jun 2020 10:41 AM PDT
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How would i make this work without a horrific 4 way train collision Posted: 26 Jun 2020 11:59 PM PDT
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Friend started playing Factorio today, I gotta say he's made some serious progress. Posted: 27 Jun 2020 02:24 AM PDT
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Life after bringing my new blue circuit factory online Posted: 27 Jun 2020 07:12 AM PDT
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I decided to try building my factory with these 400 SPM modules Posted: 26 Jun 2020 05:57 PM PDT
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God help any train that happens upon my convoluted unloading stations Posted: 27 Jun 2020 02:50 AM PDT
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Why does Factorio not use more of my CPU? Posted: 27 Jun 2020 07:04 AM PDT I got the Factorio demo expecting it to run perfectly fine on my PC [link] [comments] | ||
Neat little metal catalyst factory design Posted: 27 Jun 2020 06:39 AM PDT
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A very small and simple Kovarex enrichment layout. Posted: 26 Jun 2020 11:32 PM PDT
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This is what my early spaghetto factory looks like, surprisingly efficient btw Posted: 26 Jun 2020 04:42 PM PDT
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Why can't I connect these pipes? Posted: 27 Jun 2020 05:25 AM PDT
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Factorio keeps erasing my personal logistics settings and it's annoying. Posted: 27 Jun 2020 06:54 AM PDT Why? It's tedious to set it up. And after 2 restarts it's gone! [link] [comments] | ||
Posted: 27 Jun 2020 05:58 AM PDT | ||
The 1 Million Monkeys method of Kovarex Enrichment Posted: 26 Jun 2020 09:52 AM PDT
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Is it possible to create a mod that makes robots scream when out of battery? Posted: 26 Jun 2020 06:59 PM PDT | ||
The three turret types work well together Posted: 26 Jun 2020 12:16 PM PDT
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Why kovarex enrichment was broken with prod modules and no longer is. Posted: 26 Jun 2020 08:01 PM PDT Hey everyone, So people are excited to put prod modules in kovarex enrichment contribute these days... and I think part of it was that the game didn't allow you to do so. ... but why didn't it allow you to do so? Because prod mods and recipes with the same material in input and output were slightly broken, depending on the ratio of input to output. Normally running a cycle of those kinds of recipes involve handling a large amount of resources for a relatively same change. For example, enrichment involves taking 40 u-235 and 5 u-238 and ending up with 41 and 2 for a +1 u-235 and -3 u-238 But the productivity cycle just gave you the 41 u-235 and 2 u-235 for nothing but the extra energy and the need to use prod modules. With 2 prod 3 modules, a enrichment cycle genstate 1 u-235 at the cost of 3 u-238 ... while also adding 20% to a payoff of 41 u-235 and 2 u-238, for an average cycle output of ~9 u-235 with the cost of 2.6 u-235. That is way more than the 1.2 increase you would expect with 2 prod 3s per cycle. Heck it's so much that even accounting for the 70% speed of a 2 prod module machine, that's net ~6 3 u-235 per 1.82 u-238. that's 6 times the output for 2.6 times the electric power The general drawbacks of prod modules didn't exist for enrichment. prod modules were now faster than speed modules, and also less energy intensive per output item, and massively more resource efficient to the point where a single u-235 represented less ore processed than a u-238, despite the unmoduled recipe saying it should be otherwise, and the general pain of getting enough u-235 to run enrichment So you can see why prod module enrichment got removed basically immediately after being introduced in the 0.15 cycle until the catalyst system allowed productivity to only impact the net output and have a 1 u-235 to 2.5 u-238 ratio for fully prod moduling enrichment and being slow and energy intestice compared to no modules. Oh, and as a bonus, the flaw in prod modules with what would become catalysts actually caused the coal liquefaction recipe to be changed to reflect how coal liquefaction was being used. when first added (or in 0.16.51 at least), coal liquefaction netted you 10 heavy, 15 light, and 20 petrol gas for 10 coal, and like 0.375 worth of coal in steam, but required 25 heavy oil in steam, so productivity worked off 20 petrol, 15 light, and 35 heavy oil. not enough to make 3 prod 3s result in refineries output more heavy oil than petrol gas, but enough to make more heavy than light oil. Balance wise, prod modules in coal liquefaction were still energy and machine intensive ways to get more out of inputs even if the heavy oil output was a bit more than expected So when the catalyst system was implemented, coal liquefaction was changed to a net 65 heavy, 20 light, and 10 gas, to replicate some of the effect of prod moduled coal liquefaction as a better source of heavy oil than other products. ... I should probably find the FFF article for that. [link] [comments] | ||
Posted: 27 Jun 2020 04:44 AM PDT My girlfriend loves Dwarf Fortress, but I can't play that with her. I thought we could play Factorio together because I like it and it seems like her kind of game, but she's worried it's a boy thing. She's transgender, and her internalized transphobia is getting to her, so cis women especially. I don't want her to miss out just because some guys try to exclude women. EDIT: Typo [link] [comments] | ||
My belts so far look like a skyscraper (P.S. I'm cheating a lot) Posted: 26 Jun 2020 06:09 PM PDT
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