Factorio My friend bought me this game and I have no idea what's going on so I made this. |
- My friend bought me this game and I have no idea what's going on so I made this.
- Spreading some love to the aliens
- Simple Safe Science Sushi
- An extremely scalable (and UPS friendly) megabase design
- This is my first factory. And this spaghetti monster somehow works.
- Smart Solar Supplementer
- What is going on here? pump and both pipes have water in them (0.18)
- 1 Million SPM Vanilla Base - Update 1 - 7/27/2020
- Problem getting started with Pyanodon's mods
- Scenes from my 1,478 SPM Industrial Revolution modular grid base
- "Full screen" not working as borderless windowed
- Finally launched an AngelBobs rocket
- Is there a mod that let's logistic robots put things into buildings directly?
- Modidea/Vanilla Suggestion: Personal Robots have access to vehicle cargo. If I am inside an train the train wagon with the required item has to be inside the construction range and the bots have to fly to said wagon to get the item.
- Base without robots?
- How do I pick all of these up? I don't want to individually
- Need some help on the heavy oil
- Anyone have a good late-game module setup?
- Arty Battle Station Design Process - A Noobs Journey
- Does Natural Evolution: Enemies tank anyone else's UPS?
- Splitter only regulator
- Mod suggestion, pls
- Would upgrading to higher speed RAM improve my Factorio performance?
- I want to try a square modular base but don't know how
My friend bought me this game and I have no idea what's going on so I made this. Posted: 26 Jul 2020 11:52 PM PDT
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Spreading some love to the aliens Posted: 27 Jul 2020 06:52 AM PDT
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Posted: 27 Jul 2020 05:12 AM PDT
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An extremely scalable (and UPS friendly) megabase design Posted: 27 Jul 2020 02:20 AM PDT
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This is my first factory. And this spaghetti monster somehow works. Posted: 27 Jul 2020 08:07 AM PDT
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Posted: 26 Jul 2020 10:10 PM PDT | ||
What is going on here? pump and both pipes have water in them (0.18) Posted: 26 Jul 2020 05:36 PM PDT
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1 Million SPM Vanilla Base - Update 1 - 7/27/2020 Posted: 27 Jul 2020 07:07 AM PDT Ok, so I started working on this a week or two ago now, but I thought it would be fun to try and document my progress as I go. As an overview, the title says it all. My goal is to make a 1 million SPM base. I have never done a megabase before, but I enjoy playing the game so much that I thought I would give it a try on an enormous scale! As mentioned before, this map is completely vanilla. For some other world generation context... -Version 17.79 to start(Still haven't updated to 18, but will update once 1.0 comes out to continue map) -Resource richness set to max -Resource frequency and size increased(but not max, will update later) -Peaceful and no enemy bases -Pollution set to off -Cliffs set to off -Water was adjusted(but I forget how much, I'll update later) -Trees set to off(more on this in a sec) -Normal recipes and science(as opposed to expensive) -No cheats, console, mods, or even QOL stuff -Mostly my own blueprints/designs, but I do have a couple of highlights to credit It should also be noted that I am not really planning on sweating over UPS. Yes, I know my game will run like a potato at some point, but even if it drops to 1UPS, I will press on through the framerate glitches! That said, I am still going to do certain things to minorly help UPS, like using larger trains and solar. No trees was definitely a finicky start, but I really didn't want to manage clearing such a large number of them. The game starts you with a single piece of wood, which I used to make 2 small wooden poles. I basically handcrafted a bunch of science packs and rushed steel electric poles ASAP. This was the most boring part for sure, but I will say, it was nice only having 2 of the inferior electric poles lying around(which I happily blew up once I had medium poles :) )! My next big phase was getting all non-infinite research done. I wasn't particularly fast with it, but it helps that my starting patches were rich enough to get me all the way there, and I had oil close enough that I didn't need a train there either. Honestly, I just had a super basic yellow belt bus. 4 lanes iron, 4 lanes copper, 1 lane stone, 1 lane stone brick, 1 lane coal(I should mention that I AM including military in my 1 million SPM!), 1 lane sulfur, 1/6 lane batteries, 1 pipe lube, 4 lanes green circuits(made from bus supplies), 1 lane red circuits(made from bus supplies), 1/3 lane blue circuits(made from bus supplies), and about 1 lane steel. During this time, I also used steam power only, with 80 boilers and 160 steam engines. Once all non-infinite research was done, it was time to start the REAL factory! I tore down/destroyed all labs and science production, and I converted my yellow science to a small bot production(I had no bots at all up to this point, minus a few personal ones I hand crafted). I also removed coal from the bus, and set up a small mall for assembling machine 3s, medium poles, large poles, substations, roboports, beacons, inserters, landfill, and blue belts. I don't plan to use any belts in the end(bots and trains only), but while I am setting up everything I need to get things going, I converted my bus into blue belts for better throughput in my mall. I also set up a VERY slow production of speed3 and prod3 modules, so at least some are being produced while I am working on upgrading other things. The next step was power. I started to build up some solar, dedicating the entire NW quadrant of my map to nothing but solar arrays. By this point, I was only producing about half of my power needs from my steam(which I really didn't want to bother expanding), so it took awhile, but eventually I had enough solar to eliminate the steam altogether. I am continuing to build up the solar, and will be for quite some time. Once I finally had a surplus of power, I doubled my battery production(which is now 5/s), to help with the accumulator production for my solar arrays. I then begun to build my train system. I am running dynamic trains(which I will shout out to the author of the blueprints later), and to try to help train congestion, I am running 16-16 trains(16 locomotives for 16 wagons are overkill, I know, but I really wanted high acceleration!). I gotta say, they look pretty cool, and the time they take to reach full speed(currently still using rocket fuel, haven't mined any uranium yet) is unbelievably fast! To help even further with train congestion, I am doing all smelting on site at each mining location. The only exception to this will be steel(to which I will just deliver iron plates to, as opposed to ore), and stone bricks(since I also need raw stone in some places). As of writing this, I have set up a copper train and an iron train. They took quite awhile to set up, because I needed to modify the train station blueprints to accommodate such large trains. I also needed more power in some cases, so I had to wait for that to get built up. Lastly, I am using fully moduled smelter arrays, which take an unbelievable amount of speed3 modules for the beacons, which took a long time to produce. I let the game run 24/7 for quite some time, which helped to get the stockpile of modules I needed. With each train I set up, I eliminated the local mining/smelting I was using for my main bus, converting the lanes to bot based train unloading. Since my original smelters were designed to only saturate a yellow belt, this tripled my bus throughput. With the now higher throughput or iron and copper, I was able to increase my speed3 production to a fully moduled version containing 2 assembling machine 3s making said modules, plus the 5 speed2 and 10 speed1 module machines needed to feed them. The prod3 modules are still a trickle, but I don't need nearly as many of those ones. My next goals are to set up a stone mine, the start of a central steel smelter, and the start of a central stone brick smelter. With all of those "raw" materials, I will begin to set up my central green circuit production, and possibly my central iron gear production(yes, I plan to ship iron gears around via train instead of producing them on site). We will see how far I get before my next update, Since these are all pretty big tasks. After green circuits(and possibly gears), I will probably look to creating a coal train, an oil train, and begin to design the biggest oil production facility the game has ever seen. I hate fluids, so this part is one I am not exactly looking forward to. Before I go into the math I have calculated of the minimum materials I need for everything, a quick shout out to the blueprints I am using for this base! -Probably the greatest of them all, the Easy Train System(ETS)! There is a detailed post about how it works, and while it took me a little playing around to understand how to use it, it is probably the heartbeat of my factory. https://factorioprints.com/view/-LrFllkfPIG1IAjKRIF5 -The solar blueprint I am using. Not a perfect ratio, but nice to tile. I personally modified to add landfill. https://factorioprints.com/view/-M--NaVT8xRLA7C09-ht -Several blueprints that were part of my starter base, but I seem to have lost the authors and links: steel smelter arrays, early greed circuits, early red circuits, early blue circuits. -My personal starter oil processing. Not a perfect design, but the first design I ever made that covers all oil needs, and gets you pretty far along. https://factorioprints.com/view/-MB4splFdr0O9FBv1UXL -Lastly, what I am calling a production cell, by my own design. Pretty much all of my production aspects of my factory look something like this, even my smelters. I will need to modify this at some point for my oil refineries and my rocket silos, but anything with an electric smelter, assembling machine, chemical plant, or research lab, this will work for. https://factorioprints.com/view/-MCh4xNjnACcooOnuXbB Now, the math! Took me a couple days to put this all together, but here is what I put together for the bare MINIMUM I need to produce exactly 1 million of each science pack per minute. I will most likely be over producing each item, for some wiggle room. Big thanks to Kirk Mcdonald Factorio calculator! Apologies for how messy it is, it was done in a .txt file during some free time at work. to consume 1 million science per minute, you need 2,558,636 labs, each with 2 productivity modules, and 12 beacons loaded with speed modules total lab power: 1,842.3 GW red science: 7,441 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 714,286 copper plate per min 714,286 gears per min 35.2 GW(less beacons) green science: 265 transport belt factories w/ 4 speed modules 530 inserter factories w/ 4 speed modules 8,829 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 714,286 green circuit per min 1,071,429 iron plate per min 1,071,429 gears per min 46.0 GW(less beacons) grey science: 530 wall factories w/ 4 speed modules 4,233 grenade factories w/ 4 speed modules 530 yellow bullet factories w/ 4 speed modules 1,588 red bullet factories w/ 4 speed modules 7,441 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 357,143 steel per min 1,785,715 copper plate per min 3,414,285 iron plate per min 3,571,429 coal per min 3,571,428 stone brick per min 66.9 GW(less beacons) blue science: 756 pipe factories w/ 4 speed modules 10,630 engine factories w/ 4 prod modules 17,858 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 510,205 steel per min 1,071,429 red circuit per min 1,020,409 iron plate per min 357,143 sulfur per min 510,205 gears per min 138.2 GW(less beacons) purple science: 1,329 iron stick factories w/ 4 prod modules 2,646 rail factories w/ 4 speed modules 5,292 prod module factories w/ 4 speed modules 1,764 electric furnace factories w/ 4 speed moudles 10,417 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 1,275,511 iron plate per min 5,952,380 steel per min 3,571,428 stone per min 2,380,953 stone brick per min 2,380,953 red circuit per min 2,891,157 green circuit per min 100.2 GW(less beacons) yellow science: 129 pipe factories w/ 4 speed modules 1,808 engine factories w/ 4 prod modules 2,531 electric engine factories w/ 4 prod modules 7,087 robot frame factories w/ 4 prod modules 21,259 low density factories w/ 4 prod modules 10,417 science factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 340,136 batteries per min 1,277,246 steel per min 8,527,697 green circuits per min 10,204,082 copper plate per min 2,551,021 plastic per min 1,822,158 lube per min 476,191 blue circuits per min 753,159 green circuits per min 173,539 iron plate per min 86,770 gears per min 204.6 GW(less beacons) space science: 1,246 silos w/ 4 prod modules 31,888 control unit factories w/ 4 prod modules 11,338 speed module factories w/ 4 speed modules 8 satellite factories w/ 4 speed modules 24,235 low density factories w/ 4 prod modules 1,482 solar panel factories w/ 4 speed modules 1,482 accumulator factories w/ 4 speed modules 4 radar factories w/ 4 speed modules each factory surrounded by 12 beacons w/ 2 speed modules 610,205 blue circuits per min 764,286 rocket fuel per min 12,132,654 copper plates per min 4,076,021 green circuit per min 1,663,265 steel per min 2,551,021 red circuits per min 2,908,164 plastic per min 500,000 batteries per min 250,000 iron plate per min 25,000 gears per min 334.9 GW(less beacons) blue circuit: 1,086,396 demand per min 16,167 blue circuit factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 1,551,995 red circuit per min 17,737,078 green circuit per min 3,879,986 sulfuric acid per min 76.4 GW(less beacons) red circuit: 7,556,398 demand per min 67,468 red circuit factories w/ 4 prod modules 8,032 copper cable factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 10,794,855 green circuit per min 7,710,611 copper plate per min 10,794,855 plastic per min 397.5 GW(less beacons) green circuit: 36,966,556 demand per min 27,505 green circuit factories w/ 4 prod modules 29,470 copper cable factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 26,404,683 iron plate per min 28,290,731 copper plate per min 269.3 GW(less beacons) battery: 840,136 demand per min 6,578 battery chemical plants w/ 3 prod modules each chemical plant surrounded by 12 beacons w/ 2 speed modules 12,925,016 sulfuric acid per min 646,251 iron plate per min 646,251 copper plate per min 16.3 GW(less beacons) sulfuric acid: 16,805,002 demand per min 658 sulfuric acid chemical plants w/ 3 prod modules each chemical plant surrounded by 12 beacons w/ 2 speed modules 1,292,693 sulfur per min 258,538 iron plate per min 25,853,850 water per min 1.7 GW copper plate: 61,484,330 demand per min 203,929 copper plate smelters w/ 2 prod modules each smelter surrounded by 12 beacons w/ 2 speed modules 51,236,942 copper ore per min 403.8 GW(less beacons) steel: 9,760,239 demand per min 161,862 steel smelters w/ 2 prod modules each smelter surrounded by 12 beacons w/ 2 speed modules 40,667,663 iron plate per min 320.5 GW(less beacons) iron plate: 78,621,861 demand per min 260,770 iron plate smelters w/ 2 prod modules each smelter surrounded by 12 beacons w/ 2 speed modules 65,518,218 iron ore per min 516.4 GW(less beacons) stone brick: 5,952,381 demand per min 19,743 stone brick smelters w/ 2 prod modules each smelter surrounded by 12 beacons w/ 2 speed modules 9,920,635 stone per min 39.1 GW(less beacons) stone: 13,492,063 demand per min iron ore: 65,518,218 demand per min copper ore: 51,236,942 demand per min plastic: 16,254,040 demand per min 15,908 chemical plants w/ 3 prod modules each chemical plant surrounded by 12 beacons w/ 2 speed modules 6,251,554 coal per min 125,031,077 petroleum gas per min 39.5 GW(less beacons) coal: 9,822,982 demand per min sulfur: 1,649,836 demand per min 1,615 chemical plants w/ 3 prod modules each chemical plant surrounded by 12 beacons w/ 2 speed modules 19,036,570 petroleum gas per min 39,968,369 water per min 4.1 GW(less beacons) rocket fuel: 764,286 demand per min 34,120 rocket fuel factories w/ 4 prod modules 14,516 solid fuel chemical plants w/ 3 prod modules each factory/chemical plant surrounded by 12 beacons w/ 2 speed modules 194.3 GW(less beacons) lube: 1,822,158 demand per min 357 chemical plants w/ 3 prod modules 1,401,660 heavy oil per min 0.9 GW(less beacons) Oil Refinery Setup(perfect ratio to crack into gas, probably overkill): 52400 refineries / 3 prod modules 22230 heavy oil cracking chemical plants w/ 3 prod modules 82251 light oil cracking chemical plants w/ 3 prod modules each chemical plant surrounded by 12 beacons w/ 2 speed modules each refinery surrounded by 16 beacons w/ 2 speed modules 530,903,700 water per min 611.2 GW(less beacons) Crude Oil: 537,624,000 demand per min water: 596,725,919 demand per min 8,288 offshore pumps IMPROVE IRON THROUGHPUT WITH DEDICATED GEAR FACTORY: 2,407,690 demand per min 1,794 gear factories w/ 4 prod modules each factory surrounded by 12 beacons w/ 2 speed modules 3,444,480 iron per min 8.5 GW total power(less beacons, miners, inserters, robots): 5,667.9 GW total power(worst case scenerio, very unlikely): 12,820.9 GW minumum solar needed: 94,465,000 minimum solar needed(worst case scenerio, very unlikely): 213,681,667 total beacons(worst case scenerio, very unlikely): 14,901,992, 7,153.0 GW total assembling machine 3s: 381,549 total chemical plants: 144,113 total oil refineries: 52,400 total silos: 1,246 total furnaces: 646,304 total offshore pumps: 8,288 total prod3 modules: 3,276,964 total speed3 modules: 130,308 + beacons, miners [link] [comments] | ||
Problem getting started with Pyanodon's mods Posted: 27 Jul 2020 02:39 AM PDT
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Scenes from my 1,478 SPM Industrial Revolution modular grid base Posted: 26 Jul 2020 08:12 AM PDT
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"Full screen" not working as borderless windowed Posted: 27 Jul 2020 01:55 AM PDT Hello. I'm on Factorio 0.18,36 and I think that my problem started when I updated Windows 10 to build 2004 (current build according to Windows Update). It worked flawlessly when I actively played the game two-weeks or something ago and I had no problem when I was occasionally launching the game to check up on some things or to update mods. Weirdly enough, the game switches to true full screen (that is, it uses my monitor exclusively) only when in focus and alt-tabbing or bringing up start menu defocuses the game like it should, but I get a short black screen flicker typical for switching to and from classic full screen. While the game is properly in the maximized borderless window mode in the background, mouse cursor still highlights all menu buttons when I hover over them (so I know it's not a still frame in the background). Anyone has a solution? [link] [comments] | ||
Finally launched an AngelBobs rocket Posted: 27 Jul 2020 04:58 AM PDT After 222 hours of play and one year of real time, I've finally launched my first couple of rockets from my full AngelBob run. I've got a video of the launch here and another quick base tour video here. Finally, here is a map of the base as it stands at this point. My first bus was on the left (the grey stone area), petrochem is just below the central lake with single-ore sorting below that. Above the lake is science pack production, to the right of that is the second bus that I set up to produce all the circuit types (yellow, red, blue, purple) and to the right of that is the catalyst sorting based metal production. There are a few other sub factories scattered around (batteries, low density structures, plutonium, catalysts, etc) but that covers the big things! It was a big job as I'm sure you can imagine and there are a few things I'd do differently if I was to run through it again.
There are probably many other things I learned and then forgot - FNEI is vital, lots of the construction chains seem horribly complicated but can be worked through gradually. I still don't have a good understanding of petrochem, and a plastic shortage is still an issue for me. Whilst I've technically "won" because I've launched the rocket and satellite, there's still quite a bit of research to do, especially as I've got the Space Extension mod installed as well (some of the later researches require 2 million of each science pack!) and I intend to at least finish all the research. I'd also like to make power armour 6 (or whatever the last one is) and that's going to require lots of work on modules and gemstones. So, plenty left to do, but I hope this gives other AngelBob players some encouragement, and of course let me know if you've got any questions about what I've done, or think I should've done things differently! [link] [comments] | ||
Is there a mod that let's logistic robots put things into buildings directly? Posted: 27 Jul 2020 08:26 AM PDT Well pretty much title, but if you're interested in the story behind it here it is: I set up an elaborate 9x9 nuclear setup but after I already built it I realised that it can't be fueled the way I wanted because logistic robots didn't work the way I thought they did. (this was the first time I ever touched them, I love belts) So I had to remover like nine reactors and install bob's adjustable inserters mod to make the system kinda work At first I wasn't bothered by it that much because I knew I was overbuilding it like all hell, but now I'm kinda worried I'm gonna eventually need it. Hence the question in the title. [link] [comments] | ||
Posted: 27 Jul 2020 08:26 AM PDT Disclaimer: I dunno if thats feasible, or even possible, but the amazing dev's can make it work, Im sure of it :) [link] [comments] | ||
Posted: 27 Jul 2020 07:51 AM PDT Is it possible to make a megabase without robots? I feel like the walls need robots for repairs and such. My initial thought was to have a network exclusively covering the walls just for repairs and replacements of destroyed turrets and such but the robots seem to get confused trying to cut across open space, run out of charge and never repair anything. How do you build huge walls that are essentially maintenance-less without allowing robots to run through your entire base? [link] [comments] | ||
How do I pick all of these up? I don't want to individually Posted: 27 Jul 2020 07:10 AM PDT
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Need some help on the heavy oil Posted: 27 Jul 2020 12:45 AM PDT So I just unlocked advanced oil not too long ago and I'm wonder what i should use my heavy oil for? [link] [comments] | ||
Anyone have a good late-game module setup? Posted: 27 Jul 2020 06:14 AM PDT Trying to make a late game beaconed module build anyone have a good blueprint? [link] [comments] | ||
Arty Battle Station Design Process - A Noobs Journey Posted: 26 Jul 2020 12:22 PM PDT
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Does Natural Evolution: Enemies tank anyone else's UPS? Posted: 27 Jul 2020 02:13 AM PDT After doing some testing today on why my UPS drops massively whenever biters attack I came to the realisation (after spawning in a 100 small biters on the same square) that NE:E is making even the regular enemies spawn pools of fire underneath them when they die. This fire particle effect seems to tank my game massively. I disable NE:E and these fire pools no longer spawn, and my UPS runs fine (even with multiple hundred enemies on screen dying/attacking) This mod in general just seems to tank my UPS. Which sucks, because all the unique spitter types are really cool. Also using Rampant and Bob's enemies. Anyone else ever had this issue, or had poor UPS with all three mods turned on? [link] [comments] | ||
Posted: 26 Jul 2020 11:24 PM PDT
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Posted: 27 Jul 2020 04:56 AM PDT I'm just looking for a some mods or mod pack to start a game that can take me a really long time, just to chill playing factorio. I don't care if it has new aliens or some handicap. [link] [comments] | ||
Would upgrading to higher speed RAM improve my Factorio performance? Posted: 26 Jul 2020 04:59 PM PDT My friend and I are 300 hours into a heavily modded Bob/Angel campaign and I am starting to experience reduced FPS/UPS (down to a steady 45 FPS). My friend is not having the same issues as me, regardless of whether he hosts or I host, and I should note he is using a much nicer PC than I am. I've been trying to pinpoint what part of my computer is bottlenecking and I am now suspecting that I need higher RAM speed. Right now I have 16 GB of DDR4 at 2400 MHz. Here are my reasons for thinking RAM speed is the issue: - My i7-7700 HQ CPU is not being strained; runs at about 35% utilization. - My GTX 1050Ti GPU is not being strained; runs at up to 26% utilization. - I am only using 7 GB of my 16 GB of RAM. - As far as I can tell, there are no overheating issues. I use a laptop, so it's always a bit hot, but last I checked temps, I was never seeing anything over 70 °C my fans aren't freaking out like they do with other games. This leads me to believe that I am bottlenecked by RAM speed because my GPU and CPU seem to be fine and I am not using all my RAM. In other words, nothing seems out of ordinary in terms of resource usage. My suspicion is that the game is rewriting to RAM, but can't write fast enough, hence the drops in FPS. I am no expert on computers, so maybe my understanding of all this is wrong, but I would love to hear suggestions or feedback as to what could possibly be wrong. [link] [comments] | ||
I want to try a square modular base but don't know how Posted: 27 Jul 2020 04:09 AM PDT you know. those squares that are connected by trains to transport stuff from square to square but I don't know how to start. what do I put on those squares? are there any blueprints? should I know of any downsides? [link] [comments] |
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