Factorio TFW you miss Friday Facts already |
- TFW you miss Friday Facts already
- So long and thanks for all the fish
- The prefect cliffs don't exist...
- So let it begin! Just bought the game. Wish me luck
- Factorio Game Theory: The Spacecraft and the Player together is a von Neumann Probe.
- Spidertron got moves!
- i was srlly trying my hardest to be eco friendly :'(
- Gear Intersection
- Can I get rid of these?
- How can my base still look like this after nearly 600 hours?
- Public: There is no Spoon event!
- Nearly gave up on it but after 3h of taking my time I got my car! (New player excuse the spaghetti)
- Lost a blueprint from library because I put it in my inventory, tested it and quit without saving.
- The Efficiency Module User Manual
- [Beginners] Circuit Setup: Skimming excess off the top for later use and to prevent jams in production
- How could i live without bots?
- How can i prevent this?
- Should I build electric furnace???
- New player, first factory is going great!
- Ridiculous performance drop after clearing enemies with spidertron
- Demo was fantastic
- Energy Storing
- 1 week after release 1.0 launched without any new patches
TFW you miss Friday Facts already Posted: 21 Aug 2020 09:51 PM PDT
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So long and thanks for all the fish Posted: 21 Aug 2020 08:52 AM PDT
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The prefect cliffs don't exist... Posted: 22 Aug 2020 08:02 AM PDT
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So let it begin! Just bought the game. Wish me luck Posted: 21 Aug 2020 03:29 PM PDT
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Factorio Game Theory: The Spacecraft and the Player together is a von Neumann Probe. Posted: 22 Aug 2020 08:11 AM PDT If you're unfamiliar with the definition of a von Neumann probe, it is basically a drone that lands on a planet or asteroid, mines the resources and uses the resources to make more von Neumann probes so that the cycle will repeat itself. What I was thinking about is that - what if the rocket we launch to finish the game actually contains multiple spaceships with clones of the player so that the process of building a rocket ship on another planet? If that is the case then here's the possible history: Humanity as a civilization has become a type 2 civilization by fully utilizing the resources and energy resources of our solar system. But the ambition and greed of our leaders want total control of the galaxy. So they deviced a unique project, where multitudes of humans were fully trained in physics, chemistry, biology and engineering. They were then sent in large rocket ships that broke off in capsules when a planet is nearby, so they will crash land and these engineers apply their trade. They scout the land of resources and construct intricate machines to exhaust them for the purpose of manufacturing. But their know-how in creating an assortment of weapons ensured their survival to a degree. The human clones of the player were reconstructed from the biomass of alien bodies slaugthered, and were stored in stasis chambers located in the rocket silo. Once the rocket is complete, the clones are inserted into the rocket for this entire process to be repeated again. [link] [comments] | ||
Posted: 22 Aug 2020 08:20 AM PDT | ||
i was srlly trying my hardest to be eco friendly :'( Posted: 21 Aug 2020 08:18 PM PDT
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Posted: 21 Aug 2020 07:25 PM PDT
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Posted: 22 Aug 2020 05:54 AM PDT
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How can my base still look like this after nearly 600 hours? Posted: 21 Aug 2020 02:40 PM PDT
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Public: There is no Spoon event! Posted: 21 Aug 2020 11:52 PM PDT
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Nearly gave up on it but after 3h of taking my time I got my car! (New player excuse the spaghetti) Posted: 22 Aug 2020 05:21 AM PDT | ||
Lost a blueprint from library because I put it in my inventory, tested it and quit without saving. Posted: 22 Aug 2020 02:09 AM PDT I wanted to try something out in a new game. I had some blueprints in my library. (not in the game-only library). So I took a blueprint and put it in my inventory for ease of use. After I stamped it here and there in my completely new game I was done testing and quit the game without saving. Now the blueprint is gone from my library. [link] [comments] | ||
The Efficiency Module User Manual Posted: 21 Aug 2020 04:41 PM PDT At what point is it actually worthwhile to use efficiency modules? Let's take a look. There is really one reason to use efficiency modules: Produce less pollution. We will look at two metrics; Pollution per minute, and pollution per item. Pollution per item is generally going to be the more useful metric, but pollution per second can also be useful if you need to keep the lowest profile possible, as terrain absorbs pollution over time. Pollution per minute (per machine) This metric is going to be more useful for situations where one machine is enough, and you need a variety. For example, a mall. The goal here is to minimize the pollution produced per machine. When assuming clean energy, we'll start with the lowest base pollution, the Mk.3. With no modules, it produces 2/m. With two Eff2 modules (80% reduction), it produces only 0.4/m. Let's consider this the benchmark rate per machine moving forward. Nothing we do can produce a lower pollution rate per machine, but several things we do can increase this. However, we can add more efficiency modules to offset this, to a degree. Adding productivity modules does not just increase energy consumption but also increases the pollution multiplier, which we will never be able to offset. If our goal is lowest pollution per machine, we can never use these. Speed modules, however, can be offset. One Mk.3 assembler can be fitted with a single Speed3 and three Eff3 modules, reaching the same benchmark pollution rate and enjoying a +50% increase in speed. Beacons can also be used to enhance the speed further, as long as you increase the efficiency to match. This only works under the assumption of clean energy, as it consumes boatloads of power. The best speed you can get on an assembler with the constraint of minimum pollution is +300%, using a 12 beacon setup (10 speed mods, 14 eff. mods) and 1 speed, 3 eff. in the machine itself. Pollution per item In order to compare this, we will assume a recipe that takes 1s to craft. Changing the recipe time shouldn't actually give different answers, it just allows us to easily do the math. For this consideration, we shall start with the previous setup which gives us a crafting speed of 5 and pollution of 0.4/m. This means we are creating 300 i/m, or 300 items per 0.4 pollution. This benchmark gives us a pollution rate of 0.001333/item. For comparison, a popular fully beaconed setup is 4 production modules and 12 speed beacons, which gives a pollution rate of 35.28/m but a crafting speed of 8.96. This traditional "productivity" setup gives a pollution rate of 0.065625/item. WAY higher. The traditional "speed" setup that trades out two productivity modules for speed modules isn't much better, at 0.05368/item. This is almost FIFTY TIMES more pollution per item. The cost of speed, right? But wait... This is the cost per item. The only trade here is the speed. And what's the fix for that? More assemblers! Well, does that increase the pollution? No, actually it doesn't. More machines working may increase the pollution per second, but not the pollution per item. Verdict If your goal is to reduce pollution, efficiency modules can have a massive impact over using other modules. That 80% apparent max reduction actually looks more like 98% when compared to other modules. You can get the same throughput with a bigger footprint, but if you're doing this you're probably using solar for clean energy, so you're used to that by now. Sections of the user's manual still to come include considerations for early game and non-clean energy, both valuable chunks of information for something like a deathworld. If there's something you'd like to see me delve deeper into, let me know! And I do intend to shape this into a proper 'user manual' of sorts, suggestions greatly appreciated. [link] [comments] | ||
Posted: 21 Aug 2020 08:51 PM PDT
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How could i live without bots? Posted: 21 Aug 2020 06:00 PM PDT I just started with construction bots and can't live without them anymore. It's like my initial base was all for reaserching it. It feels like remaking everythibng and starting with blueprints is limited only by resources on hand. All i need is logistics chests and im set. Now i understand why some people abondon initial bases and go on making megabases. [link] [comments] | ||
Posted: 22 Aug 2020 03:41 AM PDT
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Should I build electric furnace??? Posted: 22 Aug 2020 01:25 AM PDT I'm planning megabase for Five Rockets silo. According to Calculator It's needed more than 3000 furnaces just for iron. It's sounds insane to me So I'm thinking two ways.
mostly people suggest me to use second choice. but I'm worrying about power plant capacity will go well...or out of control (mostly I'm relying on nuclear power plant) [link] [comments] | ||
New player, first factory is going great! Posted: 22 Aug 2020 07:18 AM PDT
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Ridiculous performance drop after clearing enemies with spidertron Posted: 22 Aug 2020 02:16 AM PDT This happened just now, I rejoined a multiplayer game with just the host being there, and we noticed performance going into single digits shortly after. It kept happening a few minutes after loading into that save. Then he noticed it was happening only after he got close to the base, walking off some islands that bridged our main body of land to an area he was clearing from hives. He tried it in single player with the same save and everything behaved the same way, so we ruled it out being a multiplayer only issue. We then suspected that it has something to do with several spidertrons being on the map at the same time (a third player's spider was idling elsewhere while he was offline), and stared picking up our vehicles. And voila, the lag disappeared after the host put his spidertron into the inventory. So my current theory is this: he aggroed a bunch of enemies while offshore, they kept trying to path to him, and as he got off those islands, the mobs' pathfinding hit the vehicle hard. This might explain the lag going away after picking up the spidertron, I'd assume the pathfinding action to stop at that point. Worth noting that our world has a lot of cliffs, and a lot of enemies, so this is likely an extreme edge case. We also had some weird performance issues earlier that we couldn't explain, and it was likely of similar origin. TLDR: pick up your vehicle after aggroing a bunch of enemies and before going back to base. [link] [comments] | ||
Posted: 22 Aug 2020 06:15 AM PDT I downloaded the demo just thinking it was going to be another average indie game but holey moley was I impressed (and hooked). I already put 8 hours into the demo and now I'm finished there is a big itch to keep playing but I don't know how I'm gonna satisfy it as I won't be able to purchase the whole game. Anybody got any ideas. They won't be making the demo longer anytime soon will they. [link] [comments] | ||
Posted: 22 Aug 2020 06:06 AM PDT so im starting to build a city with roboport, and i realized that roboport takes soooooooo much power, so i think the best way to generate power are solar panels..? but they dont' work on night, so im guessing Accumulator are the machine to store power from panels? and also is there a way to calculate how much power do i use at night? it's just so i can make the proper ammount of accumulator [link] [comments] | ||
1 week after release 1.0 launched without any new patches Posted: 21 Aug 2020 08:54 AM PDT I just noticed we're 1 full week after 1.0 version got launched and no intermediate patches were deployed. NO 1.01, 1.02, 1.03............. For any other game, this could be considered normal, for Factorio this is a sign how stable 1.0 is. Factorio developers have deployed patches within the hour of a bug filing. Yet another example of the quality of this developer team! [link] [comments] |
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