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    Tuesday, August 25, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 24 Aug 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    That feeling when you extend a bus and you see it fill up with all of its rainbow colored goodness.

    Posted: 25 Aug 2020 04:28 AM PDT

    Trying to split the belts evenly to the left side and right side in a small area. Left is the 1st design. Right is the 2nd design. Love all the symmetric thing can did.

    Posted: 24 Aug 2020 09:21 PM PDT

    Here's a little tip I found in the conveyor scenario thing, hope it'll help somebody

    Posted: 25 Aug 2020 05:39 AM PDT

    I have a greater appreciation for good ol' Factorio balancers after converting the 4-4 into Satisfactory.

    Posted: 24 Aug 2020 08:31 PM PDT

    Had a go at research labs

    Posted: 25 Aug 2020 04:18 AM PDT

    Big Book of Mining Blueprints

    Posted: 25 Aug 2020 02:59 AM PDT

    Since coming back to Factorio after a few years hiatus I decided to update my guide to mining drill layouts that I made a looong time ago. Especially with the ability to research technology to increase the productivity bonus on mining drills, extra long underground belts, and the sexy new mining drill graphics, the time is right to come back and make a guide to help explain some concepts. I decided to make a new guide and blueprint book for miners of all skill levels that I hope will accomplish 3 things. * provide and show the use for different mining drill blueprints for all stages of the game * explain some metrics for measuring a tileable mining drill blueprint * get players to show me their awesome designs

    For the first point, here is a link to an Imgur album with a host of practical and semi-practical designs, as well as a link to Factorio Prints where you can download the entire book of blueprints yourself.

    Album of pictures

    Blueprint Book on Factorio Prints


    Ease

    This is the most important criteria that players in the early game. Ease is a vague term for the fuzzy value of simple and not much game progression needed to build a design. Designs with high ease are easy to build with starting game components. The designs M1 and B1 are very easy to build. Designs with a very low ease might need late game components, not tile in a square grid, or even need multiple blueprints to set up properly. Ease becomes less important in the mid-game as you gain access to personal roboports and mass production of belt components.

    Ease on these designs is given as a score with 10 being the highest and 1 being the lowest. Factors that go into the ease of building are: types of components needed, number of different components needed, ability to be built without bots, rectangular tiling, size, ability let players walk through, ease to hook up power/outputs/inputs, etc.


    Coverage

    Once you acquire better gear and begin to deplete your starting ore patches, you need to search out new ore patches to acquire more minerals. Ore patches might be few and few between, and it's important to get the ore out of them as quickly as you can. The size of an ore patch is limited, so to get it the fastest you probably want as many mining drills in an area as you can. This is where coverage comes into play.

    Coverage is the simplest way of evaluating a mining drill blueprint and puts a number on how compact a design is. It is simply the proportion of the total area that is physically covered by mining drills. A higher coverage means that a design will have more drills per area and produce more ore. M5 has excellent coverage but is a bit tough to build. M3 sacrifices a bit of coverage but is much easier to build and work with on irregularly shaped patches.

    Coverage is calculated as:

    (9 * number of drills)/(area of that blueprint section)


    Belt Length per Drill

    Once you have launched your first rocket and have decided to start building a megabase, you might have lots of speed modules you can put into your mining drills, and you might even have completed some of the infinite researches of mining productivity. Now, one mining drill can pump out a lot of ore. To prevent backups that stop your drills from running you need lots of belts for each mining drill.

    Belt Length per Drill is a value that shows how long of a stretch of belt belongs to an individual mining drill. This value can give an idea of how far a particular design can tile before the belt is compressed. A higher value means that a design can tile further without the fully compressed belts causing your mining drills to back up. This value is independent of the belt speed, mining drill speed, or production bonus and is specific to each lane of the output belt.

    Belt length per drill is calculated as:

    (length of left or right lane of a belt)/(mining drills that output to that lane)

    M8 has a ton of drills all outputting onto a short stretch of belt. It will backup very easily and many drills will sit idle. M6 has a very similar design to M3, but because each drill has its own individual belt, the belt length per drill is tripled. It can allow mining drills to mine faster or to have longer stretches of belt without backing up.

    The other two stats given are simply the width and height, and the distance between output belts. Some specialized systems, especially those involving trains, might do better with a specific distance between each output belt.


    Building and testing a variety of setups to put into this blueprint book has been quite interesting for me to make. It has almost felt like playing a Zachtronics game, where I have given myself a criteria, and then tried to optimize a design that fits that criteria. If you have particular designs that you prefer using over the ones in this blueprint book I'd love hear about it.

    submitted by /u/madmaster5000
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    My Base!!!

    Posted: 24 Aug 2020 04:56 PM PDT

    I defeated the fearsome beast, but then my player color changed... yuck.

    Posted: 24 Aug 2020 08:27 PM PDT

    The Factorio Olympics Games Are Starting! (first match at 06:00 UTC)

    Posted: 24 Aug 2020 11:02 PM PDT

    The Factorio Olympics Games Are Starting! (first match at 06:00 UTC)

    https://i.redd.it/npsvlcq273j51.gif

    The Factorio Olympics Games Are Starting!

    Finally, after a lot of waiting and the streams from u/jdplays and Xenocyber we are finally starting the matches.

    Today we are going to have the first official matches which will count towards the leaderboards! Come and join in 9 minutes or sometime this week to have fun with the race game as the first game!

    So how will this all go down?

    Coming 4 weeks (and maybe even more!) we will be hosting an event every week. You will be able to join and play them at 4 specific times a day for Monday up to and until Saturday:
    00:00 UTC
    06:00 UTC
    12:00 UTC
    18:00 UTC

    Streaming

    We will be streaming the main matches with the best people of the week on Sunday, here the people who couldn't participate can watch the nerve-wracking matches.

    If you have any more questions be sure to post them down below or ask in our discord.

    We hope to see you all participate at some point,

    ­-The Factorio Olympics organising team.

    Media Links:
    Website
    Discord
    Twitch

    submitted by /u/drahc_pro
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    I made a thing: A nearly all in one 2700/min factory block pasta

    Posted: 24 Aug 2020 12:45 PM PDT

    I've Gotten the Impression this Sub Appreciates Some Good Spaghetti

    Posted: 24 Aug 2020 05:53 PM PDT

    The character in the trailer exit on RIGHT side of the car

    Posted: 24 Aug 2020 10:58 AM PDT

    Biters destroyed a radar, so I got even with them

    Posted: 24 Aug 2020 01:14 PM PDT

    So I needed more land to make my mega base

    Posted: 25 Aug 2020 04:36 AM PDT

    So I needed more land to make my mega base

    So I spawned in a very resource rich land in hopes of making a mega base in the future. A problem I encountered was that i had too many lakes and i needed a good amount of flat land to make this mega base of mine. To solve this I started the greatest landfill project I have ever taken in factorio. Spent like 10 hrs in total making satellite bases on stone and just spammed robo ports to get this done.

    For a sense of scale, the starter base down below is 550x400 blocks

    https://preview.redd.it/814shpzlw4j51.png?width=1045&format=png&auto=webp&s=de76a57e0c2a16063cefa77069ff839fca01695b

    submitted by /u/Finaloot
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    3rd Game 78ish Hours In

    Posted: 25 Aug 2020 07:14 AM PDT

    FACTORIO ...! by 2kliksphilip. Made 2 years ago, but still relevant after the 1.0 launch, if not more

    Posted: 24 Aug 2020 11:29 PM PDT

    Factorio 1.0 is done - now it's time for [MINI GAMES] - Post your ideas! :)

    Posted: 25 Aug 2020 06:48 AM PDT

    I've never been too great at building the Science Packs, any tips on the automation would be helpful. Heres my early game factory, doubling it soon.

    Posted: 24 Aug 2020 06:54 PM PDT

    Bitter death trap but lack of Symmetry is killing me - is it possible to remove land/land fill?

    Posted: 24 Aug 2020 03:36 PM PDT

    I made a scalable nuclear power blueprint

    Posted: 25 Aug 2020 02:33 AM PDT

    Images: https://imgur.com/a/p9GtqbQ blueprint book: https://pastebin.com/VQ5WEywD

    I designed this to be easily scalable to meet power needs as you go. You can start by placing a 4 reactor setup, then when you need more just stamp a larger one right over top the previous one. I stopped at 14 reactors because of heat pipe limitations, but it also snaps to grid to easily place down more next to it.

    I made a couple design choices at the start like using bots and that I'd just build over water, but it's easy to make room to pipe water in, and run belts. I haven't made a blueprint book with these options, but it would be relatively easy if someone wanted to. There's also nothing in place to control how it runs, it just runs. 14 reactors use about 20 uranium ore per minute, which is basically nothing so I'm not worried about waste.

    I'm pretty happy with how these turned out, and hope others might appreciate them as well.

    submitted by /u/Nomeru
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    Soft transition from coal to nuclear

    Posted: 25 Aug 2020 04:53 AM PDT

    Soft transition from coal to nuclear

    This system turns on the coal plant when the capacitors fall below 50% and keep working until they're full

    First of all, I must mention this system requires a backup of accumulators. I'd say, at a minimum, of 400MJ.

    Usually when you start using nuclear power you already have a coal plant set up and able to produce quite some energy. However, having both working at the same time can be somewhat problematic because you'll start wasting coal.

    Let's say you install your first reactor. We'll analyze 2 scenarios:

    1) With one reactor (40MW) you already produce more than you need. However, if you have both nuclear and coal connected you'll appreciate that both are working even if the demand can be faced just by the reactor. Since the burning of uranium is unstoppable you want to use it fully and use coal exclusively when there is a peak. This way you keep consuming uranium at the same rate while saving coal.

    2) With one reactor you produce barely enough energy. If that's the case, the coal plants will be turning on periodically. The difference with having both connected is that during the time that are both working they'll be both working at a 100% capacity to feed the factory and charge up the capacitors. This way you can last longer without installing the second reactor and doubling the uranium consumption.

    You can skip all this system simply by extracting and processing more uranium. But... that's for COWARDS WHO DON'T DARE TO TRULY EMBRACE THE PHILOSOPHY OF THIS GAME AND OPTIMIZE!!

    The factory must grow.

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    submitted by /u/Juanda1995
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