• Breaking News

    Monday, July 27, 2020

    Factorio My friend bought me this game and I have no idea what's going on so I made this.

    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.

    Posted: 26 Jul 2020 11:52 PM PDT

    Spreading some love to the aliens

    Posted: 27 Jul 2020 06:52 AM PDT

    Simple Safe Science Sushi

    Posted: 27 Jul 2020 05:12 AM PDT

    An extremely scalable (and UPS friendly) megabase design

    Posted: 27 Jul 2020 02:20 AM PDT

    An extremely scalable (and UPS friendly) megabase design

    Not sure if anyone has done this before but I have been trying this out

    The basic idea is to create a unit of mini-bases and then copy-paste everywhere. My approach is create a branch from railway system, and then send a builder train to create the whole base.

    In my case, the unit of mini-base is 100SPM. See screenshot attached. There are 6 trains delivering iron ore, copper ore, stone, coal, crude oil and water. Water is delivered by train so that the minibase can be plugged anywhere in the rail system.

    Until now I have created 12 mini-bases. This base stably generates 1.2 SPM. Total game time is only 39 hours. It's my fastest megabase ever

    https://preview.redd.it/g9569q0hadd51.jpg?width=3840&format=pjpg&auto=webp&s=036a9c1972b41947bd90210d2aff862961c6bc09

    https://preview.redd.it/ueoygoxgedd51.jpg?width=3840&format=pjpg&auto=webp&s=2505d6d52609ea967e819309bdd38a0831642023

    https://preview.redd.it/t9cen0rwedd51.jpg?width=3840&format=pjpg&auto=webp&s=b58dc1473ea9595dc0e730541c286463637818f7

    submitted by /u/maxcellent61
    [link] [comments]

    This is my first factory. And this spaghetti monster somehow works.

    Posted: 27 Jul 2020 08:07 AM PDT

    Smart Solar Supplementer

    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

    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

    submitted by /u/bob152637485
    [link] [comments]

    Problem getting started with Pyanodon's mods

    Posted: 27 Jul 2020 02:39 AM PDT

    Problem getting started with Pyanodon's mods

    Hi everyone,

    I'm trying to start a new game with all official Pyanodon's mods installed (and at latest version at time of posting) but I'm stuck at the beginning. For the record, I already played a lot with B&A so I have an idea of what to expect, and I'd rather avoid watching youtube videos because I don't want to be influenced on how to do things. I'm afraid to ask because the answer is probably extremely obvious, but here we go.

    So my first goal should be to automate red science. The problem is that in order to make red science, I need glassware, and in order to make glassware, I need methanol, and in order to make methanol... ?

    How to make methanol?

    When I look in FNEI, all the recipes to produce methanol are locked by technologies yet to discover (and for which I need to craft red science in the first place). And Hellmod cannot find anything either. This is puzzling because it looks like I can automate the rest of the ingredients (and it looks like I'm going to spend many hours just on that), but not methanol. It doesn't appear to be a raw resource either (and I would surprised if it were one).

    What am I doing wrong, Reddit?

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

    Scenes from my 1,478 SPM Industrial Revolution modular grid base

    Posted: 26 Jul 2020 08:12 AM PDT

    "Full screen" not working as borderless windowed

    Posted: 27 Jul 2020 01:55 AM PDT

    Hello.
    Does anyone else have a problem with full screen mode not working like it should (that is as a borderless window/full screen windowed)?

    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?
    I realize it's most likely Windows' update that broke it but maybe there are some workarounds - I've tried Borderless Gaming by Andrew Sampson but game still goes true full screen on focus).

    submitted by /u/Naoya8
    [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.

    • I had quite a lot of time in the middle where I was really struggling with the biters until I discovered how awesome plasma turrets are and also discovered that artillery is easier to unlock than I'd thought!
    • Keeping metal supply from sorting single ores balanced is a massive pain - I should have tried to get on to catalyst sorting sooner.
    • Catalyst sorting requires enormous quantities of crushed stone and crystal dust, at least until you can make titanium - at which point you can replace the crushed stone with thermal water, which makes it much easier. Crystal dust can be made through washing plants by doing geode washing and then crushing. Having geode washing and thermal water is vital because the catalyst sorting uses significantly more crushed stone or crystal dust than it generates.
    • Building on both sides of a bus is very tempting when it's difficult to liberate more land (whether that's from biters or lakes), but it will always come back to bite you later!
    • Managing multiple LTN networks is a massive pain and I still occasionally get massive trains in tiny stations, no matter how careful I think I've been
    • When something doesn't work as you expect, your first instinct may be to think "There's a bug in this, why isn't it working?" but practically every time I've screwed something up in the system. It's working perfectly, I've just not built it properly.

    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!

    submitted by /u/OneCruelBagel
    [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.

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

    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.

    Posted: 27 Jul 2020 08:26 AM PDT

    Disclaimer:
    I know its just a smaller inconvenience, but it always annoys me that I have to exit the train to reach the items in the wagon so my bots can work with them.

    I dunno if thats feasible, or even possible, but the amazing dev's can make it work, Im sure of it :)

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

    Base without robots?

    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?

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

    How do I pick all of these up? I don't want to individually

    Posted: 27 Jul 2020 07:10 AM PDT

    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?

    submitted by /u/supergayman_
    [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?

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

    Arty Battle Station Design Process - A Noobs Journey

    Posted: 26 Jul 2020 12:22 PM PDT

    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?

    submitted by /u/Zed_0
    [link] [comments]

    Splitter only regulator

    Posted: 26 Jul 2020 11:24 PM PDT

    Splitter only regulator

    Has anyone ever built a belt/splitter (no combinators) only regulator? I did a quick sketch and it seems possible to end up with a belt from multiple sources that has, ex. lets say 25% from input A and 25% from input B at all times. As far as I know these are the two pertinent limitations/possibilities of belt/splitters

    • an input line will block another line (stop it from "inputing") if it is in an adjacent, perpendicular orientation (crisscrosses) and it is 100% saturated
    • a line that feeds back to its input in a crisscross will block input right before deadlock and spin forever
    • a line will not accumulate input until deadlock if 100% of its output is fed back to its input

    Here's a doodle demonstrating these rules in effect. Notice when equilibrium has been reached by the system, the maximum achieved saturation of the belt lines are:

    • 1st line after the 1st splitter seems to have 50% of the input
    • 2nd has 25%
    • 3rd has 12.5%

    https://i.redd.it/ezftiioeccd51.gif

    img link copy

    Blueprint

    Probably should mock up a counter and verify those numbers but looks right to me. Which surprised me at first because I thought the splitter behavior of 50/50 was an avg based on probability, so that it was possible for split to occur at 0/100 or 49/51, which would cause the belt lines above to accumulate and deadlock. But that's not the case.

    So I have a 3rd belt now that peaks at 12.5% saturation, great. But here's the actual problem. I want to join a 2nd system, that also has a 3rd belt line of peak 12.5% saturation with the green 12.5% line. My first try attempted to attach the green 12.5% belt and a red 12.5% belt with a splitter, achieving two lines of 6.25% each for a total of 12.5%. I then feed one line back into the 3rd line of the green system and the other into the 3rd line of red system. Equalizing both systems to remain at 100% saturation in total.

    https://preview.redd.it/5r5txw7oicd51.png?width=1468&format=png&auto=webp&s=54482b88fc638990f7faeeba7b8e11fc2236285b

    Blueprint

    This did not work. If I started the input on the green system only, it quickly saturated the 1st line of the red system and blocked any future input from the red system. I want to avoid that and also understand why it's happening. Something just doesn't add up. The red system should not have accumulated any more than 12.5% of the green system's input + the linear capacity from belt distance between them. The capacity alone should not have caused the red system's 1st line to block. Any ideas?

    [EDIT]

    I think I have a possible solution that might just need tweaks. It relies on a splitter set to prioritize output back into the main line to prevent early saturation from one system to another. Here's a gif

    for some reason the framerate makes it look like the greens are moving backwards. ignore that

    One problem that still remains though. Once I let loose the bottom red system, it quickly saturates the green system and deadlocks it. Don't know how to fix this.

    submitted by /u/dingoegret12
    [link] [comments]

    Mod suggestion, pls

    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.

    submitted by /u/RoninAzsharan
    [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.

    submitted by /u/smilingstalin
    [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?

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

    No comments:

    Post a Comment