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    Thursday, July 23, 2020

    Factorio I prefer my solar and accumulator fields to be at different angles

    Factorio I prefer my solar and accumulator fields to be at different angles


    I prefer my solar and accumulator fields to be at different angles

    Posted: 22 Jul 2020 09:09 PM PDT

    Thought I'd see how uncomfortable I could make my solar field.

    Posted: 22 Jul 2020 09:58 AM PDT

    What if you could charge armor by connecting yourself to electric poles?

    Posted: 23 Jul 2020 06:01 AM PDT

    idk, i think it would be pretty neat

    submitted by /u/Luka_The_Lewd
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    After 121 hours of playing finally lunched my first rocket

    Posted: 22 Jul 2020 10:27 PM PDT

    I like all items mixed on 1 belt

    Posted: 23 Jul 2020 05:10 AM PDT

    I build Blue Circuit! What do you guys thing?

    Posted: 23 Jul 2020 05:16 AM PDT

    Just finished a 1k SPM Covid megabase in vanilla (+QoL)

    Posted: 23 Jul 2020 06:39 AM PDT

    Just finished a 1k SPM Covid megabase in vanilla (+QoL)

    Since we were in lockdown I started a new vanilla map in 0.18 a few months ago, or 280 hours of playtime ago (a non-negligeable portion of which was spent clearing biters all around the base). QoL mods are Bottleneck, Even Distribution, Far Reach, Honk, Squeak Through and VehicleSnap.

    When going the traditional 1k SPM megabase way, I first decided to craft each science type separately from raw resources, with belts only. But ore smelting was taking a lot of space and getting very boring, so instead I decided to directly use plates, only steel smelting remaining on-site.

    I also went for coal liquefaction because whenever I need oil, it's for plastic, which requires coal anyway. Bringing heavy oil for bootstrapping is done with bots, I didn't feel like adding a belt/pipe for that.

    Since my base is nothing special, you've seen many alike before, and since all science production blocks look pretty much the same, except in size, I only post the picture of the biggest, ugliest, worst one: space science.

    Science pack production for 1k SPM megabase

    Finishing this beast, especially all the different assemblers and their input/output for satellites, was a bit tedious. Thankfully no big mistake was made during the design phase, so once I got the different trains rolling in, it worked quite well and no big tear-down was necessary.

    I don't want to ever do again that sort of design though. Next time something hopefully more modular will see the light of day.

    submitted by /u/ForceVerte
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    Huge Screenshot

    Posted: 23 Jul 2020 03:22 AM PDT

    Shower Thought: before you launch the rocket you should have to fight Captain Planet as the final boss.

    Posted: 23 Jul 2020 08:29 AM PDT

    I truly love this game but as I was clearing out some trees with a flamethrower last night and I wondered: "Am I the bad guy here?"

    At the risk of getting overly political, in the wake of the recent global wave of "Black Lives" protests this game does bear some uncomfortable similarities to colonialism. Dropping into in a far away land, killing the local inhabitants and taking their resources is... awkward. I suppose the only saving grace is I'm not enslaving the biters to work my copper mines. Still this is leaving me feeling... not great.

    submitted by /u/Dillweed999
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    Not Your Everyday Ratio Calculator

    Posted: 22 Jul 2020 08:26 PM PDT

    There is no spoon, you lazy bastard!

    Posted: 22 Jul 2020 08:18 PM PDT

    There is no spoon, you lazy bastard!

    So finally I did it! Took about 7 hours - didn't shoot a satellite tho, it would take another ~30 min just for the tech.

    Early game was hard af, cause I tried to scale too quickly. I had medium biters after like 2 hours...
    My goal was to rush bots to avoid spaghetti, but I spaget it anyway - after getting ~200 logistic I've replaced belt mall with bot based, that was a serious improvement.

    The lack of space hit me too, power was always barely on point, however it made imy base significantly easier to defend!

    Now I wait till I can run kovarex, and rush artillery to expand further.

    https://preview.redd.it/8hba6lybxic51.jpg?width=1920&format=pjpg&auto=webp&s=27a9f36ddf8e2d9df9d3aedfab07fd2ea3e8537a

    submitted by /u/alvares169
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    Just launched my first rocket! Lots of spaghetti and around 45 hours on my first real base.

    Posted: 22 Jul 2020 09:42 PM PDT

    Base screenshots

    I took really high resolution ones, but imgur has size limits. Boo. Very new to posting on Reddit.

    I bought Factorio about a month ago and after playing around with some basic experimentation I started my first base. Peaceful mode cause I didn't really feel super confident getting up to speed quickly enough for defense. I did almost everything short-sighted and looked up some stuff as I had questions. If you look closely at parts of the base you can see places where I did dumb stuff and other places where I did the same stuff better. Lots of belts of things being threaded from the west end all the way to the east end of the base. Figured I would keep marching forward on progress and was able to launch the rocket pretty smoothly.

    If anyone wants more closeup shots of any parts of the base let me know! This game is a blast and I am sure to spend another couple hundred hours on it. Just gotta convince my friends to join in.

    submitted by /u/TrivialError
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    Server hosting, biters and PVP

    Posted: 23 Jul 2020 04:22 AM PDT

    Me and a bunch of fellow conveyor belt fanatics are planning to start our own Factorio server, where we can have different bases, help each other out and such. The idea is that the server is always accessible, and you can jump in whether or not the others are available for playing.

    This leaves me with a couple of questions (questions in bold so you don't have to read the whole novel):

    1) What can one do about biters evolving while people are not online? My concern is that we start the server, and the next morning biters has evolved into a laser shooting, multi planetary species with telekinetic mind control. The obvious solution is to just play in peaceful mode, but that makes all the weapons I want to use obsolete. Is there any solution for this use case?

    2) This one is a two-in-one regarding PVP and research. We want to fight each other, but I have no idea how that's supposed to work, or if it's possible at all. Can we somehow not share research? Is it possible to make my torrents see some players as friend, others as foe?

    submitted by /u/dinneybabz
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    Seablock in 397h (first rocket 201h), v0.18

    Posted: 22 Jul 2020 05:21 PM PDT

    Seablock in 397h (first rocket 201h), v0.18

    My background

    I finished native game about 15 times, including marathon, deathworld, and default with science cost x10. Finished default in 7 hours last time. Never played angelbobs before, the only mod I played was 30 science packs. At the moment of starting the seablock I had about 400 hours of Factorio on the clock.

    https://preview.redd.it/gcuoipqq2ic51.png?width=1806&format=png&auto=webp&s=cf0fdd2db45beb4297df3aa6a37d2167562c86dc

    https://preview.redd.it/s7lxjcxs2ic51.png?width=1806&format=png&auto=webp&s=26ca9545b244942e69029f104730e284c9851fef

    https://preview.redd.it/iyd5k0wt2ic51.jpg?width=11000&format=pjpg&auto=webp&s=b36ff41a830053fd2cf6ee2d9ca11d1bbe096f11

    Bigger screenshot, 80mb: https://gofile.io/d/I4AKGi

    Beta, updates, bugs

    I played on beta v0.18 for about 5-6 months and updated the game and mods several times. Pretty much every time something was broken after the update, mostly removed/updated receipts. Sometimes I noticed problems hours after the update. Some bugs (or incompatibilities) I encountered that blocks the progress: https://www.reddit.com/r/Seablock/comments/fjyypw/where_do_i_get_chrome_plates_cant_find_it/ and https://www.reddit.com/r/Seablock/comments/fqeoyc/rocket_silo_unavailable_v01817_how_to_fix/ . Some turned out not to be a bug but brought lots of pain to me anyway: https://www.reddit.com/r/factorio/comments/fjfvvm/this_is_how_i_figured_out_that_the_capacity_of_a/ and the worst https://www.reddit.com/r/Seablock/comments/fhcekd/am_i_the_only_person_who_cant_live_with_3/ .

    My advice for the past myself is to always lock the game version in steam to one that is tested for seablock mod pack and download mods from the site instead of in-game. And to only update the game version when the previously played has been dropped from steam.

    Life quality mods

    I decided to play seablock without any other content or life quality mods to feel pure seablock experience. So naive, I can't even believe it now. After 40 hours I gave up on this and added helmod, squeak through, bottleneck, long reach, and playtime.

    Seablock challenges you in terms of land space [spoiler: not at all]

    When I started the game I was sure that this mode is about land space. That was never an issue for me after about 30 hours. In the middle of the game, I was already making mineralized water from the crushed stone just to dump it, because I had so much crushed stone that I couldn't find any application to.

    Seablock challenges you in terms of power supply [spoiler: not really]

    In the first 30-40 hours of seablock I spent literally about 80% of my affords just trying to have a reliable power supply.

    Charcoal is just so inefficient that you need countless belts of charcoal with countless numbers of electrolyzers and boilers and so on. And that's exactly what I did - added countless number of these scalable tiles https://www.reddit.com/r/Seablock/comments/ffbukn/seablock_early_game_power_setup/.

    Then I decided to go for solid fuel, which was a pain to get done because of complicated chain. And after tons of effort I had so little solid fuel that I was about to cry. However, one of the solid fuel chain by-products was crude oil, which I stored just because I couldn't dump it [I feel stupid about thisright now]. And crude oil turned out [suddenly] to be a 100 times better power supply resource than solid fuel itself. So I created the same scalable solution for crude oil power and pretty much stopped worrying about power anymore.

    I migrated to nuclear power late in the game which was not an issue at all.

    The real challenges

    1. By-products.
    2. Damn by-products.
    3. Especially by-products that can't be voided.

    In the early game, I had so much brown algae as a by-product of green algae, so I stored it in dozens of warehouses and once in a while just blew them up and built new warehouses on the same place. Luckily I was able to migrate to a new receipt without a by-product at some point.

    Multi-ore processing is a joke, I should not even try this.

    Managing petro-chem by-products is also a pain. Even with fluid control devices and the ability to burn redundant staff, I still found myself being removed flooded with by-products production lines several times in an hour. In the end I just gave up on this and burned all by-products even if I needed them 2 meters away for another chain.

    I used paper-3 receipt for producing sulfuric acid, but couldn't automate getting rid of paper itself as well as another by-product. So I stored it in over 9000 warehouses.

    My biggest screw-up - productivity modules

    I did not use productivity modules at all until the late game. I launched all drydock rockets without having a single productivity module. Productivity modules can reduce the factory size about 10 times for the same throughput, IMO. Also, logistics is way easier since there are way fewer items to be transported. Obviously, after I started to utilize productivity modules, the progress dramatically increased. I ended up having only one science assembler for each type of science (heavily abused with speed modules as well).

    Sulfuric acid?

    Even after 397 hours of seablock I still have no clue how to produce sulfuric acid reliably without having by-products that can't be voided. The only way I figured out is as a by-product of a mineral sludge, but it is super inefficient.

    Factory design

    I never created a factory of this size before, so I experimented a lot.

    First thing I realized - I need to save space for double belts. Second thing I realized - I need to save space for triple belts. Third thing - you name it…

    In fact, belts are just an awful solution to transport dozens of different resources across the map. But I did not have any other solution. At the same time I had tilable builds for power supply, mineral sludge and charcoal.

    I created a bus for ores and another one for petro-chem liquids. Both worked well until I need any reasonable throughtoutput. So, never again in seablock.

    In the mid game I created a mall with bots and it worked so well. I was so happy about it that I decided to switch all my factory to bots-driven design. I assumed that I would just create countless numbers of top-tier bots to cover the entire factory. That was a huge mistake and bottleneck, never again.

    I used trains just to separate logistic networks for circuit production. This separated "city" worked great for me, but it was already too late to rebuild everything.

    The thing that actually worked for me was a grid. I used electric substations to cover the entire base with electricity and at the same time to make a grid with cells 30x30. I kept 4 tiles between them for belts and pipes, and used these 30x30 cells as "modules" that can be easily copy-pasted and scaled. I started to get rid of buses and create required inputs in neighbour cells.

    Plans for the next run

    For my next factory of such size I will definitely go for the mix of city blocks and cells. Something like the same 30x30 tiles per cell, and about 5x5 cells per city block.

    It will be able to fit up to 20-30 "home" stations (5x1 cells) and 2-5 "shared" stations. By "home" station I mean that there is a specific train that owns this station and this is the only train allowed to stay there, so the waiting line is redundant. Used for required inputs (ore for ingots) or export of by-products (used coolant from producing coil sheets). By "shared" station I mean that there is no train that owns the station, but multiple trains can stay there, so a waiting line is required. Used for outputs (circuits production) or import of by-products (used coolant for coolant processing). All trains will be 1-1.

    Cells will allow copy-paste of the same structures between different city blocks, e.g. charcoal production.

    Probably I will give it a try after v1 release. I think something about 200h should be doable.

    submitted by /u/j_o_h_a_n
    [link] [comments]

    Linux Factorio 0.17.3

    Posted: 23 Jul 2020 06:46 AM PDT

    Hi guys, so, me and a friend want to set a server of factorio 0.17.3, but in the website i can't find it. Does someone have the release of factorio 0.17.3 for linux?

    submitted by /u/_samuele3333_
    [link] [comments]

    Is there a prize for letting this run for 3h?

    Posted: 23 Jul 2020 04:18 AM PDT

    In-Depth Guide to Fluid Behavior in Nuclear Designs (and just for fun: Can you design setups with "better" fluid management than mine?)

    Posted: 22 Jul 2020 09:53 AM PDT

    In-Depth Guide to Fluid Behavior in Nuclear Designs (and just for fun: Can you design setups with "better" fluid management than mine?)

    -- Preface --

    This wall of text is meant to be a supplement to the two resources linked in the "Nuclear" section of the Factorio Cheat Sheet and assumes you've already read parts of both: https://factoriocheatsheet.com/#nuclear-power. *edit: It also assumes you've read the wiki page on the fluid system and pipeline throughput: https://wiki.factorio.com/Fluid_system#Pipelines

    I see people often posting about their nuclear setups not at full power (despite satisfaction not at full), so I thought I'd create a friendly challenge as a way of hopefully getting people to understand fluids a bit better. I've spent a lot of time in the map editor designing nuclear power setups to try and learn exactly how the fluid system behaves. I admit I still don't know everything, but I'm hoping this can be a resource for others looking to design their own nuclear power

    -- Challenge --

    Keep in mind that the sole purpose of this challenge is to "teach" others how the fluid system behaves. It is NOT to maximize UPS efficiency (which is stupid anyway since solar is objectively better for UPS). This means we avoid things like using reactors as heat pipes or simply using a 2:1 turbine:exchanger ratio. Tileable/expandable designs are also NOT the focus of this challenge

    Requirements:

    1. Must use exact amount of reactors/exchangers/turbines as noted on factorio cheat sheet. Each reactor must have two inserters
    2. No electric pumps or storage tanks, to force understanding of fluid behavior/management
    3. Must be able to reach and sustain "max power output" (See note below for details)

    Bonus objectives for friendly competition

    • Lowest possible number of heat pipes
    • Lowest possible combined total of water+steam pipes (incl. underground)
    • Lowest possible combined total of substations and extra offshore pumps
    • Single roboport can construct the entire thing
    • Try to be somewhat aesthetic (reflective/rotational symmetry, and/or rectangular)

    Note: "Max power output" will be defined two ways: i) for smaller setups (800MW or lower) the electric network must show the correct MW of output, ii) for larger setups that round off GW of energy to only 1 decimal place, every single heat exchanger must show consumption/production of 103 water/steam per second. Alternatively for symmetrical designs: disconnecting substations with copper wire and measuring each part separately should provide the correct MW sum of all the parts

    -- Starting Small: Single and Double Reactor Examples --

    It's almost impossible to experience any throughput issues with just 1 or 2 reactors, so I'm just sharing my designs and how I "grade" them according to the above criteria

    Single reactor examples:

    https://preview.redd.it/zcavdy02rfc51.jpg?width=1643&format=pjpg&auto=webp&s=6d9d6609baac72a167a0d256b147bfd857fef7d2

    Even though the left side has 2 extra underground pipes, it is also more aesthetically pleasing. Since 1 reactor isn't complex, I tried to fit everything within 1 substation just to see what I could do in that space

    Double reactors:

    https://preview.redd.it/oaf2v086rfc51.jpg?width=2258&format=pjpg&auto=webp&s=da567eda4ed21fa70d637ddf7a2d7932fefc3112

    Using 4 substations allows A LOT of variation, so I limited my designs to 3 substations only: "Teddy Bear" has the fewest heat pipes, but I'm guessing most of you would probably prefer "Butterfly" for symmetry. "Falcon" might be useful for narrow spaces

    -- Basic Fluid Handling for 2x2 Setups: Water and Heat Flow --

    2x2 is where most people will run into their first fluid issues. Since the ratio calls for 48 exchangers, many will think to use four groups of 12. This causes the first (minor) water problem, since a single offshore pump can only pump 1200 water/s, which is not enough to supply a row of 12 exchangers (needs 1236/s). This is easily fixed by adding more offshore pumps, although water throughput for a single pipeline also caps out eventually due to the heat pipes

    https://preview.redd.it/qcreb7qhrfc51.jpg?width=2342&format=pjpg&auto=webp&s=29234bd2c3f7371ca4daca0152eb337dba734b1d

    On the topic of heat pipes, some of you may have seen people use double/parallel heat pipes in much larger designs. None of my designs up to 2x6 require this. I always try to design my nuclear power to use the fewest heat pipes possible, because even though the game treats it like a fluid, heat does not have access to electric pumps or undergrounds so it is the least flexible to work with. Heat pipes also never reach 1000°. Only reactors can actually hit the full 1000° when their heat isn't being used. Pipes cap out at 1° less heat per tile of distance from the reactors, so using long lengths of heat pipe to "transport" heat is usually pointless

    https://preview.redd.it/vuxyr3flrfc51.jpg?width=2116&format=pjpg&auto=webp&s=00d1ccf1e31828532b3c3deaa4acd9d7964b55ac

    You can try it yourself: In the map editor, place any length of heat pipe and connect it to a heat interface or reactor full of fuel. Then set game speed to max and observe the heat of each pipe. Even with no exchangers using any heat, the first pipe will cap out at 998° (999° if you leave it for a VERY long time), the 2nd at 997°, 3rd at 996°, etc.

    I've found that 44 heat pipes with 30 exchangers (15 on both sides) is sufficient

    https://preview.redd.it/1zgz33ynrfc51.jpg?width=2249&format=pjpg&auto=webp&s=34fad34fc6cf6c95207061b50c1ac31d2778b545

    If exchangers are only on one side (not sure why you'd want to do this though), heat travels 62 pipes but would only reach 21 exchangers so it is inferior. Even having two parallel heat pipes with exchangers will only reach 42 of them (21 on each side). No matter how you look at it, using 124 heat pipes to supply 42 exchangers with the double heat pipeline is inferior to using 88 heat pipes to supply 60 exchangers with two single heat pipelines

    -- Advanced Fluid Handling: Steam Throughput --

    However, steam is the main cause of most people's problems. At least the heat pipe glow shows you its effectiveness and direction of flow. Steam has no visual indicators and if not handled properly, will bottleneck, preventing enough steam from reaching the turbines. Most people will probably find the wiki page about pipe throughput at some point (https://wiki.factorio.com/Fluid_system#Pipelines), but won't apply it properly because of the "pump every 17 pipes" being mentioned so often. Without realizing just how much steam is being pushed in a nuclear power plant, it becomes a stealth culprit. And since the only real way to accurately measure throughput is by using an electric pump into an infinity pipe (or something similar that uses up all the fluid), all this leads to the perfect storm for frustration. So, I will explain some of the finer details of how the steam behaves. Here are some things to consider:

    https://preview.redd.it/d1ueig2wrfc51.jpg?width=2887&format=pjpg&auto=webp&s=c46fa7be08a239011203bfa9ede4c74746dd4336

    The maximum throughput for a single pipeline is capped at 1771/s when immediately leaving the pipe where the heat exchanger produces it. This will gradually drop the further your pipes go without an electric pump. Since one turbine produces 103 steam, that means only ~17 exchangers will be able to fully output all their steam. The rest of the ones in the row won't be able to push their steam into the pipes heading for the turbines. A lot of people will simply use an electric pump to try and fix this, but the throughput will still drop back down gradually unless you literally place a pump after every pipe or two. For our challenge, there are two ways to fix this without using an electric pump:

    https://preview.redd.it/i26e36nxrfc51.jpg?width=2887&format=pjpg&auto=webp&s=9b179b5bc46ef0bbd2d9917dad871d5e3204c4d3

    1. split the pipe out in both directions, or 2) double up the pipeline width by adding a parallel set of pipes like you would for parallel belts. Since most people probably run their heat pipes and exchangers radially from their reactors, the simplest way to fix this would just be to add a 2nd parallel pipe, which also allows the exchangers to line up nicely with the heat pipes already coming out of the reactors. However, this also has its own throughput cap as well. It is best to try and have your turbines consume the steam as soon as possible after the exchangers produce it

    Now on to some ratios to reduce waste and keep the right entity count: While the single and double reactors both had a ratio of 4 exchangers : 7 turbines, there's actually another ratio that works even better - 1 offshore pump : 11 exchangers : 19 turbines. Here is the spreadsheet I used for my calculations (HX = heat exchanger, Water = offshore pump):

    https://preview.redd.it/mf0ghzjzrfc51.jpg?width=174&format=pjpg&auto=webp&s=eacd622e780173a3028b8e9dfd9fad1784ee266d

    The green values are close to using a full entity, and the blue values are the "ideal" number of exchangers that I thought worked best. They consume close to the full amount without exceeding it. I wasn't able to find this 1:11:19 ratio anywhere else on the internet, so I thought I'd share it, although I admit that groups of 11 exchangers is not the most useful

    I use two of these 1:11:19 ratios in the bottom rows of my "Dollar Bill" 2x2 setup:

    https://preview.redd.it/i7al97w1sfc51.jpg?width=2722&format=pjpg&auto=webp&s=52420b5983fc7359babd47be5a81425f59106f25

    The top rows are 14 exchangers : 24 turbines on the left side, and 12 exchangers : 21 turbines on the right side. Note that there is no need to connect heat pipes to the bottom reactors since their heat flows through the top reactors and can reach the exchangers perfectly fine. Technically, 14 exchangers require 24.033 turbines to consume all the steam, so the output should be 479.8 MW but I'm guessing the game probably rounds it to 480MW. While I thought this design was decent, technically it didn't produce max output. Since I knew I could probably get away with using fewer substations given how flat/thin this layout was, I pushed to try for 6 substations only. I used some fancy pipework from my larger 2x3+ designs, which I will now show and explain:

    https://preview.redd.it/r81od0m3sfc51.jpg?width=2552&format=pjpg&auto=webp&s=b9ba9dd2851f89e67ef72ae4121f6d0eb5bf67dc

    The key thing to notice here is how the double steam pipelines are handled. You could run parallel pipes, but it's not necessary if you can get the steam out earlier. Removing two pipes between every other exchanger creates room for an underground pipe to move steam out to the turbines, avoiding the throughput issue much more easily. Alternating these sections gives more flexibility when bringing the undergrounds out to either side at various points. It doesn't completely prevent steam from bottlenecking though, as it depends on how many exchangers you have in the rows, and also where you choose to place the undergrounds. It's best if you spread out the load across the row. If you put them both at the far right, for example, the exchangers on the far left still have trouble pushing their steam

    With that said, here is my "B2 Bomber" 2x2 design that uses a more 'traditional' 4x12 grouping and only 6 substations:

    https://preview.redd.it/9s2ws635sfc51.jpg?width=1998&format=pjpg&auto=webp&s=4b8f821f9b6d4056d2253211071c160b0dcdfb9d

    2x2 can never be perfectly symmetrical given that 83 is a prime number and 2x2 reactors doesn't have a perfect "center" to put the final turbine, but I think this is close enough

    And that concludes the concepts on fluid behavior

    -- My 2x3 to 2x6 designs --

    I use the underground pipework in all my larger setups. Here they are for you to compare against (the 2x6 fails the requirements though because it has 1 extra turbine):

    2x3 "Bowtie": I used 8 groups of 10 exchangers, and grouped 69 turbines on the left/right sides. One extra offshore pump compared to the required 7. Note that there is still no need to connect heat pipes to the middle reactors because their heat will flow through the outside reactors and get to the exchangers perfectly fine (This still holds true even for 2x4)

    https://preview.redd.it/mdt6u52asfc51.jpg?width=2086&format=pjpg&auto=webp&s=7228f59303566cc025f5c0e21cb7f78fe77adb6d

    2x4 "Infinity": 8 groups of 14 exchangers. I had to use the underground pipe concept twice on each side, since 14 exchangers hits the steam throughput issue much more easily. However, I could remove two more pipes in the middle sections because each group of 14 exchangers can be split in half nicely while still mixing steam across the entire network

    https://preview.redd.it/zuje3j4bsfc51.jpg?width=2416&format=pjpg&auto=webp&s=f62cccb2f2ba4c461e0f2a7e6a03cf5d054c53f4

    2x5 "Chevy": This split into 12 groups of 12 exchangers nicely, and I had to use double undergrounds again. Each quadrant uses 62 turbines and I link the steam from vertical and horizontal exchangers together. I only just realized that the offshore pumps on the right are one space outside the roboport range, so this fails the bonus roboport objective. So close yet so far

    https://preview.redd.it/kny9wthcsfc51.jpg?width=1840&format=pjpg&auto=webp&s=da8f61358c8567c5ce8dfa71a2804cf1daee0b06

    2x6 "Cracker": 16 groups of 11 exchangers worked very well for this (I used the 1:11:19 ratio here), but it fails the requirements because it has one extra turbine (I couldn't get 303 to work well). I also needed two roboports for it. However, I felt it was worth sharing, and also because there's an issue that I can't seem to figure out: It technically doesn't hit max throughput. The circled offshore pumps always seem to have an issue. They should be at 1134 water/s, but I can't figure out what's wrong with the row of exchangers given that it's basically set up the same as all the other rows that are working fine. If anyone could enlighten me, I would love to learn more: https://pastebin.com/kfs9bTmM

    https://preview.redd.it/lmxsg5vhsfc51.jpg?width=2288&format=pjpg&auto=webp&s=26398e928a592e6c7d358703d6593e528c00f609

    I stopped at 2x7, as I don't think the layouts can be as "nice" anymore given the requirements and the resulting turbine density

    It was a long read, but you should now have sufficient knowledge to design your own nuclear setups properly. I also look forward to some smarter people pointing out new things to me too, as well as a general sharing of design ideas

    TLDR: Honestly, this post is probably not for you if you don't want to learn more about how fluids behave in this game or if you never plan to design your own nuclear power

    submitted by /u/fiduciary_wannabe
    [link] [comments]

    New to Trains, Why Wont My Train Change Paths?

    Posted: 22 Jul 2020 09:23 PM PDT

    After many attempts, I finally have a coal liquidation setup i feel is worth sharing.

    Posted: 22 Jul 2020 06:01 PM PDT

    Interesting Base Ideas

    Posted: 22 Jul 2020 09:19 PM PDT

    I just finished a run of factorio and I ran out of idea of what to do in my next run, does anyone have any good ideas?

    submitted by /u/cursedslavboi33
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    space exploration "clamp help"

    Posted: 22 Jul 2020 06:49 PM PDT

    Has anyone gotten clamps to work on spaceships. If so, can you explain to me how to use them step by step like I'm 5 years old?

    This is what I've done.

    1. Parked the craft. Added a clamp (on the left side of the ship with arrow pointing left)
    2. Added a clamp to the left of that with the arrow pointing right. so they point at each other.
    3. Then took the craft to orbit.
    4. Added the left and right signals to the console both with a value of 1 since that was the default on the combinators on the planet.
    5. When I click "engage," the game asks me to confirm a landing spot and makes no attempt to use the clamps whatsoever.

    Any screen shots or video example would be really helpful here. I can't seem to find a video where someone has automated a craft and used anchors to land it. I've just stuck to using rockets because of this.

    submitted by /u/TheRealMrPibb
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