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    Wednesday, July 22, 2020

    Factorio Difference in Factorio trains and real world trains.

    Factorio Difference in Factorio trains and real world trains.


    Difference in Factorio trains and real world trains.

    Posted: 21 Jul 2020 07:04 PM PDT

    normally my own factory designs are a bit of a mess, but I'm quite proud of this one. scalable, and while I haven't run the numbers, it so far has never fallen short of saturating two blue belts

    Posted: 21 Jul 2020 10:11 PM PDT

    PSA: Setting Up Nuclear is Easier then you Think

    Posted: 21 Jul 2020 09:07 PM PDT

    When I first looked into Nuclear Power, I was intimidated because it seemed really complicated and would require a huge resource/build investment. After playing with it and doing the math, it turns out that Nuclear Power is shockingly easy to set up early on with very few resources and time investment.
    Just to demonstrate how easy it is, let's say you have a tiny uranium patch where you can only fit 10 mining drills on it. Surely that won't get you very far, right?
    Wrong! 10 mining drills on uranium is actually enough to sustain you through the entire mid and late game. Without Kovarex, 10 mining drills will sustain 3 Centrifuges, which is enough to make about 1 nuclear fuel cell per minute. That's enough to easily support a 2 reactor design like this one indefinitely, which will generate more than 140mw! How much work is this to set up?
    The only catch to the mining process is that it needs sulfuric acid. That's not too hard if the patch is close by. If it's far away, you can add a fluid wagon to the train going to the patch. For far away patches, a great thing to do is to put the centrifuges at the patch itself instead of at your base. That way, you don't need to constantly bring the unprocessed uranium to your base and the train will basically never run out of fuel. The entire process also produces barely any pollution if you use efficiency modules so biters should not be a problem.
    Setting up the 10 miners and 3 centrifuges takes very little time, like 5 or 10 minutes tops once you find a patch. It will last you the entire game without ever having to touch it again. It's really insane.
    I would suggest starting out with a 2-reactor design early on like this. By the time you're doing blue science and have a decent stockpile of resources, the resources required to build the reactor is not that bad. You can build it without robots in a few minutes.
    The great thing about the above blueprint is that it will only use as much nuclear fuel as you need to satisfy your power demands, so if you're not using all 140mw you will quickly accumulate a lot of Uranium 235. I find that 140mw is enough to power the entire base and launch a rocket. When 140mw is no longer enough, you can transition to a 4-reactor setup which will generate up to 480mw. You might think that you'll have to spend a few minutes adding speed modules to the uranium mining drills or even finding a new patch.
    You would be wrong! By that point, you will probably have stockpiled enough uranium 235 to begin Kovarex Processing. With 10 uranium miners and 3 centrifuges, you can easily sustain up to 4 centrifuges running Kovarex Processing. A single centrifuge running Kovarex processing is enough to generate 10 nuclear fuel per minute. That's enough to continuously sustain an 8-reactor plant generating more than a Gigawatt. With 10 uranium miners that took a few minutes to set up early on in the game!
    In summary, do not be afraid of nuclear. In my view it is by far the easiest and fastest way to generate a lot of power and it requires shockingly little resources to sustain.

    submitted by /u/Borthralla
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    My mass storage for construction robots (AKA bottleneck generator)

    Posted: 22 Jul 2020 03:19 AM PDT

    2nd Game 35 Hours in, 1st Main Bus!

    Posted: 21 Jul 2020 11:12 PM PDT

    Postmortem of my (medium) base

    Posted: 21 Jul 2020 11:54 PM PDT

    that's... a lot of oil

    Posted: 21 Jul 2020 11:32 AM PDT

    PSA: you don't have to use perfect ratios. Thoughts?

    Posted: 21 Jul 2020 09:50 AM PDT

    Last week, I committed the ultimate act of Factorio heresy and built a column of green circuit assemblers with a copper cable assembler behind each green circuit assembler. It was so, so much faster to build it like that instead of the normal 2:3 ratio. The feeling was very strange at first, and then became more and more liberating as I realized that I was no longer bound by specific ratios and numbers.

    Any ratio of assemblers works as long as the weakest link is at least as strong as you need it. No need to bother with perfect ratios. Assemblers are cheap!

    submitted by /u/Agent-008
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    Upcoming 1.0 ...

    Posted: 22 Jul 2020 06:52 AM PDT

    Have we gotten word on how much is going to be changing for full release? Is it just going to be aesthetic stuff or are we expecting significant recipe changes/etc?

    I haven't played in quite a while but I've been getting the itch lately. I want to start a new factory, but if 1.0 is gonna change a lot of stuff I don't want to have to re-start or re-tool it in a few weeks time.

    Should I just start it now or should I just hold off until release drops and hit it hard in august?

    submitted by /u/reborngoat
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    Mods and Multiplayer Questions

    Posted: 22 Jul 2020 02:48 AM PDT

    1. Does everyone joining need the same mods at the same version?
    2. Does everyone joining need the same mod settings or is that something that only the host needs to set?
    submitted by /u/rW0HgFyxoJhYka
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    2nd Game 35 hours in, What Yall Think?

    Posted: 21 Jul 2020 10:04 PM PDT

    The aesthetics of this game are something

    Posted: 21 Jul 2020 10:15 AM PDT

    It's hard to put into words how much I appreciate the aesthetics of this game. The grim landscape, machines covered in dirt and oil, smoke coming off the refineries, the sound of furnaces and assemblers, the eerie background music, the gloomy atmosphere. Man, this is art.

    The only other game that made me feel this way was Dishonored. I think I am probably drawn to the steampunk/dieselpunk aesthetic with an overlay of despair.

    I think the developers did a fantastic job. This is solid work.

    submitted by /u/nl28
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    Factorio Play Time And Achievements Removed From Steam

    Posted: 22 Jul 2020 07:56 AM PDT

    After I closed the game I saw that my play time has gone down and some achievements I got and some that I legit just got were gone and my play time was shorten to 55 hours which it was not and I look a the achievement list seeing that I only destroyed around only 70 trees on impact even i remember getting the achievement a while ago and when I go into my game my save is fine, my most recent achievement was "Produce 1.0k advanced circuits per hour." and now says "50", and I know I have more then 50. And Steam says my most recent achievement was July 5th even though I had achievements before then. Anyone have this issue?

    submitted by /u/JaquiseTheEpic
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    My new smelter setup is very satisfying in action. Video in comment.

    Posted: 21 Jul 2020 11:22 PM PDT

    Made this extendable beaconed oil setup, but looking for better. Anyone have something they're willing to share?

    Posted: 22 Jul 2020 12:20 AM PDT

    Rocket fuel from coal and water

    Posted: 21 Jul 2020 12:29 PM PDT

    Rocket fuel from coal and water

    https://preview.redd.it/o63mchm4i9c51.jpg?width=2054&format=pjpg&auto=webp&s=bab194280def4c987961c9f2debaa78c186a54bd

    This factory needs only water and coal and produces 180 rocket fuel per minute.

    Requester chest at the bottom-left corner is a part of automatic bootstrap system. Put 1 piece of rocket fuel and 1 barrel of heavy oil there. Or let bots do it for you.

    !blueprint https://pastebin.com/qnZBLNDi

    submitted by /u/bormandt
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    Bob's and Angel's How to get saplings?

    Posted: 21 Jul 2020 09:23 PM PDT

    Okay, I keep seeing greenhouse setups without seed extractors and sawblades and just using assemblers turning trees into wood and into saplings... My problem is that, I can't find any seedlings recipes in my assemblers and I also can't find any recipes to craft wood without saw blades, I have unlocked the prerequisites. What can I do to unlock those recipes?

    (Hopefully my English is understandable)

    submitted by /u/iCharuzu
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    Encode/Decode blueprint strings on the command line

    Posted: 21 Jul 2020 11:23 AM PDT

    I was looking for an answer to subj. and came upon this 3 year old post, which contains solutions using ruby, node.js etc., however, I wanted to do this with standard tools, so I kept looking.

    Turns out you can do this with cut, base64 and zlib-flate (from the qpdf package), e.g. to decode a string:

    cut -c2- infile | base64 -d | zlib-flate -uncompress 

    Append jq . to pretty-print the json.

    To encode it:

    printf 0; zlib-flate -compress=9 < infile.json | base64 -w0 

    submitted by /u/thor-a
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    Why use speed beacons?

    Posted: 21 Jul 2020 09:00 PM PDT

    I was thinking about beacons, and I realized that it doesn't really make sense to use beacons for speed boosts, as they are far more expensive then assemblers, and I can't imagine it saves much space. Is there a benefit I'm not considering, or am I on to something here?

    EDIT: forgot about costs for inserters and other needed parts of a factory, nvm.

    submitted by /u/Darkf1am3
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